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Found 206 results

  1. Does anybody know a script that does that?
  2. I have everything exactly the same as the skills that are displayed, and all skills wont be displayed above 6. Even when I remove one of the skills that is displayed, then it only displays 5.
  3. Hi! I want to make a skill that "captures an enemy" (lowers enemy's defense and magic defense while stunning them for three turns) but in returns, stuns the user in the process in a "Capturing state" (Prevents from attacking), but has a chance to lose the state if attacked, and if the user loses his state, so does the enemy and vice versa. I tried to do it in the damage formula, but it is not working, is there a way to do this?
  4. 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. Huge Update, Hell yeah!

    Deer! (Hi there!) Finally I got time and hell yeah! I manage to screenshot em and put it in my game page, forget it you may don't like it, anyway I just add a featured stuff in my game page, be sure to read it. Yo there whoever you are, a people just pass by or accidentally click this or something I just want to tell you Devil Boy Quest is almost complete, the left thing to du is just translate it to anglish, I mean English, Note that my English are suck. Anyway there will be a forge, potion mix/brew, formation, and lots system. Let's move to case 1 the FORGE?! it's like create weapon/armor you need a hammer, anvil(in tsugi blacksmith worry not they let you use it for free), forge recipe and the material you need to create new weapon, naturally it would look like a mixed weapon/armor, anyway it would be boring if there no failed chance to make item but you may ended up complain if you failed so... I make it that you must press down button at right time, success or failed it's up to you. (if you failed you lose your hammer but not your material) Now move to case 2 MIX/BREW?! just like forge you need to mix potion in a pot(there a building in Mizu that has no shop sign), note that you also need special item that sold by the man in that town, the cost of that item is around 300, anyway the system is same but it may look different, there 3 possible happen, first you press at right time and success, second you miss a bit and failed, you miss a lot and bum it explode. (If it explode it may damage you a bit and you lose the item used for brew) Which case is now... oh right 3 a formation, you can set formation of the character by use Format Pen, what a strange name... anyway if the character put in the front will gain extra attack and magic defense but lowering defense and magic while if the character put in back will have extra defense and magic but lowering attack and magic defense while they put in mid they didn't get extra or get lowered. case 4 what again... I forgot... oh right secret dungeon in Iparas Village! whops! it's secret area so you havta to uncover yourself, anyway be sure to have at least one stonebreaker so you can come to that ehem pub so... forget it. case 5 error translation, please skip this one I don't want to talk about it. case 6 new character, Right, she naturally a future protagonist in Perang Cemen VII. (Devil Boy Quest is Perang Cemen I.) her name is Dauna, yet she like Lexar but she always act cruel, and trust no one, she do what she like, and well she close to be a bad character, anyway she very strong and she use a unique weapon that not sold in normal weapon shop, what is it? a Sword-Gun/Gun-Blade, she may reveal herself if you manage to do some damn hard task. case 7 new system graphic, looks like you don't care huh? okay skip that case 8 fishing system, it may not appear in demo, since you have to go to Zukaru City and get Fishing Rod, while the demo end before you reach that place, anyway the fishing system like BoF2, you will throw a bait based on power you press and if it's hit a fish you must pull it before the time over. case 9 Bound system, to raise mood of your ally you may need to talk them, present is great way to raise their bound, more bound more they will support you, when bound reach it's max amount some secret quest will be unlocked, note these secret quest won't unlocked in demo. case 10 give me more feed back, those case above are based on those who give me feed back. if you have anything in mind be sure to tell me, and thank you if you do so. ~Perang Cemen Below are Devil Boy Quest Album...
  6. I'm very new to RPG Maker MV and I'm trying to build a battling system similar to Pokemon in terms of the move sets for attacks (minus the catching, parties, etc). The problem is the attack feature only uses the base slash attack and offers no variety in terms of attacks. Is there some sort of plug in or script that will allow me to build such a battle system?
  7. Enemy Revive Spells

    Is there a way to make it so a monster won't use an ally revival skill unless one of its allies is dead? Details: I have a boss that comes with two minions. He has a spell that removes the death state from these minions and revives them. However, he casts it all the time, and I want him to only cast it when his minions are dead.
  8. Epic Bookworm

    From the album Devil Boy Quest

    In Devil Boy Quest you can learn skill not only by Level up or story, you can also find lots skills in books! Good luck hunting books! Most of them easy to find but you need to check for who was that book since you have to chose who will read it, plus there a non skills book that tell you long history, be sure to avoid them. (Lexar don't like read book so keep in mind) Lexar unmotivated study rule: "Read some forget some, Read lots forget lots, didn't read any didn't forget any, so Don't read any!"

    © Perang Cemen

  9. So, finally, after a long time, a fellow member of the RM community has helped with this one issue, making throwing weapons. All credit goes to LockeZ (who I am not sure if they're on these forums), and I have their permission to post this script. [] [] If that isn't enough, then that's all I can provide. Anyway, enough of the semantics, on to the mashed potato pie. The script itself. So, there's that. It is somewhat of a backhanded hack, but it is something that doesn't involve using a Yanfly script to do something it wasn't meant to. Thanks, LockeZ.
  10. 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.)
  11. Hello! I have come across the Melodia script by moghunter but it is no longer available. I cannot find it for the life of me. What it does, and what I need, is a script that I can attach to a skill. Then, even that skill is cast, a guitar hero/DDR/step mania event appears to pull off that specific move. Let's say I have a skill called "sing." I apply the script so when that skill is cast, the player has to complete a small guitar hero type of action. Any and all help would be greatly appreciated. Thank you!!
  12. Target DEAD enemies

    Like the title says, I want to create a player skill that can revive dead troop members. This can't be done through regular targeting, but I'm hoping it can be done with either Yanfly's Targets or Target conditions. I don't mind having a shiny new script, but I'd rather not add yet another script if Yanfly's can do it. Here the links for the scripts: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-targets/ https://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-targets/ltp-conditions/ Thanks!
  13. Anyway, yeah. I'm not having problems running the script at all, but I am curious about a couple things. First off, from what I understand, one can use script calls and object references for just about anything in Ruby Syntax, however, my level of skill in this area is iffy, and as much as I've looked in this particular script, I cannot find what exactly to reference so that if I wanted, I could have a database object add extra passive points (like a special ring that adds 50 extra passive points when equipped as one example). Also, I was able to do some mathematical operations to change the amount of base Passive Points that are given to each actor, but I could not get the syntax to recognize a variable input, even though I'm pretty sure that $game.variables is the correct syntax for this, it threw an error. Also, something else I noticed was that if you have skills equipped and then suddenly your Passive Points decrease, the Passive Points shows a negative integer, rather than simply unequipping skills. Anyway around this? I kinda feel like that's a bit...cheating...very sketchy to be honest. Anyway, any help or advice on this would be appreciated. Merci beaucoup!
  14. Complicated skills and states

    So, I have this angry birds rpg on my phone, and as basic as the game is, it has some very complex skills and states that I would like to see recreated in VX Ace. If you know how to recreate these skills/states with the engine, know a script that will allow me to replicate them, or you know how to make the script yourself, please let me know! Here is the list of skills/states I would like to see: An attack that deals damage and also heals the ally whose percent of remaining HP is the lowest, by a percentage of the damage dealt A state that deals a fixed amount damage to any enemy that deals damage to the battler with the state A state where if the affected battler takes damage from an attack, all their allies take damage equal to a percentage of the taken damage A state where if the battler uses a skill, they instantly use the same skill a second time on the same target at no MP or TP cost, but the skill is only half as effective A skill where, for a certain number of turns, any HP recovery received by the user is applied to the target ally, and vice versa. Multiple targets can be active at once; in this case the user and all active targets receive HP recovery. The target becomes inactive if they are KO'd. This should not work with items, slip recovery, or multi-target healing skills. (Only one character will have this skill, so overlap is not a problem) An attack that lowers an ally's HP by a fixed percentage of their maxHP, and deals damage to all enemies equal to the HP lost (an ally could be KO'd with this skill) A state that increases the damage the affected battler takes by a fixed amount; for a multi-hit skill, every hit will have its damage increased A skill where, for a certain number of turns, the target ally substitutes attacks for the user (regardless of their HP), also if the target ally takes damage from an attack, the user immediately uses a normal attack on the enemy that dealt the damage. The user can use this skill on themself to only gain the retaliation effect. Multiple targets can be active at once. This does not work if the skill attacks the entire party at once. The target becomes inactive if they are KO'd. (Only one character will have this skill, so overlap is not a problem) A state where, each turn, the battler regenerates HP equal to a percentage of the total damage dealt to all enemies on that turn (excluding slip damage) A skill where, for a certain number of turns, the user substitutes attack moves for the target ally (regardless of their HP), also the damage the user takes is reduced by a certain percentage, but only when substituting an attack move with this state's effect. The user can use this skill on themself to only gain the damage reduction. Multiple targets can be active at once. This does not work if the skill attacks the entire party at once. If the user is KO'd, all targets immediately deactivate. (Only one character will have this skill, so overlap is not a problem) (Note: All states and targets are removed at battle end, and characters can be KO'd by slip damage.) Thanks in advance!
  15. Hi! I'm new to RPG Maker MV and I have some problems with creating skills. I don't have any problems with damage-dealing spells etc. but I can't make one specific skill. I wanted to make something based on Perish Song from Pokemon games (low chance to hit, if it hits, enemy that you've used it on will faint after certain amount of turns). Can anyone can help me? I want some help with instantly killing spells. Also, I wanted to make a skill that deals damage and have a chance to debuff the target. Can anyone help? PS: Sorry for any grammar mistakes.
  16. Hi all! I'm new to using the RPG maker and I'm hoping to get some community help to figure out why something isn't working. I'm currently working on game and I'm having a lot of trouble with classes and skills. I think I've put everything into the database correctly but when i play the game I'm getting strange results. I'm hoping with help i can get my issues resolved. I've already searched quite a few posts and tried the stuff listed and cannot get the game to act accordingly. This is pretty basic, the goal is to have several magic spells items in the magic spell category and limit the use of each by level and spell. I originally thought this would be simple by just adding the spells into the class "Skills to learn" and making sure each skill type is listed in the class traits. The issue I'm having is that no matter what the class has in "skills to learn" the class still has ALL of the spells that fall into the specific skill type. I'll try to give the best for examples i have since i noticed in a lot of posts the community is asking for more info from the OP a lot. Skills: For my test I'm using both skills that come preloaded into the MV package. Spark and Heal. I've modified literally nothing here. Class: For the class I've made sure that the magic skill type is listed in traits and set the skills to learn options for the two skills. In-Game: The second a new game is started the actor has access to all skills in the magic type... it seems like it's just totally ignoring the skills to learn section. I really don't want this class to have the other magic skills but what i put into that database stuff.. Any help to figure this out is much appreciated. Also to note, I'm not trying to open and close saves when i've been testing for this, each time i tested it i started a new game. for some reason all are available? I only wanted this class to have heal and spark. Thanks in advance to anyone who might be able to help me figure this out.
  17. I made a magic called "darkness" Its supposed to deal 9999 damage to the enemy and deal 666 damage to the user's HP but it kills the enemy then kills the user then revives the enemy then every other actor who uses the spell it just dies instead of killing it or "reviving" it this is the the formula I'm using Either I'm stupid and I made a very clear mistake or I don't know what
  18. 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
  19. Couple of questions

    1) I have recently purchased Rpg Maker MV on Steam, and I was disapointed when I found out that the .mid files don't work in it. So MV does not support MIDI music? I really wanted to import some of favorite XP and VX tracks into MV, but it looks like I am not able to do so? What can I do to import the music from old Rpg Makers into MV? 2) Is there any way to make a Skill that a player can use on their allies, but not on themselves? I haven't found that option in MV, does this require a plugin?
  20. Mechanics and Features

    Heya Folks, Saturn here! I'm going to be using this entry as a record of gameplay features that may or may not be implemented as I progress with my project. This will include anything from combat and looting systems to enemy and NPC interactions and so forth. Keep checking back as I will be consistently updating this list with more features. Gameplay Features ~Combat~ Morph system Because of the main character, Trelin's, nature as a "morphling" she is able to change all or part of her body to suit her circumstances. With the capability to copy characteristics she's encountered in her travels, the player can equip new "forms" and "traits" that Treilin can use to survive her journey. Some of these changes and transformations are suited for a variety of situations, allowing the player various options for enduring the different trials Treilin is confronted with. Examples of different transformations and traits that can be used include: Chameleon Trait - By adjusting the chemicals in her flesh, Treilin is able to alter her skin tone and texture to closely resemble her surroundings, allowing her to evade visual detection by enemies. Quadruped Form - Treilin shifts her limbs and joints to take on a four legged form, giving her superior speed but decreasing her dexterity. Duplicant Form - This form lets Trelin temporarily divide herself into two independent smaller bodies, giving her increased dexterity and evasion, while decreasing her overall strength and constitution. More Coming Soon!
  21. I play a lot of MTG, and a lot of D&D. I wanted to make a wizard who doesn't simply scale up his attk power with Magic attack, because that's exactly what a fighter does, and wizards aren't just beating each other over the head with their brains (although that would be funny). I was pondering a good way to make an actually fun wizard when I had the idea to run combat for the magic user much differently than the fighter. the magic user has spells that they know, but in the heat of combat, they can only concentrate a limited amount. That's where my card game experience comes in. If a magic user was forced to draw a random selection from their pool of spells known, they would feel pressured and unpredictable at first, then as the character levels up, you have access to more spells per turn, and (from D&D) feats that allow them to take special actions like combine two identical spells for exponentially increased effect, or hold onto one, like you're playing poker and looking for a pair, etc. TL;DR: I'm looking for a script that will select a number of the character's skills known at random (allowing duplicates) then send that list to the skill menu at the beginning of each turn of battle. the number should be able to be scaled up with character level and events.
  22. Hey so, I need help with formula making. Basically I want a skill that will restore the user's MP by half, plus the user's level. I'm sure this is a super simple solution but the formulas scare me and they make my brain sad. Thanks for the help in advance. ♥ Edit: Wait did I put this in the wrong spot!? Oh jeez I'm so sorry if I did-
  23. You can comment your ideas and then I will copy & paste them into our Library. Important Note: If you have a different version of what is already up here, you can still put it down and I'll still save it. Custom Class Rules Custom Classes
  24. Custom Skill Effects

    I have been using a lot of Yanfly's scripts and would like to stay within them as much as possible. For what I am trying to do is make nice effects like the ones in Yanfly's most recent Tips and Tricks video series for Rpg Maker MV. However, I use VX Ace and would like to repeat some of those effects in the version I have. I don't know a heck a lot about Ruby coding, but the real question is how would I go about something like that. So one example is Yanfly recreates the effect of a Pokemon move, Destiny Bond. The one who deals the killing blow also dies. I'm guessing I could do something like this with the battle engine core or maybe just the overall core. It would use notetags to achieve? If you need an example of the video, I have a link right here: https://www.youtube.com/watch?v=YOapDzRA-vY Now I don't mean that I necessarily want to recreate the Destiny Bond effect, but if someone could help with maybe a small guide to certain snippets of Ruby code that I could use or even try to recreate it and let me study and dissect it to try other things... just something. I've been looking around the internet for a while and I can't tell if I suck at finding things, because chances are it is right in front of my face when googling it. Any help with this kind of thing would be absolutely amazing. So, thanks in advance for even looking over this topic.
  25. Good day! how do i use variables within formulas? Formulas were supposed to support scripts right? Well i dunno c: What my formula should do: Deal damage and heal allied party by damage dealt. My formula (for Lunatic damage, but dosnt work in normal either) : <custom damage> dmg=a.mat*0.25; part=$game_party.alive_members; part.size.times{|i|part.hp+=(dmg*0.1).to_i}; dmg </custom damage> In oneline: dmg=a.mat*0.25;part=$game_party.alive_members;part.size.times{|i|part.hp+=(dmg*0.1).to_i};dmg Outcome: Null. It seems like i cant use variables within the formula, like, when i remove everything but "dmg=xyz ; dmg" i still get null. What do i do wrong? Thanks in advantage! Bawb.
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