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Found 33 results

  1. Hi all, I have a combat system set up that allows for X max party members to exist, and Y max battlers on the field. I want to be able to give my player additional party members AND additional battlers as he/she gets more powerful. So like early game you can have 2 party members, but only 1 fights at a time. Then you learn to get 3 party members, and 2 can fight. etc. Eventually I want to go to like 7 party members, and 4 battlers. I already have the command to change max party members as the game progresses figured out, but does anyone know how to change the max battler number as the game progresses? Thanks, Murg
  2. [RMMV] Story Book Ex Plugin {Script by: Soulpour777} Parameters: – Story Image, Text X Axis, Text Y Axis and Text Scroll Speed – Book Particle, Scroll X and Scroll Y – Skip Availability – Music Name, Volume, Pitch and Pan Open Features: – availability to skip. – availability to present stories and even credits in scrolling manner. Images should be placed under img / pictures folder. To call the scene, place this on the script call event: SceneManager.goto(Story_Book); Credits: Moghunter – During XP and VX engine days, he made this script called ‘Scene Book’, where the idea is you see scrolling images, a music ad a few wavy images to simulate the story being read. I was thinking of making one for MV, but I coded this during my earlier days of learning MV, so I made it the simplest way possible. I want to credit him for the original script and idea behind the creation of this plugin. Get the plugin at SoulxRegalia.
  3. Im tried use enemy-actors with the SV Battlers system of the plugin "YEP_X_AnimatedSVEnemies" and i can get my enemy appear in screen with his animated battler, but when im going to attack. The game crash with the error: "TypeError: Cannot read property 'height' of undefined." If the system dont dettect the height of an undefined thing... How will I know what I have to correct? Any help in this regard? Thanks in advance. ^-^ Im forgot say im using RPG Maker MV. surely if you can help me, you know about this, but... im said anyway... Im actually solved the problem of the plugin replaced it for other. (Im replaced the YEP_X_AnimatedSVEnemies for VE_BattlerGraphicSetup)
  4. AdventAngel

    Thorn Skills for RPGMV

    I'm looking for a way to imitate the effect similar to Szyu's ThornSkills for RPGVXA It's an effect where you can place a state on an ally, and whenever they are attacked by the enemy, they retaliate by casting a specific skill and removing the state. Ex. A [Flame Trap] skill that applies [Flame Trap] to an ally, and when they are attacked, that ally retaliates with a different skill, such as [Flameblast] and the trap state disappears. Is there any way to imitate that using either Yanfly Plugins (like Lunatic Code stuff) or other plugins? (I was planning to make a class that specialises on "Trap Skills" but after I moved it all to MV, I couldn't find a "ThornSkills" script for it >.< Help!)
  5. !ALERT! The first version contains parameters that will not work with RMMV v1.6.0 and beyond. Please use the second, slightly gutted version instead. Credits to Trapless for bringing this to my attention and helping to try fix it. Do NOT use the 1.6.0 version with MV 1.5.2 or below, it will throw a tantrum. Yes, there is a developer console that is included in RPGMaker MV. It's a more generic, but also more powerful Javascript console with a whole load of features like the network monitor which for most people and projects, are probably going to be fairly redundant. Sadly, unlike its predecessor RMVXAce, this console does not have a built-in option to be brought up on test launch. You have to manually bring it up by pressing the F8 button. Moreover, it comes in smack-bang in front of the game window and has to be manually resized by hand. This is annoying to no end.... ...unless you have this plugin. For RMMV Versions 1.5.2 and below: Gutted version for MV v1.6.0+: Stick this in a text file, rename the extension to ".js" and put it in your plugins folders. Use like any other plugin. In addition to resizing and repositioning options, there's an option for whether or not you want the console to initially appear behind the game window. Obviously, once you close the initial window, you'll have to F8 and manually resize and reposition if you want it back. It goes without saying that this is a developer's tool and is going to be utterly worthless to anybody who isn't planning on touching plugins. I'm not going to pretend it's particularly useful either, just there for the sake of convenience. I don't know why they took out the option from the editor - it was quite convenient in Ace. I'd like to be able to say this is my first MV plugin, but sadly it's my second - my first was a plugin made to bring back the fullscreen-on-boot option which also seems to have disappeared from MV. You now have to manually press F4 to fullscreen (unless you write a plugin for it like I did). I'm not feeling very impressed with the whole thing right now. Perhaps I'm just not used to it, but I'm finding Javascript a mess of semi-colon cancer compared to Ruby. EDIT - Nah, no point attaching an actual text file, won't save that much time for anybody wanting to use it. Just copy and paste and rename the extension. For obvious reasons, the forum doesn't allow upload of .js files directly. EDIT 18/11/2015 - Updated the plugin so you can name the .js file whatever and it'll still read the parameters. EDIT 28/02/2018 - Posted new version that works with MV version 1.6.0:
  6. Hello, everyone. This time, I'm having yet another trouble with one of MOGHunter's Scripts. This time, it's specifically his Character Poses plugin (https://atelierrgss.wordpress.com/rmv-character-poses/) and, presumably, his Chrono Engine plugin is involved with the problem as well (https://atelierrgss.wordpress.com/rmv-chrono-engine/) (Note: ABS Mode, not Chrono Mode). The problem is the following: I was testing a battle with two party members and I decided to test in case the character died. It turns out that the Character Poses plugin makes the character invisible and nothing is capable of making it reappear, even after the same character has already been revived. How should I be able to fix this?
  7. Sky Usanin

    Party Rotate Button for MV

    Hello, everyone. So, what I am looking for is a Plugin for RPG Maker MV that allows the player to swap the party leader or rotate the Party in only one button. That is really the only thing I need, but even after looking it up, I'm not certain if such plugin exists. If anyone can help, please do it.
  8. This is a bit of a lengthy post but I'm looking for a few plugins to help finish my battle engine. I'm making an engine that is essentially RNG cockfighting/Pokemon, at I want it to look similar to this: I have the basics done, but now I just need mostly visual plugins and a way to make abilities.First, I'm looking for a plugin that will give actors and enemies abilities like in the mainline Pokemon games. Basically a passive skill that activates under certain conditions. For example, something like "this actor gets an extra attack stat point when they are hit", "this actor summons another actor to battle when X condition is met" or "this actor regenerates 10% max HP every turn", something like that. A plugin where I can make abilities and give them to actors and enemies.I'm also looking for a plugin that will display both the Actor and the Enemy's HP and stats in the bottom box, instead of just the Actor's HP. I'm making an engine that is essentially RNG cockfighting, so I need both Actor and Enemy's stats visible so the viewers can see both sides' info. If I can have the Abilities shown too, that would be great.Also, instead of HP being shown, I would like it to be an estimate, like 100% HP is shown as "Unscathed", 99-75 is shown as "No Worries", etc.Finally, is there a way to make static enemies/actors move forwards before attacking with the Victor Engine Battler Graphic Set Up?Sorry for the lengthy list of plugins needed, but if anyone can help me find plugins that will let me do the above, that's great! EDIT: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/enemy-target-info/ Is there anything like this for MV, and a way to make it show the compared stats the entire time?
  9. Fusegu

    Hotseat PVP Plugin Request

    So I browsed to see if anything was up here already, and so here is my presentation. It sounds simple in my head, but I'm not a java scripter. I've broken it down intto steps, if someone wants to tackle a step at a time and then we can post the results in this thread. IF this sound interesting but any part seems to big to tackle just for funsies, I'd be willing to negotiate compensation. Step 1 Controlling all actions in a battle. Change Enemy actions IN battle to allow the player to pick them. --- Right now, the AI picks from the list. It seems simple enough to just copy and paste the classes that control player input actor actions into where the scripts grab the current enemy actions. But I'm dumb so maybe I'm asking a lot. Step 2 Actor Vs Actor Allow an actor to be placed where the to be called instead of an Enemy so you have an actor vs actor battle. //Step 2 and 1 effectively give you the ability for PVP hotseat between two players. Step 3 Allow PVP to be turned on and off by plugin command. Allowing for PVE and PVP Step 4 Being able to export and import in deployed game So I create a character at my house in the game. email the file to myself. Go over my friends house, load it up and PVP head to head. Step 5 Going online This is probably the point at which I stop. But the end goal of the game, would be for two players to be able to p2p connect and the game share the battle information and actors information so you can do PVP in battle. Not a true MMO, as its just battling against one other person a la pokemon.
  10. Bricius

    Lose When One Actor Remains

    So Ive searched for a while and something I cant seem to find is a plugin that makes the player automatically lose when they have one actor remaining, or win if the enemy has only one actor remaining. This may be a result of my inability to search things right sometimes, but if it isn't, can I ask someone for help making this?
  11. Hello everyone! It`s been a while since I asked for public help but I am in need of a little assistance. If you can help me, that would be very appreciated :3 So here is my request: "A Rock Paper Scissor Battle System" How it works: It changes the default battle system into a rock paper scissor battle system where in both enemy (it`s always a one vs one) and the player acts at the same time, each action (Attack, Skill, Item, Guard) is classified either as a rock action, paper action, or scissor action. If the enemy used a paper action and you use a scissor action, your action gets used and the enemy will not be able to use his action. Next turn, the enemy used a rock action and you use a scissor action, the enemy then gets his action done (like attacking or using a skill) then the player will not be able to use his action. The battle keeps doing the same cycle (draws will make bot sides do nothing, then skips to next turn) until one side falls. Preferred Features: Note tagging system where you can put "Scissor" , "Paper" , "Rock" on items, skills, and weapons. Customizable plugin parameters like setting Attack, Guard to either a Rock, paper, or Scissor default A little scenario as an example: Neko and Cat are fighting!! TURN1 Neko used "Rock Scratch" while Cat used "Paper Scratch" Cat negated "Rock Scratch" Cat successfully attacked Neko with "Paper Scratch" Neko receives 1,000,000 damage! Neko fainted! Cat gained 0 EXP! Cat wins! Any help will be appreciated *_*
  12. OneCutStudio

    Plugin Help for Galv's CustomTitle

    Hello everyone, I started working on my game again and as such using scripts to increase its appeal. I need help with Galv's CustomTitle script. Using the plugin demo I was able to create the titlescreen to my liking, however I cannot duplicate it in my own game. Here is the issue I am experiencing: The animated sprites are not visible when the titlescreen first launches. If I open up the options window and then close out of it, then the animated sprites appear. Troubleshooting I've done so far: At first I thought it might be conflicting with other plugins so I turned them all off except this one. Same problem persists. I moved the plugin to the top of the list. I double checked all the settings to make sure they were set correctly, ie. positioning the layers appropriately. Battle animations will still play but over the transparent sprite. All the other layers are showing up fine. Any help is greatly appreciated. Thanks, -OCS
  13. Fusegu

    Yanfly Row Formation Support

    Messing around with the Yanfly Row Formation and I'm trying to see if I'm missing something or if there is some custom code I'm missing OR SOMETHING. I'm trying to simulate ranges. I put number of rows to be 5. SO <-(-5)--(-4)--(-3)--(-2)--(-1)--(1)--(2)--(3)--(4)--(5)--> I want skills and weapons to have a "distance" or number of rows they can reach. So melee could only attack X +/- 1 row. Short +-2 rows, Medium > 2 rows; so on and so forth. I get I can lock abilities into certain rows, but that doesn't stop someone in row three from meleeing someone in row -3. SO my question is, am I trying to do something that the plug in just can't do? Is there a creative way to do what I'm trying to do? I can't think my head around it, though to be fair I keep trying to crack this egg at midnight ish... Not my highest brain powered moments. ​EDIT::I think I found part of my answer in the Target Core; however, I'm still having trouble with this bit: <Custom Target Eval> for (var i = 0; i < foes.aliveMembers().length; ++i) { var member = foes.aliveMembers(); if (member.level % 3 === 0) targets.push(member); } </Custom Target Eval> The ‘targets’ variable is an array that determines which are the targets to be used during the selection process. Push the desired targets into the ‘targets’ array.
  14. Okralord

    Yanfly Victory Aftermath LAG

    HELLO! I'm getting some pretty bad lag during the exp bars part of Victory Aftermath. I've tried changing the sound effect used for the bars, as well as the tick count. Neither of these things has helped. I saw another post that said he "resolved" the issue and that it was lag due to having to many tabs open in a browser, but I'm not running it in a browser. I don't even have anything else running in the background and there's plenty of RAM available. I also tested on other PC's and it's giving the same result. Link to the plugin: http://yanfly.moe/2015/10/13/yep-7-victory-aftermath/ I would greatly appreciate any help with this. Thanks! -Okra
  15. Takeo212

    Menu Plugin Alignment Help

    Hey everyone~ I was browsing the MV Workshop and came across a menu plugin that I was actually really wanting for my main game. It's similar to the older Final Fantasy series menu and I was eager to try it out~ I got the plugin to work easily enough, but I instantly realised I had a problem. The Plugin only seems to support the default MV resolution, whereas I use 1024x768. I considered changing my resolution to match the plugin, but I remembered I have parallaxing light/shadow images and to be honest, I don't really fel like spending forever redoing them for my map (maybe 12+ rooms so far...) So what I need is some help to allow this plugin to support my resloution if possible. Plugin by Ventiqu on Steam Workshop This is my current problem; and this is how it's supposed to look; Final Fantasy Menu Thanks for reading and any help in advance~ - Takeo
  16. Soulpour Formation Graphics Plugin Date Created: July 4, 2016 DOWNLOAD This plugin does not have any plugin commands. Place all images in the img / pictures folder. Values for X and Y can be an integer / number or a formula / scriptlet value.
  17. RPG Maker MV PLUGIN - Loot Crate DOWNLOAD =========================== Instruction =========================== In order to use this plugin, you must place this note tag on your Item notebox: <lootcrate> </lootcrate> It means that whatever is inside the lootcrate note tag, would be the ones included to be unpacked when the certain item tagged with it is used. We have three commands: gainItem(itemId, amount); gainWeapon(weaponId, amount); gainArmor(armorId, amount); where itemId, weaponId, armorId is the id of the specific item, weapon or armor you want to be unpacked, while the amount is how many of those items do you want gained. For example, I want to gain items 1, 2, 3 and 4…I can say place something like this on my item note box: <lootcrate> gainItem(1, 1); gainItem(2, 1); gainItem(3, 1); gainItem(4, 1); </lootcrate> Now, when I use the item with this note tag, what it does is it is going to consume the item you used and unpack items 1, 2, 3, 4. Same goes if you want some weapon and armor instead of items: <lootcrate> gainWeapon(8, 1); gainArmor(10,1); gainArmor(11,1) gainArmor(12, 1); gainArmor(13, 1); </lootcrate> This works for Item Noteboxes only. This is to simulate Loot Crates, as seen in real life.
  18. I have the whole remaining months making videos and tutorials, so while I still have the strength and I am still alive, I'd like to create this thread. This is all I can do for the RM community for now, and I do hope it would help people learn how to write their own plugins in the future. I keep this updated everyday. I will be making one to three tutorials a day. Tutorial 1 - Variables Tutorial 2 - More about Variables and Math Functions Tutorial 3 - Functions and Variable Scope Tutorial 4 - Conditional Operators and if..else..else if Tutorial 5 - Boolean Operators Tutorial 6 - Switch Case Statement Tutorial 7 - Do While Loop Tutorial 8 - While Loop and For Loop Tutorial 9 - Using 'break' keyword in loops Tutorial 10 - Starting Arrays Tutorial 11 - Push, Pop and Elements Tutorial 12 - More Array Functions and Comparing Two Arrays Tutorial 13 - Parameters Tutorial 14 - this and class variables Tutorial 15 - Aliasing Tutorial 16 - Sprites Tutorial 17 - TilingSprite Tutorial 18 - Creating a Basic Window Tutorial 19 - Creating a Basic Scene Tutorial 20 - Plugin: Splash Screen Tutorial 21 - Plugin: Menu Backgrounds Tutorial 22 - Class Variables and Arguments Tutorial 22.5 - My Variables Don't Show Tutorial 23 - Sprite Properties Tutorial 24 - Plugin Commands Tutorial 25 - Image as Title Commands Tutorial 26 - instanceof Tutorial 27 - Using Meta Tutorial 28 - Party Members Tutorial 29 - Battle Members Tutorial 30 - Adding Custom Commands Tutorial 31 - Adding a Custom Weather Type Tutorial 32 - Menu Common Events Tutorial 33 - Heal When Level Up Tutorial 34 - Variable HUD Tutorial 35 - Menu Transition Tutorial 36 - Sprite Buttons Tutorial 37 - Date Class Tutorial 38 - Shutdown Option Tutorial 39 - Apply vs. Call Tutorial 40 - Sliding Animation Tutorial 41 - Creating your own Sprite Class Tutorial 42 - Array Parameters Tutorial 43 - Objects Tutorial 44 - Particle System Part 1 Tutorial 45 - Particle System Part 2 Tutorial 46 - Custom Menu System Part 1 Tutorial 47 - Custom Menu System Part 2 Tutorial 48 - Introduction to PIXI.js Tutorial 49 - PIXI.TwistFilter() Tutorial 50 - JsonEx.parse Tutorial 51 - Automatic Switch Handling Tutorial 52 - Pulse Animation Tutorial 53 - Regular Expressions Tutorial 54 - Flashing Animation Tutorial 55 - Class Features Tutorial 56 – Custom Window Cursor Tutorial 57 – Skip Gameover Tutorial 58 – Window Class Explained Tutorial 59 – The use of eval() Tutorial 60 – Escape Codes…..and cup sizes? Tutorial 61 – Battle Status Tutorial 62 – Encounters Tutorial 63 – Preemptive and Surprise Tutorial 64 – Creating Help Windows for Menus and Custom Scenes Tutorial 65 – rpg_core: Graphics Tutorial 66 – rpg_core: Input Tutorial 67 – AudioManager Tutorial 68 – Why is Scene_Base Important? Tutorial 69 – What is Scene_Boot? Tutorial 70 – Save and Load Tutorial 71 – Scene_MenuBase and Scene_Menu
  19. Hey guys, I'm back again! So sorry.... In one of my main games Tales of Eadris I had a monetary system set up similar to Skyrims Gold, Silver, Copper. In game, you can't get money from random battles, but instead have to craft, loot and do bounties to get money. This makes money and values small. I wish to use the Gold, Silver, Copper money system because I feel it really get's that feeling across to the player. If you get a gold coin, then you know you worked hard and saved for it! When this project was on ACE, I was using Spike's Monetary System and it works perfectly. The script never changed anything except how the money was displayed. That's all I need really, a graphical tweak is exactly all I need~ Possible Example on how to handle this in plugin manager; Maybe; Icon Gold: 100 Icon Silver: 101 Icon Copper: 102 ____________________ Gold Value: 10,000 Silver value: 1,000 Copper: 1 _________________ The icons are essentially the graphical coin to show up indicating what coin(s) you have. The value would indicate what it would indicate. So if I have 999 coins, it'll be 999 copper. If I get 1,000 coins, this hanges to a silver coin with 0 copper. But if I spend 10 coins, it jumps back to have 990 copper and 0 silver. Does that make sense? I really prefer money handling in this manner in general, so I may actually also use this in pretty much every other game I ever make, so I would appreciate any help, thank you~ I know there are a few currency plugins out there, but they don't handle the money the way I want it to. I want the money to be handled on the main menu and shops like normal currency is, and not have it in a separate window. Spike's plugin was exactly what I needed, but of course, I couldn't find an MV version, so here I am. Thank you for reading this ^^ ~Takeo
  20. Splash Screen Ex Plugin Description: Creates a Splash Screen before the Title is shown. Plugin: Download Plugin Terms of Use: You can use it and modify it if you want to. Just credit me. I didn't do anything special here to be honest, just chilling.
  21. Hey there~ I've been deciding on how a few aspects of my game should look, and I've decided that I really don't like the default choice menu for my main game. My characters can save at inns, give different dialogue choices and a few other things that just look ugly when I use the standard default choice menu. So I need help from a scripter please~ The basis I want is simply the choice dialogue to appear in the dialogue box instead. An example from google images: Please note I need a plugin for MV, not a script for ACE (I only state this due to the screenshot maybe being a little confusing to quick viewers.) Any help would be appreciated, and I hope this isn't a to demanding task. Thank you to anyone who reads/helps with this, thank you! ~Takeo
  22. Hey~ I'm unsure if this would be a plugin or an evented problem, but I assumed plugin since eventing would be more confusing to me >.<; I'm the problem is fixed by eventing (not an overly complicated one though) then this can be moved Anyway, I want a situation in my game where so far through the game, the character is stripped of all their items and equipment, but later they will get their items back. My problem is replicating the exact amount of items/quantity they originally had. I could try predict this but since there will be battles and optional items, I can't really predict how many items are used/found. Is their a possible plugin that can save these details and then be called on when they are given back? I was considering using Hime's Actor Inventories plugin, but I'm not sure if that would work correctly for this situation. I can't access my game for the next few days so I also couldn't test that plugin to do that anyway. Any feedback/help on this could help~ Thankies~ -Takeo
  23. eatorl

    Two Characters Mana Shield

    Hello there. Right now I am trying to figure out how to implement a simple mechanic: Character A (Support Class) casts "Mana Shield" on Character B. Character B enters X State. Whenever character B will take HP Damage while on X State, Character A takes half of it as MP Damage and Character B takes the other half as HP Damage instead. Its pretty much this plugin but with the feature of splitting damage across two or more characters. Any ideas?
  24. Plugin for RPG Maker MV – Engine Limit Break Plugin Description: This plugin allows you to change and adjust most maximum / adjustable values inside the MV Engine. Changes the following maximum values: Max Saved Files Maximum Critical Damage Multiplier Max HP Max MP Max ATK Max DEF Max MAG Max MDEF Max AGI Max LUK Max Gold Max Items Tile Width Tile Height Basic Floor Damage Max Altitude Fade Speed Window Columns Battle Log Lines Battle Enemy Columns Get the plugin at Soul X Regalia.
  25. Flare Remove Troop From Region vs 1.0 Download: Here Credit: Darknessfalls You can use for free in commercial games This script will remove one or more enemy troops from the `encounterList` for a map object. We do this destructively, how ever its also non destructive such that I save the original encounter list for that map so you can restore at any time with a simple script call. It's destructive such that, the cloned data structure gets mutated and then the original is replaced with that new mutated array of encounters. When you restore, based on map id, we restore the mutated version of the data back to the original encounter list. This script is great if you have a boss that is in a specific region as well as other enemies. Or maybe you have a kill quest that requires the players to kill monsters in a specific part of the map, monsters that belong to multiple regions. Lets understand how this script works. Create a parallel event that calls the following, as an example: FlareRemoveTroopFromRegion.removeOnBattleEnd([1,2], 1); The first parameter is an array of troop id's to be removed from the second param which is the region. In this case troop id one and two will be removed upon a successful battle. To remove one enemy from a region: FlareRemoveTroopFromRegion.removeOnBattleEnd(1, 1); ATTN!! If you trigger an event on an region where the user would encounter the enemy and you allow them to loose I do not remove the troop, because you did not win the battle. How ever if you should happen to win the battle, I will remove the troop from said region. So keep this in mind for battles you trigger manually through events. Regarding "Map" enemies If you have a troop that belongs to the whole map, I do not remove this enemy from the troop list. Next paint a specific section of your map with region 1, assign some monsters (these troop id's) to it and then encounter them. You will notice after a battle you will not run into these enemies. If the enemy troop, lets say id 2, belongs to region 1 and 5 and you encounter it on region 1, you will never encounter it on region 1 again, how ever you can encounter it on region 5 So keep that in mind when you want to remove enemies from a region. Restoring to default because this mutated date is stored across saves and maps you might want to restore the map to its original encounter list. This can be done by creating an event with the following: FlareRemoveTroopFromRegion.restoreToDefault(3); You restore map id 3 to default. This means the original encounter list will be back in effect. Keep in mind that parallel event is still running, so if you go back to region one and kill troop id 1 again, it will be removed, again, from that region.
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