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Found 35 results

  1. Scene Combine for RGSS3 by efeberk Introduction This script will allow to combine two items and generate a new item from combined items. Screenshot: Script
  2. Szyu's Items Class Restriction Introduction Easily specify items, weapons and armors, which can only be used/equipped by certain classes How to Use An item's note have to contain one of these: <classes: x> # This will allow specified classes to use this item <!classes: x> # This will forbit specified classes to use this item Seperate multiple classes with ','! Allowed Database Items, which can be restricted by this script: - Items - Weapons - Armors If There is none of those tags in the items note, every class is permitted to use or equip this item! Same goes wie <actors: x> and <!actors> for restricting items, weapons and armors for actors. Links Pastebin via Adf.ly if you want to support me Pastebin direct Credits Credits to Szyu if you plan to use this script. Changelog - Fixed problem when the player's party's size is larger than 1 - Added function for restricting by actors - Fixed bug where actors and classes could use restricted items in battle
  3. I know you can use a conditional branch for one item when it comes to implementing puzzles, but what about two items or more? Take the lighter puzzle in Mad Father for example: Aya needs an empty lighter, lighter fluid and cooking oil in order to burn the monster blocking her path. How would you do that in RPG Maker VX Ace?
  4. Purple Phantom

    Stuff for a Humour-Based Game

    Basically, I'm making a humour-based game and need to figure out a whole bunch of skills, weapons, items and states. While I don't need much of a "team" for this project, I think multiple people putting their heads together would be super useful! (Feel free to make skills that both damage enemies and heal allies - I can do that.) Current Weapon Types: Basic - Basically, your basic weapons such as knives. Explosive - If it makes your enemies go out with a bang, it goes here. Tech - If it's technology, it goes here, especially if it's robotic in nature. Special - It it's enchanted, paranormal or one-of-a-kind, it goes here. Unconventional - Something you wouldn't normally use as a weapon, but could be used as a weapon, such as pool cues or vintage vinyl. Oddly Convenient - You wouldn't normally reach for it, but it could be found in a shed - you know, like a cricket bat. Electric - If it's shocking, it goes here. (I guess you could say these weapons are a real buzzkill for your enemies. Funny, right? Riiiight? Only me? Okay.) Character Specific - The weapon is either Harpoon-related (has a chance to Bind an enemy using harpoons), Mirror-related (reflects damage back onto the enemy because logic) or Lucky (has a chance to add a variety of states to enemies). Current Skill Types: Technology - Technology Skills use technology equips and Tech Points. Special - Special Skills are just special things for each character to do. One character mainly does damage skills, one character does a main combo of damage and shield skills and one character mainly has buff, debuff and healing skills. Super Special - Super Special Skills are basically character-specific buffs and debuffs for that character only. One character can activate radioactive superpowers in the form of a minor boots to all of their stats or a major boost to one or two of them, one character can activate a monster form or possessed form and raise some of their stats and one character can summon help from beyond the grave in the form of zombies or vampires, significantly boosting their stats. I'd like more ideas for different things they could do for themselves. Current Item Types: Healing - Your basic healing items. Damaging - Damages either a party member or an enemy. Tech Chips - Use Tech Chips on your Technology Weapons to boost their stats. Snake Oil - Needs to be identified before it cam be used. It's either a Healing or Damaging item. I'll update this as more stuff is added and eventually add a list of each of these things, but go crazy with your ideas! I may change the names of some of the things, but don't let that stop you from making a name for your idea! ALL CURRENT THINGS FOR THIS (without actual descriptions): ITEMS: WEAPONS: ARMOURS: (I'll add the skills and states later, as I'm heading to bed right now.)
  5. lu1dak1d09

    Item Drop Scatter Items?

    Hello I Need some help in tying figure out something so simple maybe? but so hard just cause i dont get it. i battler script from falcao pearl abs liquid v3 update battle system, with yanfly scripts as engire core. i have mosnter drop item script. when a monster dies and drops items showned on ground. and i add multiple drops to a single monster like maybe 8 random items at 100% jsut to test it to see if it works, and it does in wich it drops all 8 items but in 1 pile... ( look at 1 pile.jpg picture ) so my question is how can i make the drops be scattered different directions instead of being in a one pile to pick up? and also. when i go over an item it tells me the name of the item ( look at items pickedup.png picture. i dont think its supposed to be png but watever there it is. ) thanks. -----------------------------------------------------Luis Rodriguez
  6. RMReyn

    Luck based Lock picking

    Hello All... This is actually my first post here, but I have been using RM's for a while now. I am currently using RMVXA and have found a way to do a common event for lock picking using the character's luck level in game, whether or not the character has the lock picking skill, and whether or not the character has lock picks in his/her inventory. I have written it down, but will also include screenshots for whether the game data values for luck is kept within the engine. I am also going to attach a PDF of what the common event should look like when completed. Also with this post, I am making the assumption that you as the reader are already familiar with conditional branches. Lock Picking RMVXA.pdf
  7. Okay, so I've been working on this problem for a day and a half now, and with little success. I know there's gotta be an easy way to do this, but-- sometimes it takes an extra set of eyes. So for a little game I'm dallying with on the side, basically the player has to get 5 main items along with two soul fragments for each level to pass. Now, my problem is that what I want to happen is this: 1. Player gets two fragments. 2. When Player gets Fragment #2, an event occurs where the two fragments are thrown out of inventory and replaced with a whole soul (a third item). 3. Player uses the Soul item to exit the level. Now, the problem I'm having is this: I know that to get the game to do this, the event will have to double-check to see that both frags. are in the inventory. If they are, then it can go ahead and make the swap. Now the question- what would be the best and simplest way to do this? In the normal eventing screen, there's only a way to check for one item at the time. I've been fiddling with common events, but haven't found an answer that I like. Any suggestions?
  8. After some experimenting, I found out how to create items that lets you escape from battle. Unfortunately, it works a little TOO well by letting you escape boss fights (or bosses you're not supposed to run from). Any way I can fix this?
  9. Hi, so I want to make potions unusable for a certain fight, and as far as I can tell there isn't a way to do that. I tried creating a copy of the item and just making it not usable, but I'm not able to exchange those potions for the regular ones and then exchange them back to normal after the fight. Is there a script, or some way to set up the event so it will do this. Thank you.
  10. Glasses

    Save Items

    Name: Save Items Version: 1.0 Author: Mr. Trivel Created: 2016-05-13 About the plugin: Maybe you wanted to have different groups of actors going through story, or maybe the party split up for the next encounter and moving on their own. And that requires the party to remove currently held items, so another party moves on with their story. In that case, this plugin does just that. Screenshot: Another party has it. How to use? Save items by using following plugin commands that suits items you have: SaveItems All SaveItems Items SaveItems Armors SaveItems Weapons SaveItems KeyItems Reclaim saved items by using the following plugin commands: ReclaimItems All ReclaimItems Items ReclaimItems Armors ReclaimItems Weapons ReclaimItems KeyItems Keep some items in your inventory before sending all of them away: KeepItems Items [iDs separated by space] KeepItems Armors [iDs separated by space] KeepItems Weapons [iDs spearated by space] Example: KeepItems Armor 1 2 3 6 7 Clear item to be saved list with the following commands: KeepItems Clear All KeepItems Clear Items KeepItems Clear Armors KeepItems Clear Weapons Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  11. lonequeso

    Novelty Items

    Yes, novelty items. Weird, fun, different things to add to your game. I have a couple of these in the form of weapons. One is a quest item so while the weapon doesn't fit the game, it fits that quest. The other for the moment is completely random. I'm not even sure where I'm going to put it. Quest? SOme hidden chest? Rare drop? I dunno. There's two reasons I'm posting this. The first is it maybe it will inspire some creativity in other people's games. The first weapon idea started as a humorous request from a friend and evolved into an entire side quest. The second I want to see what goodies y'all have put in your games, and maybe I'll be the one who is inspired. So here's my two novelty weapons. The first is classified as a sword, but it ain't no sword. It's a crowbar. It is called "The Lesson Learner". It's Atk power is on par with the best tier the player get obtain at the time. It has a chance to Stun when attacking. It also lets the wielder use a special skill: Thwack! Thawk! is a fairly powerful singe target attack high a high chance to Stun and a chance to Confuse. The player will either get his as a reward for a sidequest or just find it in a chest. The quest is a novelty itself. The player breaks up an organized crime ring for some reason. 1920's themed American gangster type stuff. That doesn't even fit the time period the game is in which is late Renaissance-early Industrial era. I think I have to have tommy guns even though they haven't been invented. So... magic tommy guns? I'm not sure where the second one will go. It is a dagger... sort of. The deadly "Rusty Butterknife". Why? Ever hear the expression "Cut you with a rusty butterknife?" That's why. It will have lower Atk power than other daggers of it's grade, but attacks can cause bleed and poison. It also grants a special skill: Tetanus. It deals normal attack damage or maybe slightly more, but has a 100% chance of inflicting Bleed and Poison (minus resistances). So there you have it. My silly, random weaponry. What fun things have you guys put in games?
  12. Name: Disable Items To Sell Version: 1.0 Author: Mr. Trivel Created: 2016-04-21 What does it do? Disables specific items or groups of items from being sold in shops. Video: How to use? Everything is managed using plugin commands: To disallow specific items from being sold use the following commands group: ItemLock Disable Item ID (ID) ItemLock Disable Weapon ID (ID) ItemLock Disable Armor ID (ID) For plugin commands above, if you specify 2nd ID, it'll disable all items in that range. 2nd ID is optional. E.g.: ItemLock Disable Item 10 13 will disable items with IDs 10, 11, 12, 13. To allow specifically disabled items to be sold again use this commands group: ItemLock Enable Item ID (ID) ItemLock Enable Weapon ID (ID) ItemLock Enable Armor ID (ID) For plugin commands above, if you specify 2nd ID, it'll enable all items in that range. 2nd ID is optional. E.g.: ItemLock Enable Armor 5 9 will disable armors with IDs 5, 6, 7, 8, 9. To quickly clear all specifically disabled items, use the following group: ItemLock Clear Items ItemLock Clear Weapons ItemLock Clear Armors ItemLock Clear All To disable/enable whole groups of items to be sold use the following groups: ItemLock Disable All Items ItemLock Disable All Weapons ItemLock Disable All Armors ItemLock Enable All Items ItemLock Enable All Weapons ItemLock Enable All Armors Plugin: <Link: Github> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  13. Author: Mr. Trivel Name: Limited Inventory Version: 1.0 Created: 2016-04-04 What does it do? Limits inventory space by item number or item weight. Screenshot: How to use? Change parameters in Plugin Manager as needed. Plugin has 2 modes - 'number' and 'weight' mode. 'number' mode limits 1 item to 1 slot. 'weight' mode limits items to slots depending to their weight, e.g. sword might be heavier than a feather so it'd take 5 slots instead of 1. If using 'weight' mode, use the following tag on items to give them weight: <Weight: [AMOUNT]> Example: <Weight: 100> Equipment can also be made so it allows to carry more or less items with the following tag: <InvLimitChange: [AMOUNT]> Examples: <InvLimitChange: 50> <InvLimitChange: -10> There's a couple of Plugin Commands to manipulate the limits: InventoryLimit Add [AMOUNT] - permanently increases inventory limit InventoryLimit Sub [AMOUNT] - permanently decreases inventory limit InventoryLimit Ignore - ignores the limit while gaining items until next command is called InventoryLimit StopIgnore - stops ignoring the inventory limit And last but not least there's script calls to make conditional branches or variables easier to use: $gameParty.getInventorySpaceLeft() - returns amount of space left $gameParty.getInventorySpaceTotal() - returns total amount of space $gameParty.getInventorySpaceUsed() - returns used amount of space Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  14. Name: Different Skill Effects Depending on Target Version: 1.0 Author: Mr. Trivel Created: 2016-03-09 What does it do? This plugin makes so items and skills affect different targets differently. Video: How to use? Place the following tag into item or skill note field to make it use different skill depending on target. Note: Works with single target spells only. <DependsActor: [ActorID] [skillID]> <DependsEnemy: [EnemyID] [skillID]> If target is [ActorID] replace the skill or item with skill of ID [skillID]. Examples: <DependsActor: 4 99> <DependsEnemy: 13 51> Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  15. Hello! So I was working on my first game and I ran into something that I didn't know how to really fix. When I looked around I couldn't find my answer either so here it is. Basically, my game has 2 main parties of characters that act at different times in the story. What I wanted to know is how to make it so when I'm play as Character A, I don't have items from Character B and the same way around. Is there something I can do so only Character A will have his items and Character B will have his items? If you need any more information then let me know. Thanks!
  16. All items and skills in RPG Maker come with additional “effectsâ€. Effects include gaining HP, learning a skill, gaining a buff in a parameter, or running a common event. However, what if you would like a skill to do something that isn’t provided by default? You could use the damage formula, but what if you would like to create conditions on those effects? You could include those conditions in the formula as well, but the problem here is you may end up with a very complex damage formula. Instead of using the damage formula for everything, you can create custom effects that support formulas. If you already knew how to write the formula, then you can just move it from the damage formula into this formula effect. Because a formula effect is just another effect, it supports other plugins that work with effects, such as Effect Conditions, which allows you to determine whether an effect should be executed based on a condition. More information and downloads are available at HimeWorks Free for use in Commercial and Non-Commercial games
  17. In RPG Maker, you can assign effects to items or skills. Effects are special behaviors that occur when the item or skill is successfully executed. For example, you can create a "Poison" skill that has a 50% chance to add a "Poison" state to the target, or you can create a "Skill Book" item that will teach a new skill to a particular actor when that actor is selected. Now, let's say you had a skill book that teaches Fire, but only magic users can learn it. Do you want non-magic users to be able to use the book as well? Maybe not. In this situation, it would be useful to be able to define "conditions" that must be met in order for the skill book to be used. This plugin allows you to define "effect conditions", which are conditions that are given to each and every effect on an item or skill. Before an effect can be applied, all conditions must be met. With these conditions, you can now check whether the actor that you would like to use it on is able to learn Fire! Effect conditions are formulas, so you can create conditions on anything that you can imagine. More information and downloads available at HimeWorks
  18. Name: Salvage Items Version: 1.0 Author: Mr. Trivel Created: 2015-12-13 What does it do? Allows players to salvage unneeded items and get something back. Screenshots: How to use? To make items salvageable just add the following tag to items: <salvage> [TYPE] [iD] [QUANTITY] [CHANCE] </salvage> [TYPE] - Item type. w - weapon, a - armor, i - item [iD] - ID of the item [QUANTITY] - How many player gets from salvaging [CHANCE] - Chance of success - 1.0 - 100%, 0.5 - 50%, 0.04 - 4% Example: <Salvage> i 8 1 1 i 8 1 0.75 i 8 1 0.25 </Salvage> Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
  19. Ever needed to manage multiple inventories? For example, you have two actors in your game, but they are in two different locations. To make this more realistic, you would like each actor to have their own inventories, such as their own weapons, armors, items, and gold. This plugin provides functionality that will allow you to manage your inventories using events! When you're switching between actors during your game, you can also switch the current active inventory, and the game will handle all of it for you. Do your actors come together later on? You can also merge their inventories together with a simple command. More information and downloads are available at HimeWorks Originally requested by Andreas and datmellow
  20. Name: Monster Book Version: 1.1 Author: Mr. Trivel Created: 2015-11-04 What does it do? Adds a Monster Book to the game which can be accessed through Plugin Command or Menu. Monster Book records and holds info of all enemies you killed what loot you gained from them. *Note: Suited for 1280x720 and higher resolutions,. Pick and choose which panel shows what. More panels in the future. Open for suggestions. Screenshots: How to use? Set up the parameters in Plugin Manager and you're pretty much set to go. All plugin commands listed in Help in Plugin Manager. Use <b_hidden> in enemy note field when you don't want it to show up in the Monster Book. You can use any amount of <attack: X> (X being Skill ID) to show Attacks of the Enemy in Monster Book. You can use <desc:TXT> to show description of the enemy in Monster Book. Make sure there's no space between colon and text. Else the first word will start off aligned. You can also have it multiline. E.g. <desc:Line1 Line2> Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Credit and Thanks: Marnick de Grave for the layout. Plans for future: Compatibility with Steal script to make a panel that shows items to be stolen. More panels - description in Top panel instead of bottom. Attacks in bottom panel. Open for more ideas. Legal: Free for non-commercial games. For commercial use contact me.
  21. RPG Maker MV allows you to create up to three item drops for an enemy. When the battle is over, the player may receive up to any of these 3 items. When you specify drops, you use something called a "denominator" probability, which is basically you specifying the chances of the item dropping as a fraction of 1. For example, if an item had a 1/2 chance to drop, then it has a 50% chance to drop. If an item had a 1/3 chance to drop, then it has a 33.33% chance to drop. Unfortunately, with this system, you could never have any probabilities in between. This plugin addresses two issues:You can specify more drops You can specify probability using percentages This should give you more flexibility when designing your enemies. Want more freedom when it comes to enemy drops? Give this plugin a try! More information and downloads are available at HimeWorks
  22. This plugin allows you to easily double the number of times certain skills are casted. When a particular state is added to an actor or enemy, all of their skills will hit twice as many times. For example, by default, when you cast heal, you only heal once. However, when the double cast state is effect, you will heal twice for the price of one! More information and downloads available at HimeWorks
  23. Tsukihime

    Random Repeats

    By default, RPG Maker allows you to have skills or items repeat a certain amount of times when you use them. For example, if you want an attack to always hit two times, you would set the "repeat" field to 2. However, what if you wanted to create a skill or item that will repeat a random number of times between a given range? This plugin gives you the ability to do just that quickly and easily! More information and downloads available at HimeWorks Original request by wrigty12
  24. Hey all. Phil here again with another question to ponder. I am starting out with my RPG's battle system, and I'm needing to create monsters, items, weapons, armor, etc. However, I'm not sure what numbers I should be using. it is wise to use the numerical data that is attributed to the weapons and content already in the vanilla RPG Maker VX Ace (e.g. the Hand Ax weapon has 15 ATK, for instance. I'd keep the numbers and stats, but change the item name and description to be better suited for my own game)? Another example would be the Slime enemy which has 100 HP and drops 3 EXP points upon defeat. Should I just use these general numbers to start out with? I hope I made myself clear enough!
  25. As the title says, I'm trying to figure out how to make an item only work for one specific character class. The item is a magic book. If you use it on the correct character and they are the correct class, it will unlock a new skill. I want the book to be able to used on any ally so I have the scope set to "One Ally". I need some sort of script call to make the item recognize it is being used on the ally with the correct class. I kinda have an idea of what I need to do. I'm thinking I can make a <script call> in the notes for the class or the item itself. I have no idea how to make the script or set this up. Thanks!
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