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Showing results for tags 'skill'.
Found 52 results
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Skill Shop setting Actor/Skill Type specific skill purchases
KusageRose posted a topic in Programming
- 1 reply
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- yami
- skill shop
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Here is a sorta weird demo of a skill system I have been working on for a while. It's based on a modified version of this script with lotsa extra features. skilldemo.zip It's main extra fetures are the ability to attach skills to other skills, restrict stuff so you can only attach some skills to perticular skills or skill types, some extra animation stuff, and my own custom skills system that lets you have multible copies of skills, each with there own name and configurations of add on skills. It's kinda complex and the menu may not be as easy to use as it should be. I do think it's pretty neat though. It's probobly gonna have a ton of little niggly details and strangeness I need to iron out. I think for the most part, if you know how to use the grathnode install script, it's more or less the same except you can make skills grathnodes... but there are so many little details to talk about... I may write more documentation later. Some more info: Edit: Made it so it didn't check the grathnode's/metaskill's occasion anymore, so you could have items and skills that are set to never and still work as grathnodes/metaskills. Also merged the "Grathnode Tweaks" and "Metaskills Apply" scripts since they overlap a lot, and made my weird minimum tp cost thing it's own script so it could be tweaked or deleted. Edit 2: Custom skills now cost MP/TP properly now.
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Hey I'm running into a bit of trouble creating a skill. I am hoping to make a healing skill that heals a random (not dead) ally. Is there an easy way of doing this that I'm missing?
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Basic Skill Formula doesn't seem to work
ApexPredatorTH posted a topic in Editor Support and Discussion
Hey, I'm working on a state that increases the HP an ally regains from healing spells such as Heal, Greater Heal, etc. I've created state (36) Heal Buff, and now I'm trying to get the damage formula to work as it is supposed to. The formule i have in my Heal Skill right now is this: b.isStateAffected(36) ? (100 + a.mat*1.5)*1.5 : 100 + a.mat*1.5; I want the skill to check if an ally has the Heal Buff and then multiply the original formula by 1.5 Now, I can't seem to find the problem but whenever I heal in-game, 0 HP is healed, but mana is still subtracted. Why doesn't the game see target b is not affected with state 36 and heal with the original formula. Is it something I did Is there something else that could influence the 0 healing? It could be the fact that I created armor and gave it a state rate(36) of *100%. I just want the player to get healed more by healing spells when a certain piece of armor is worn without checking for every piece of armor in a skill formula PS: I have used the same formula in my fireball spells to check a different state and they also deal 0 damage. -
Is there a such thing as too many skill choices? There are some things I love about databasing... and skills is one of them. Currently I have roughly 454 skills. Now, you don't have all 454 skills but if a player had, like, 100, would that be ok? Asking because I am redoing certain parts of my skill system, and there will most likely be an increase in the number of skills one actor has, and I'm wondering when there can be too many choices to choose from (this is assuming all the skills are unique and useful).
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Skills that requires a certain "State" to be able to use
Gun2SV posted a topic in Editor Support and Discussion
Does anybody know a script that does that?- 1 reply
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- state
- requirment
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Okay guys, so here's my issue, I'm trying to design a skill called Aimed Shot, which applies a state called Aim to the user that gives them +30% to hit and THEN attacks the enemy they've selected. I've already asked for help on the rpgmaker forums, and someone told me to use: a.add_state(26); a.atk * 4 - b.def *2 Except when I use that the game crashes and I get the error message ------------------------------------------------------------ Script 'Game_Battler' Line 352: SyntaxError occured Unexpected tSTAR, expecting $end a.add_state(26); a.atk * 4 - b.def *2 ------------------------------------------------------------ I've tried putting the "end" everywhere but nothing works- not in the middle and not in the end. Does anybody know how to do this? I'm not much of a programmer so I'm pretty lost and the skill is essential for my combat system. Thanks in advance!
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Note This plugin's available for commercial use Purpose Lets you bind hotkeys to skills for actors outside battles, and use them to select usable skills for actors inside battles Introduction Videos DoubleX RMMV Skill Hotkeys Games using this plugin None so far Parameters Notetags Plugin Calls Plugin Commands Configurations Author Notes Instructions Prerequisites Terms Of Use Authors DoubleX Changelog Download Links DoubleX RMMV Skill Hotkeys DoubleX RMMV Skill Hotkeys Unit Test DoubleX RMMV Skill Hotkeys v100a.rar
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Hello! I am trying to create a skill In RPG Maker VX Ace that does less damage if the target is poisoned, but I can't seem to get it to work right. I tried looking around on google, too, but I didn't find anything useful that would help me. This is the damage formula I have so far: if b.state?(2) a.atk - b.def else 25 + (a.atk * 2) - b.def And this is how I have the skill set up: Can anyone help me with this? I'm completely lost...
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I need more Cool Skill for my Amazing battle, do you have idea?
Perang Cemen posted a topic in Theory and Development
Im wanna make a amazing battle! Help me will ya? I need some idea for my actor skill, so please tell me if you have anything in mind. I need skill for following Class: Devil's (he can use Claw, axe, swords, katana, and even a Gun) Youma (katana) Kitsune (claws) Youkai (Staffs) Seraph's (Swords) I got some example -Devil Slash: Cut Enemy Hp by 1/2 Cleave: Kill enemy instantly Lion Heart: Shot one enemy 8 times -Youma Excalipoor: 1 damage to all enemy Masamune: attack all enemy Zantetsuken: Cut all enemy Hp by 1/2 -Kitsune: Howling Moon Eat Moon alive: Make the user harder to hit Moonlight Cannon: Drop Enemy def and cruse them Moonlight Healing: Revive ally plus add regen on them -Youkai Chaos: Dangerous skill that can kill the user or damage ally and enemy or put any status to them. -Seraph's Spirit's: add state to user depending on area C'mon community! Whadaya got? -
Sacrifice an enemy by using them as a weapon.
lonequeso posted a topic in Editor Support and Discussion
I have an interesting idea for a skill, but I'm not sure how to implement it. A boss has three minions that are living crystals. I want to make a skill where the boss sacrifices one of them to use them as a bomb. To start I created three pages in the troop event, one for each minion. They check when a minion's HP is below 30% and adds a state, Death Mark The rest I can probably do with Yanfly's Scripts. I have his Ace system and most add ons. Problem is I can't code to save my life, and you need to create custom strings for some. The skill itself will target a single enemy to deal damage. I need a way that the skill will also select a random ally with Death Mark, and apply a Death state or drain it's Hp to 0%. (or just target an ally with 30% or less HP.) I'm not sure which add on(s) would be best to set this up or if there's another way to do it. I'm thinking maybe his lunatic objects script can do it: <after effect> string </after effect After effects occur after the targets have all been hit. In general, this will occur right before the skill or item's common event runs (if one was scheduled to run). These are generally used for clean up purposes. Thanks in advance! -
I'm trying to make a few skills, but I'm fairly new to all this. ​1) A skill that make the stats of all allies randomly boosted 2) A skill that damages all enemies but reduces the user's HP to 1 ​3) A skill that allw's the user to take half the damage the entire party takes for a certain number of turns.
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Hello guys! I would like to ask some help regarding eventing. The thing is: I'm using an ABS, and I want to create a skill that push events away. Since the enemies are events in the map, I want the player to use a skill that hits the enemy and push it X number of tiles in the opposite direction. I'm using the Imperial Action System (It's in Portuguese); since it doesn't provide such function, I think it would be easier to event this than script it. So, could anyone help me? While I have some idea on how to make the event be pushed after being hit, I don't know how to make the specific event to be pushed when hit by the skill. I was thinking in something like using a condition where if X skill is used, then Y event is pushed Z tiles alway, but I don't know how to make the event check if it has received the skill in the map to activate the scene of it being pushed back. Anyway, thanks in advance!
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So, I've been searching around and couldn't find it: I would like a plugin that allows you to define conditions under which a specific skill will be used automatically (either unique to a given Actor or Class, or as part of the Skill), and when the conditions are met, the skill fires instantly (if the actor knows the skill). I tried getting the effect I wanted with Yanfly's Passive states, but I'm limited to passive effects there, so I can't do something like a "retaliation attack" or a triggered heal or the like. If somebody were to make this, or if it already exists and floated past my notice, I'd very much appreciate it.
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I'm having trouble with figuring out if it should be the Actor or Class that learns skill. In one of the games I am designing, the races have elements and elemental weaknesses. Characters are not suppose to learn skills which have an element type to which they themselves are weak against, nor should they learn skill from an element which is weak to their own element. The elements I am using are as follows; Fire -> Water -> Lightning -> Stone -> Ice -> Metal -> Air -> Plant -> Fire This means Fire is weak to Water and strong against Plant, and so the character who is of a Fire race should not be able to learn Water or Plant based skills. If the characters are allowed to change classes to have access to different groups of skill, would it be better to have the skills under the Actor? Is there a way to have the skills locked until the Actor reaches a certain level? ((Note: at the time of this posting, I am tired and recovering from a migraine, so please for give me if I haven't been to clear.))
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Name: Simple Replace Skill Version: 1.0 Author: Mr. Trivel Created: 2016-06-06 About the plugin: Want to remove some other version or magic spell or maybe even a few? This plugin makes it so when you learn a skill, it can remove unwanted skills. Screenshot: Was removed by a skill. How to use? To replace a skill when it's learned use the following tag: <ReplaceSkill: ID, ID, ..., ID> Any amount of IDs work. Example: <ReplaceSkill: 5, 7, 9> <ReplaceSkill: 5> First example would remove skills 5, 7 and 9 after learning. Second example would remove skill 5 after learning. 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.
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I've been looking for a plugin to replace normal character skill learning with a skill tree.I haven't been able to find one, and it'd be really useful. For those unaware of what a skill tree is, it's basically where your skills are arranged in a branching tree, with certain skills requiring you have earlier skills in the branch to learn them. (See spoilered image for an example) All I need it to do is let me define a skill tree for a character, and have a UI where the player can select the next skill they want when they level up. Ideally, it'd be compatible with Yanfly's Job Points, but I'd be pretty happy with just the basic skill tree.
- 3 replies
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- ui
- skill tree
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Name: Damage Efficiency Version: 1.0 Author: Mr. Trivel Created: 2016-05-09 What does it do? Allows battlers to deal more damage depending on their weapon, element, skill type or overall efficiency. Screenshot: Nope. How to use? Give note tags to Actors, Classes, Enemies, States, Armors or Weapons to improve efficiency of that battler: <WeaponEfficiency: [WEAPON_TYPE_ID], [PERCENT]> <ElementEfficiency: [ELEMENT_ID], [PERCENT]> <SkillTypeEfficiency: [sKILL_TYPE_ID], [PERCENT]> <OverallEfficiency: [PERCENT]> [PERCENT]: 0.01 - 1%, 0.5 - 50%, -0.25 - -25% Weapon Efficiency - battlers deal more damage while wielding that weapon type. Element Efficiency - battlers deal more damage with skills of that element. Skill Type Efficiency - battlers deal more damage with skills of that type. Overall Efficiency - battlers just deal more damage Examples: <WeaponEfficiency: 2, 0.5> <ElementEfficiency: 2, 1.0> <SkillTypeEfficiency: 1, -0.5> <OverallEfficiency: 2.0> Want a skill to only deal more damage with spears but not weapons, use the following note tags to ignore bonuses: <IgnoreWeaponBonus: [WEAPON_TYPE_ID], [WEAPON_TYPE_ID], ..., [WEAPON_TYPE_ID]> <IgnoreElementBonus> <IgnoreSkillTypeBonus> <IgnoreOverallBonus> <IgnoreAllBonuses> Examples: <IgnoreWeaponBonus: 1, 2, 3, 4, 5> 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.
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Hi hi~ I was just wondering how I'd go about making a skill that selects a random skill known by the user, when the user is asleep. Like the "Sleep Talk" skill in Pokemon. http://bulbapedia.bulbagarden.net/wiki/Sleep_Talk_(move) Any help at all would be appreciated! Thanks in advance~
- 9 replies
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- pokemon
- sleep talk
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Name: Simple Skill Leveling Version: 1.1 Author: Mr. Trivel Created: 2015-11-27 What does it do? Skills change to their stronger or different versions after X uses. Video: How to use? To make skill change after some uses, use the following tag: <LevelUpTo: [iD], [uSES], [REMOVE]> Will make skill require a specific other existing skill that was used. <LevelUpRequire: [iD], [uSES], [REMOVE]> [iD] - Skill ID to change to [uSES] - After how many uses change into that skill [REMOVE] - 0 - keep skill after leveling up, 1 - remove skill after leveling up (Remove is optional, by default it'll remove) Examples: <LevelUpTo: 5, 25, 0> <LevelUpTo: 8, 10> <LevelUpTo: 5, 20, 0> <LevelUpRequire: 7, 5> <LevelUpRequire: 8, 9> <LevelUpTo: 7, 20> <LevelUpRequire: 8, 10, 0> <LevelUpTo: 8, 10> <LevelUpRequire: 7, 20> 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 non-commercial projects. For commercial use contact Mr. Trivel.
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Here's the concept: 'Glass Shield' - 1 ally gains an aura that protects them from a state. After a state is blocked, the shield shatters. Basically, a pre-emptive buff that dispels 1 state. If someone would be kind enough to help me figure out if this is even possible, and if so, how to go about creating it, that would be swell, as I'm at my wit's end after having just spent the past 14 hours attempt to get another one of my "brilliant" skill ideas to work, to no avail. Much appreciated, and thank you kindly in advance! -Jo I'm going to get more coffee.
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Different Skill Effects Depending on Target
Glasses posted a topic in Completed Scripts/Plugins/etc.
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. -
Instead of using levels in my game, skills are learned by use. Use a certain type of skill a number of times, and you will learn other skills. When you use a skill/selective skills enough times, a menu will open up allowing you to choose from a list of related skills. How would I balance this system to allow specialization without making certain enemies not specialized for overpowered? How diffucult would it be to implement? Would it require scripts? Another question I have is about Perks. I want certain skills to act passively(Granting buffs and such when certain other skills are used) without appearing in the battle menu or taking up a turn. These will be Perks. Is this possible to hide skills in the battle menu while still appearing in the skill menu? Can a skill be auto-used without taking a turn? Your thoughts are appreciated.
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Name: Skill Time Reaction Version: 1.2 Author: Mr. Trivel Created: 2016-02-26 What does it do? This plugin gives user a moment to press confirm button. Pressing Confirm when button appears, gives user state which lasts until end of action. Button timer can be set up in plugin manager or for each skill by using note tags. Video: Requires: Yanfly's Battle Engine Core How to use? When a skill has <Reaction> tag in it, it will display an image for a random amount of time in which player can press confirm button to strengthen the skill used. <Reaction> <ReactionAppear: [FROM] [TO]> <ReactionWindow: [FROM] [TO]> <ReactionState: [sTATE ID]> [FROM] [TO] - How long the window lasts or appears. It'll pick a random number of frames between [FROM] and [TO] ([FROM] <= time < [TO]). [sTATE ID] - Which state to apply when hitting the button in react window. Only <Reaction> tag is a must to have the reaction window. Other tags like <ReactionAppear: [FROM] [TO]>, <ReactionWindow: [FROM] [TO]> or <ReactionState: [sTATE ID]> can be omitted to use default values from parameters. Examples: <Reaction> <ReactionWindow: 50 100> <ReactionState: 15> <Reaction> <ReactionState: 50> It's also required to have 2 images in your img\system: reactionWait.png reactionHit.png Images: 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.
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Recognizing enemy/ally in damage formula box?
JamesRyan posted a topic in Editor Support and Discussion
Hi guys, As i'm using a script named "Toggle Target" by Victor Sant that allow me to change target scope (from ally to enemy and vice versa) of a skill freely. I'm wondering that is there a way to write the formula to recognize if target is an ally or an enemy because i want to set different effects on ally/enemy. Thank you for your help.