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Found 929 results

  1. I'm trying to make the party size go from 4 to 5 when the player reaches a certain level. Any ideas?
  2. I've been testing my new map editor for my UR-RPG project and I need to collect some data so I know if my map editor is up to the task. Can you guys let me know how large your maps are generally speaking, and what the largest map you've created is? My map editor can currently handle 120 x 120, but it's started to get a bit laggy. I have some ideas for optimization and final size will be larger than that, but I may have to apply a limit on map sizes. Personally, I don't think I've ever made a map as large as 120 x 120 in RPG Maker, and maybe 150 x 150 would be sufficient. What do you guys think?
  3. raymi100

    Puzzle Ideas?

    Hi everyone, I am unsure if this is in the right section, sorry if it isn't! Anyway, I am looking for ideas for puzzles in my RMMV project. I keep using the same old "find switches, move the rock, etc" puzzles and they're getting old fast, but I don't have any other ideas. What are some puzzles you guys like to use?
  4. Note This plugin's available for commercial use Purpose Fixes DoubleX RMMV Popularized ATB compatibility issues Games using this plugin None so far Action Sequences Addressed Plugins Video https://www.youtube.com/watch?v=aoBI3DaE3g8 Prerequisites Plugins: 1. DoubleX RMMV Popularized ATB Core Abilities: 1. Nothing special Instructions Place this plugin below all DoubleX RMMV Popularized ATB addons Terms Of Use You shall keep this plugin's Plugin Info part's contents intact You shalln't claim that this plugin's written by anyone other than DoubleX or his aliases None of the above applies to DoubleX or his/her aliases Changelog Download Link DoubleX RMMV Popularized ATB Compatibility DoubleX RMMV Popularized ATB Compatibility v104a.js
  5. Hello, so I have been using GALV_MapProjectiles to create an RPG game with a gun combat system similar to Eternity Dial or Desolate Hospital. While I have the firing system in place, I've had problems with using an aim function. Originally, I used button common events to change the character’s actor to one of them aiming while locking the character in place; however, this posed some problems however. Firstly, I set a conditional branch that the character must be facing a certain way to play a certain graphic, have the weapon equipped, have the right ammo, and be holding down a button. This either had the character in an endless loop where they were aiming or did not change the actor to the aiming sprite. Secondly, enemies could not damage the player while this event was playing. Does anyone know of any solutions or plugins so the character aims when a button is held down and fires during the aiming animation while still being able to take damage?
  6. Hey guys, firstly, happy Thanksgiving to any American fwens out there. As a Bri'ish chap, it's just a normal weekend for me and I'm spending it working on my Unity project. I'm making the window for generating EXP curves for classes, and need some help understanding the maths behind how it works. Obviously, the base value and added value are added together to create the required EXP from level 0 - 1, but anyone know the maths to how the Acceleration A and B values work out the rest of the values?
  7. https://castiger.itch.io/kotc-optimized-advanced-onscreen-waypoint-system Allows you to show visual on screen waypoints for whatever event you wish, using colored dots and squares, for better clarity of locations of various game objects. Dots, Square, Arrows, Pictures, morphing waypoints, etc. Read the Itch page to learn more!
  8. https://castiger.itch.io/kotc-optimized-pathfinding-system An adaptation of the AStar pathfinding library for maximal optimized usage within Rpg Maker MV and Rpg Maker MZ, also used in my game Knight of the Celestial. I released this because after looking at all the other pathfinding scripts, I felt the community needed one that keeps the FPS high, and one that can find paths immediately and exactly to wherever one pleases, including random locations on the map, or near a target coordinates or target event. Unlike other pathfinding scripts, while anything is pathfinding, including the player, it will ignore collisions with other events if they're in the way,, passing through them without using Through, and without triggering unwanted touch events. Features: -Works on player as well, if anything ever throws it off course, it auto adjusts. -Highly optimized pathfinding with minimal to no impact on cpu usage. -Events stop pathing when in a menu, and continue when menu is closed. -No range limit, can path across a huge complicated map with no impact on performance. -Path to random walkable location on map.- -Path to random location in a chosen radius of the x y location chosen on map. -Path to target event or player. -Path to random location in a chosen radius of the target event or player.
  9. https://castiger.itch.io/kotc-optimized-pathfinding-system An adaptation of the AStar pathfinding library for maximal optimized usage within Rpg Maker MV and Rpg Maker MZ, also used in my game Knight of the Celestial. I released this because after looking at all the other pathfinding scripts, I felt the community needed one that keeps the FPS high, and one that can find paths immediately and exactly to wherever one pleases, including random locations on the map, or near a target coordinates or target event. Unlike other pathfinding scripts, while anything is pathfinding, including the player, it will ignore collisions with other events if they're in the way,, passing through them without using Through, and without triggering unwanted touch events. Features: -Works on player as well, if anything ever throws it off course, it auto adjusts. -Highly optimized pathfinding with minimal to no impact on cpu usage. -Events stop pathing when in a menu, and continue when menu is closed. -No range limit, can path across a huge complicated map with no impact on performance. -Path to random walkable location on map.- -Path to random location in a chosen radius of the x y location chosen on map. -Path to target event or player. -Path to random location in a chosen radius of the target event or player.
  10. Im using MV and all, and I was going through to redo the formulas on the spells in one of my games, of course I found a formula that worked wonders (Base Power * a.mat - b.mdf), but it came with the problem of the most powerful spells doing 90000 to 200000 damage. I was wondering if it would be possible to edit the formula to restrict the damage to less than or equal to some damage cap, like 9999 or something. It would be very appreciated if someone could help me out on this.
  11. So, I’m trying to make my RPG’s first boss fight, and it is supposed to appear when a switch is turned on during a treasure event on a different map, I know the switch is turned on because I also have it to have the Inn and shop keepers disappear when it happens, but the graphic for the event doesn’t show, and I have tried multiple different switches to try and get it to show up and nothing. Someone help me please.
  12. Finally started working on a parallax map and I have a cliff at the edge but because of parallax cant put another background..? also it definitely seems that the background is duplicating in the back as well so I dont know what to do to fix this, unless I cant use the parallax system if I want to have a cliff face like that? Thanks in advance for the help if anyone reads this.
  13. Hello, I want to create a fear skill. The skill would normally cause the enemy to freeze (add a stunned state), but also have a chance to cause the enemy to panic and flee from battle instead. Something like Effects > "Add State": Stunned 75% Effects > "Escape": 10% This doesn't seem possible with vanilla options, so I'm wondering, does anyone know a script that lets you do this?
  14. So, Yanfly's Stat Allocation plugin is working wonders for a project I am working on, but there is one thing I'd like to change. It seems that the plugin adds flat stat increases to the parameters you can upgrade (I am talking about MHP, MMP, ATK, DEF, MAT, MDF). I'd like to alter this to add these increases to the BASE parameter. For example, a character at level 1 that has 200 MHP uses AP, items, what have you, to alter their MHP by another 100. I'd like the new BASE stat to be 300 MHP. In this way, it will be possible to further upgrade the character's MHP exponentially with gear or states. +50% MHP buff from gear with 200 base HP: +100MHP +50% MHP buff from gear with 300 base HP after using Stat Allocation to add +100 MHP: +150 MHP Any help in making this change would be greatly appreciated, thanks all!
  15. Szyu's CraftingSystem plugin for RPG Maker MV v1.0 Introduction A simple crafting system, to craft items, weapons and armors based on recipes and recipe books. Download Link to mediafire Screenshots How to Use For detailed explanations on how to use the plugin, check the plugin manager's help button for this script. Terms of Use You are free to use this script for commercial and non-commercial projects. However I'd like you to inform me of the projects you are planning to use it in, so I can keep track of where my scripts are used.
  16. HI, I would like to know if someone know where I can modify to remove the save choice just after the title screen. I want that my game must have 1 save, so when player click on "play", the game begin. Regards
  17. Hey guys, As the title states I would like to know if it's possible to zoom out or in while showing a picture. I can zoom in and out on the map but the picture stays the same no matter what. I know I can scale the picture beforehand but I don't want to lose any quality so I was wondering if it was possible to just zoom out to show the full image during the event. Any plugins or scripts that lets you do that? Anything that helps would be appreciated :D.
  18. Hey guys, As the title says. For some reason the enemies I've added to my map won't spawn because I've set all my tiles to have a region id of 1. I have tried giving each enemy the same region id in map properties but even with that they won't spawn. I'm using the YEP region events plugin to add step sounds when walking/running and I'm quite sure this is issue here but I'm not sure how to add step sound effects without the plugin so I'm trying to fix the random encounter instead. Any ideas?
  19. Hey How hard would it be to code a cooking mama style mini games in rm-mv?
  20. Hi everyone, in my game I have overworld encounters instead of random, but I'm running into an issue with my respawn system. When an enemy is defeated, it turns on self switch D and begins a step countdown that flips a switch once it's done to trigger defeated enemies to turn off their own self switch. The problem is, this system only works on one map. When the countdown reaches 0, only the enemies on the map I'm currently on would come back, which means my countdown could reach 0 but enemies on other maps would stay dead until a countdown happens to end on their map. I've attached screenshots of all the event pages involved. If anyone knows of a way I could globally turn off all D self switches that would be awesome
  21. Hi, so I'm making a hybrid visual novel in RPG maker MV, and wanted to implement a phone menu- something similar to Estriole's phone menu plugin. Sadly that one is only available for MZ and VX Ace, so I can't use it. Another one that I've seen would be DekitaRPG's phone visual novel menu, but that too is only for MZ. Any way I could achieve something similar in MV without heavy programming? I'm not very good at it, or really have the time to learn it properly.
  22. My concept is that there is several maps that are chained together in a linear path, and at both end, the player would be sent to a "world map" and teleport back to different path's starting points. The ennemies in each "level" have moving sprites that begins fights when they approach and touch the player, therefore all ennemies are an individual event. My idea is that to prevent farming ennemies, I want them to dissapear after being defeated, but instead of respawning as soon as the player leaves the map and comes back, I wanted them to respawn when they use a specific teleport (the one that leads to the world map) so they'd have to leave the "level" for them to all respawn. Is there an easier way to do this than use a hundred of switches and range-toggle them all back?
  23. Hello again. Back from the dead to ask a question. It's a bit of a weird situation so bear with me here: I'm making a game that's entirely run via common events, with very little player control outside of choices/text/menu processing. There are two issues i'm facing right now because of this: #1 are game overs. Since i'm using a game over common event plugin, the game won't end if all actors are defeated until all other common events finish processing, which leads me to issue #2: Since all these common events keep piling up in reserve, it'll probably cause issues if there's too many at a time. So my question: Is there a way to completely remove all currently processing common events at once, and - say, leave an autorun event on the map that opens a menu if there's nothing else running at the moment? Apologies if this was asked before. I've been searching around and found nothing so far
  24. Project FOSSIL By: Team Fossil FOSSIL (Fixing Old Stuff/ Software Interoperability Layer) is a plugin designed to make RPG Maker MV plugins function in RPG Maker MZ. Currently over 200 plugins have been tested as working (full list in the FOSSIL.js file), including most of the yanfly engine plugins. FOSSIL is currently expanding rapidly, and I hope that if you find a compatibility fix for a plugin that isn't listed (or test a plugin not on the list and find out it works with FOSSIL) that you'll post about it or file a github issue or something. Plugin Order There is only one plugin order possible: 1) FOSSIL.js 4) All other plugins Using Old Plugin Commands You have three ways of using plugin commands for MV projects A: use the built in plugin command from FOSSIL B: Use a script box, with oldCommand('your old plugin command') Copy and paste a MV map into MZ that has an MV plugin command. That command will keep working in the MZ editor, and you can copy and paste it around wherever you want. On some versions of MV and MZ you can just copy-paste the event between editors. It is a mystery why this works for some people and not others. Link: Here's the link to the github, where you can download FOSSIL: https://github.com/FossilMZ/fossil-MV-MZ And here's the main thread on rpgmakerweb: https://forums.rpgmakerweb.com/index.php?threads/135523/ Terms All unique code in FOSSIL is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. The remainder is taken from RPG Maker MV and RPG Maker MZ, and is covered under the appropriate licenses. No code from any existing plugin was used. Credit Restart, 'FOSSIL' or 'FOSSIL Team', and link back to the github or this forum thread.
  25. Note This plugin's available for commercial use Purpose Lets users set when/how ATB bars are shown on battler sprites Games using this plugin None so far Configurations Notetags Plugin Calls Video https://www.youtube.com/watch?v=xY_HrHi0e5M Prerequisites Plugins: 1. DoubleX RMMV Popularized ATB Core Abilities: 1. Little Javascript coding proficiency to fully utilize this plugin Terms Of Use You shall keep this plugin's Plugin Info part's contents intact You shalln't claim that this plugin's written by anyone other than DoubleX or his aliases None of the above applies to DoubleX or his/her aliases Changelog Download Link DoubleX RMMV Popularized ATB Bar
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