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Found 59 results

  1. KDualWield & Accessory Skills XP + VX + ACE by Kyonides Introduction Do you want to force your heroes to equip two weapons and probably even an accessory before they can use that super cool skill you have come up with? :think: Now you can do it! XP handles it in an entirely different way, so I prefer not to post the code here. XP users will feel more comfortable by testing the demo. You will need to use 1 out of 2 Note Tags to that Skill Notes to make it happen! VX Script # * KDualWield & Accessory Skills VX * # # Scripter : Kyonides Arkanthes # 2023-02-09 # * Free as in beer * # # Force your heroes to equip specific weapons or even an accessory as well # in order to be enabled to cast a specific skill. # NOTE: The Weapons Order does NOT matter here! # * Note Tags * # # - For Dual Weapons: _dual 1 2_ # - For Weapons & Accesory: _dual 1 2 acc 1_ module KDualWield REGEX_WEAPONS = /_dual (\d+) (\d+)_/i REGEX_WEAPONS_ACCESSORY = /_dual (\d+) (\d+) acc (\d+)_/i end class Game_Battler alias :kyon_dual_wpn_skill_can_use? :skill_can_use? def skill_can_use?(skill) result = kyon_dual_wpn_skill_can_use?(skill) return result if self.class == Game_Enemy or !two_swords_style if skill.note[KDualWield::REGEX_WEAPONS] return both_weapons?($1.to_i, $2.to_i) elsif skill.note[KDualWield::REGEX_WEAPONS_ACCESSORY] return weapons_acessory?($1.to_i, $2.to_i, $3.to_i) end result end end class Game_Actor def weapon_ids [@weapon_id, @armor1_id] end def both_weapons?(w1, w2) weapon_ids.sort == [w1, w2].sort end def weapons_acessory?(w1, w2, a1) both_weapons?(w1, w2) and @armor4_id == a1 end end VX ACE Script # * KDualWield & Accessory Skills ACE * # # Scripter : Kyonides Arkanthes # 2023-02-08 # * Free as in beer * # # Force your heroes to equip specific weapons or even an accessory as well # in order to be enabled to cast a specific skill. # NOTE: The Weapons Order does NOT matter here! # * Note Tags * # # - For Dual Weapons: _dual 1 2_ # - For Weapons & Accesory: _dual 1 2 acc 1_ module KDualWield REGEX_WEAPONS = /_dual (\d+) (\d+)_/i REGEX_WEAPONS_ACCESSORY = /_dual (\d+) (\d+) acc (\d+)_/i end class Game_Battler alias :kyon_dual_wpn_skill_cond_met? :skill_conditions_met? def skill_conditions_met?(skill) result = kyon_dual_wpn_skill_cond_met?(skill) return result if self.class == Game_Enemy or !dual_wield? if skill.note[KDualWield::REGEX_WEAPONS] return both_weapons?($1.to_i, $2.to_i) elsif skill.note[KDualWield::REGEX_WEAPONS_ACCESSORY] return weapons_acessory?($1.to_i, $2.to_i, $3.to_i) end result end end class Game_Actor def equip_weapons @equips[0..1].map{|w| w.object ? w.object.id : -1 } end def both_weapons?(w1, w2) equip_weapons.sort == [w1, w2].sort end def weapons_acessory?(w1, w2, w3) both_weapons?(w1, w2) and @equips[4].object.id == w3 end end Download Now! Terms & Conditions Free as in beer. Include me in your game credits! Do not repost it anywhere!
  2. 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 Compatibility Fix DoubleX RMMV Skill Hotkeys Compatibility 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 v101b.js DoubleX RMMV Skill Hotkeys Unit Test v100a.js
  3. For some reason, there is no option to make an actor learn a new skill type through events. It's either through weapons, armors, states or by pre-setting the skill type into the character or class. Is there a script call that permanently adds a skill type to an actor?
  4. Purpose Lets you run some codes set by your notetags on some important state timings Introduction * 1. This plugin lets you use notetags to set what happens when an * action's just executed, and different cases like miss, evade, counter * attack, magic reflection, critical hit, normal execution, substitute, * right before starting to execute actions, and right after finished * executing the actions, can have different notetags * 2. You're expected to write JavaScript codes directly, as there are so * much possibilities that most of them are just impossible to be * covered by this plugin itself, so this plugin just lets you write * JavaScript codes that are executed on some important timings Video Video(v1.01a+) Games using this plugin None so far Parameters Notetags Script Calls Plugin Commands Prerequisites Plugins: 1. DoubleX RMMZ Enhanced Codebase Abilities: 1. Some RMMV plugin development proficiency (Basic knowledge on what RMMV plugin development does in general with several easy, simple and small plugins written without nontrivial bugs up to 1000 LoC scale but still being inexperienced) Terms Of Use Contributors Changelog Download Link Demo Link
  5. FANthonyfiction

    Need help with skill.

    So what I'm trying to do is make a game where team mates are basically, single use. You got the MC who's a general fighter. A Tank character who can't hit any targets. A healer that can heal almost exclusively. and a Glass Cannon that can kill any enemy in one hit, assuming she gets to use her skill. (It'll make sense if I get around to the end) The trouble I'm having right now is the Tank. I want her to have a move called 'body guard' and how this works is she'll 'distract' the enemy, forcing all of them to target her for for a turn. The issue I have is getting them to target her. I've made the move as a common event, and the event command is under Battle, force action, Enemy (I'll do one for every enemy on screen) Skill: Attack, Target (??????) I don't know how to make it so they target the Tank character. There are Index entries 1-8, but I'm not sure how to find to change them. Any help will much be appreciated. Sorry if this is basic and I'm just blind to an obvious solution that I can't see. I'm very new to RPG Maker. Oh, and is there a way to put a two turn delay on an attack? A start up/charging time?
  6. Note This plugin's available for commercial use Purpose Fixes DoubleX RMMV Skill Hotkeys compatibility issues Games using this plugin None so far Addressed Plugins Prerequisites Plugins: DoubleX RMMV Skill Hotkeys Abilities: 1. Nothing special Terms Of Use Changelog DoubleX RMMV Skill Hotkeys Compatibility v100a.js DoubleX RMMV Skill Hotkeys Compatibility
  7. ... So, Here is the place where we're going to show our ideas about skills, any great skills you have in mind, you had in your game, why don't you share it here? We can call this is "Skill's Sanctuary" #################################################### #################################################### Cool eh? Here is the first one! This is the must-have-skill in your game #1, Poison Bubble >Pop up from beneath an enemy, it explodes like a bomb and deal damage to only one enemy 25% * a.atk + 300 Poison damage >Then after exploded, it cast poison gas to all enemies +30% chance to Poison all enemies How about that?
  8. 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.
  9. 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?
  10. 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.
  11. Lord Vectra

    Too many skill choices?

    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).
  12. 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!
  13. PinkLoverGames

    Damage Formula Help!

    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...
  14. 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?
  15. 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!
  16. BraveBlade

    Skill Help?

    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.
  17. 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!
  18. malonkey1

    Triggered Skills

    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.
  19. 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.))
  20. 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.
  21. malonkey1

    Skill Tree

    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.
  22. 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.
  23. 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~
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