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Found 78 results

  1. kyonides


    KSkillMax XP & VX & ACE Version: 1.3.02 & 1.2.2 & 1.3.02 by Kyonides Arkanthes Introduction This script allows you to set a limit to the number of skills a hero may learn and keep for use in battles a la Pokemon but the menu looks and works in a different fashion. Actually, it looks more like any default menu than anything else. Besides the player may select which learned skills will be replaced with new ones IF the player ever wants any of them to be replaced. There's no problem if the player may prefer to replace just a few or even none of them. It's a Plug & Play script but it's still possible to change its settings by checking and editing most of the Constants found in KSkill module. Since version 1.1.0 you may count on 2 script calls to allow the heroes increase their skill limits if deemed necessary. XP & ACE $game_party.actors[INDEX].extra_skills += NUMBER GREATER THAN ZERO $game_party.actors[INDEX].extra_skills -= NUMBER GREATER THAN ZERO $game_actors[ID].extra_skills += NUMBER GREATER THAN ZERO $game_actors[ID].extra_skills -= NUMBER GREATER THAN ZERO Or you can increase it by 1 if you equip a certain accessory. Thinking They've told me that's how Persona works. Indifferent VX Only $game_party.actors[INDEX].increase_skill_limit(NUMBER GREATER THAN ZERO) $game_party.actors[INDEX].decrease_skill_limit(NUMBER GREATER THAN ZERO) I think that the method names included in those script calls make clear what they are supposed to do during gameplay. The catch is that every single time you use any of them the skill limit increases or decreases by that number. Make sure the skill limit never goes below the original skill limit nor it reaches zero. The VX version of my script already includes two new info windows that will let you find out all there is to know about the selected skill so you as the player can take a better decision. I'll see if I can also do the same with the XP version, but that will take some time... SCREENSHOTS Download Now! Terms and Conditions Free for use but not meant for commercial projects, but you can contact me if you still want to include it in your game. Due credit is not optional but a must. Mention this forum as well. Please send me a free copy of your finished game!
  2. Two of my party members gained skills after a certain battle. The skills show up in the members' skills but, after the battle, it just said They were both now level 7 . There was no mention of the acquired skills. The battle started when at L5 and ended at L7. The skills were acquired at L6. Do they skip if your level goes beyond the needed level for the skills? Thanks.
  3. Last Updated: 4/30/2020 This library is meant so you post ideas about enemies, armors, weapons, actors, etc, and I will update this Library once a week. If you you see a category that the library is lacking, let me know. 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 Custom Skills Custom Weapons Rules Custom Weapons Custom Armor Rules Custom Armor Custom Items Custom States Custom Race Rules Custom Races Custom Enemy Rules Custom Enemies Custom Story Rules Custom Stories
  4. Since the first post I made 'failed', let's restart this all over again. The game I imagined it to be (at least,) has a job system wherein characters are able to have jobs / roles the player assigned them to have. There are some restrictions however, like gender preferences and / or if the character has their own preferences for a job that fits them. I imagined the system to have a level system, something to define the current proficiency of the character on that particular job. The levels are shown down below: Lvl | Category 1 Starter 2 Rookie 3 Junior Apprentice 4 Senior Apprentice 5 Professional 6 Star Professional* 7 Master Oh by the way, here are the following jobs: Freelancer Warrior* —> Knight —> Paladin | |-> Dark Knight | |-> Rune Knight |-> Lancer —> Dragoon |-> Samurai —> Shogun |-> Berserker Thief —> Ninja —> Assassin |-> Hunter —> Treasure Hunter Archer —> Hunter —> Treasure Hunter |-> Ranger Scholar-> White Mage -> Priest -> | ArchPriest |-> Black Mage -> Conjurer -> | Necromancer |-> Rune Mage —> Elementalist |-> Geomancer |-> Astrologist Bard Dancer Beast Tamer Mime Summoner I'll be listing the ff: jobs' abilities some time later. As I mentioned in the first post, I'll need some recommendations about skills, whether it be buffing or nerfing them (tho I don't have any experience with coding or formulae) revolving around a specific job. But we're gonna skip the stats for now. The jobs are listed down below, together with the assigned skills to them: (Note: I'll just post the Fighter-type, Assassin-type and the Tank-type jobs' skillsets, for now...) — Knight •Shield Charge •Shield Bash •Sword Thrust — Paladin •Sacred Cross •Cleanse — Dark Knight No Skillset — Lancer - Dragoon job tree •Spear Dive •Spear Throw •Spear Stab •Spear Swipe •Rising Spear •Lance Charge •Lance Barrage •Lance Drop — Samurai - Shogun* job tree •Baku (Restraint) •Jinsoku (Swift) •Tsunagari (Link) •Saegiru (Block) •Fū (Seal) •Tsuki (Lunge) •Iai Strike •Shi (Death) •Handan (Judgement) •Kowareru (Break) •Zan (Rend) •Shokei (Execution) •Zangeki (Slash) — Berserker No Skillset yet — Rune Knight • Spellblade • Rune Enchantment: (any of the ff:**) Fira / Thundara / Hydrora / Stonera / Aerora / Blizzara —Thief - Ninja - Assassin •Steal / Mug •Hide •Back Attack •Sneak Attack •Trick Attack •Stealth Attack —Ninja-exclusive •Katon* (Fire) •Suiton* (Water) •Raiton* (Thunder) •Doton* (Earth) •Fujin* (Air) •Hyōton* (Ice) •In* (Shadow) —Assassin-exclusive •Assassinate •Conceal •Stun Clap * Not sure if the translation is accurate or fitting for the intended skill Feel free to post some recommendations or suggestions for the ff: job, as well as their skillsets and abilities. P.S. Keep safe from the coronavirus, wash ur hands and be healthy
  5. Hey, total newbie to MV here: Very sorry if this has already been answered in a previous thread! I couldn't find it... I have a skill that damages all enemies in combat, and the skill animation is working fine, but I want the damage popups to appear all at once (rather than one by one for each enemy). Im using these plugins at the moment: YEP_X_ActSeqPack1 YEP_X_ActSeqPack2 YEP_X_ActSeqPack3 YEP_BattleEngineCore I've read through a lot of the documentation on these plugins and have been digging around on Google for an hour and all I could find was this https://forums.rpgmakerweb.com/index.php?threads/apply-damage-to-all-simultaneously.96638/ I think I'm just not understanding the extreme basics here! Am I missing something obvious or am I just going about this wrong? How can I make the damage popups and subsequent deaths of enemies happen at once rather than in a chain? attached is a screenshot of my skill
  6. Short: I'm seeking a conversion for Yanfly's Active Chain Skills and Input Combo Skills scripts from VX Ace to MV format for the benefit of the community as a whole. Long: This script would enable skills which, when performed in battle, would call for multiple options of player input to be immediately followed up with another skill in either method described below. The imperative function is that players are given a choice of multiple skills to chain or combo to as befitting the situation. Chain skills play out individually each time one is selected from the choices provided, and are chained from the skill immediately preceding it. Combo skills are selected when the initial trigger skill is performed, then play out in turn. If a specific combination of skills is played out in order, a finisher skill may be triggered to then be performed. Possible parameters include the limit of chain and combo lengths, time limits on input, and whether skills must be learned to be chained or combo-ed to. As the available buttons in MV differs from VX Ace, I think that a new set of inputs must be relied upon. VX Ace previously used QWASD (LRXYZ). While the following solution would reduce the available options by one, the arrow keys might be a better substitute. Perhaps combining the left and right keys to the same option would also suit the plugin better, reducing the potential options to three in this case. As to the logistics of how many inputs and what buttons are appropriate, particularly with gamepad support, this can be left up to the coder's expertise, although I feel a recommendation of a minimum of three inputs is preferable. This script should be made freely available to all RPG Maker MV users, hobbyists and developers alike.
  7. 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.
  8. 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!)
  9. 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?
  10. Perang Cemen

    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...
  11. Pathos Prime

    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.
  12. Purple Phantom

    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.)
  13. RMReyn

    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
  14. Saturnity

    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!
  15. AmazingKazuki

    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.
  16. 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.
  17. Name: Passive Skills Version: 1.0 Author: Mr. Trivel Created: 2016-05-12 What does it do? Allows skills to give passive bonuses to actors. Screenshot: None. How to use? Use the following tag on the skills you'd like: <Passive: [sTATE_ID]> This means skill will give all bonuses state with that ID gives. Example: <Passive: 11> 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. How to use?
  18. I'm trying to create a self destruct skill for an enemy. I got everything working except for one small detail. Here's the damage formula: a.add_state(1) ; 500 + a.atk - b.def The battler dies, and the skill deals damage as it should, but the battler won't disappear. It's impossible to target it after. That means the issue is it's not playing the death animation and making it transparent. What am I doing wrong?
  19. I have more than four actors in my game. How would I write a condition or a formula for a Target All Allies skill that would only heal the active party?
  20. Abstract: Island survival Genre: Survival Game Progression: Early testing/developing phase Recruitment: Could use people to help with new content Story: You wake up on a strange island after a plane crash. You have to find a way to get off the island, but in order to do so, you must use various skills. The longer you stay on the island the more you realise that this isn't your average island and that there are some strange things going on. Character Bios: You are the main character. Having just survived the plane crash of which you are the only survivor, you set out to find a way home. Credits: Used 'erze' tileset from 'community resource pack'. Also used the default graphics and sounds. For the final release, looking to replace those by self made ones. Screenshots: Features: It is a survival game in which you wake up on a mysterious island after a plane crash. You will have to find a way off the island and use various skills to do so. The skills include: Woodcutting Mining Fishing Blacksmithing Leatherworking Cooking Herbalism More skills can be added later. At the moment the game features Woodcutting, Mining, Fishing and a working battle system. You will first wash up on a smaller island which will be your intruduction to the various skills before you are teleported to the real island. You can download the game from drive using this link: https://drive.google.com/open?id=0B6Mfusl8T0OwVmFwRlIzWDI0STQ I would like feedback since this is my first project and I would like tips on how to improve the game, such as new skills. Thanks in advance!
  21. I know this is a super basic question, but I couldn't find it anywhere. Everything was about skill types and that type of stuff. I want to give the main character a skill. It doesn't work when I put it in the "features" section in the character part of the database, and honestly I don't know where else to put it. Basically, from the start of the game, I want the player to have a heal skill. I don't want them to "earn" it from leveling up or anything like that. Thanks in advance for any help!
  22. Ipathsk8n7

    Skill Conditions

    Hello all, My issue is that I have a skill that freezes the enemy. I also have a skill that I would like to use that can only be used if the enemy is frozen. How could i make that a condition? Any help would be appreciated. Thanks
  23. So this is the basic idea, it seems to be functioning rather well. I just set up her attack skill to call a common event, the common event checks some conditional branches to determine if she learns the new skill or does her regular attack. With this system she can only learn new skills from attacking. I am posting to ask about the types of conditional branches that should go into unlocking character skills. It might seem straightforward but I wanted to see if anyone else had an opinion on this type of skill learning. So my conditional branches right now check the Actors Level, then checks an RNG variable, then it checks if she already has the skill. If she doesnt the following sequence above will happen. The RNG right now is a variable assigned a random value between 0 and 255. Then depending on her level she has a chance on attack to learn a skill. So for instance at level 5 she has a 25/255 chance to learn her first skill with every attack. Not all skills are available at all levels. Should all characters learn skills this way? Or only the TP characters since they spam attack more often? Should I get rid of RNG and use a counter method, so she has to attack between 30-60 times before unlocking set skill? What does everyone think of this system? Its quite a lot of work to implement to all the actors but if its something I work on I want it to be done right. Please let me know if you have some questions or comments. Thanks everyone. For some skills I determined a switch could be used before you unlock them. For others you could have a special battle where you are able to unlock it during that fight with a conditional branch. For the Mage characters I would change it to "New Spell!", and perhaps restore there mp so its a free cast for them.
  24. All items and skills in RPG Maker come with additional “effectsâ€. Effects include gaining HP, learning a skill, gaining a buff in a parameter, or running a common event. However, what if you would like a skill to do something that isn’t provided by default? You could use the damage formula, but what if you would like to create conditions on those effects? You could include those conditions in the formula as well, but the problem here is you may end up with a very complex damage formula. Instead of using the damage formula for everything, you can create custom effects that support formulas. If you already knew how to write the formula, then you can just move it from the damage formula into this formula effect. Because a formula effect is just another effect, it supports other plugins that work with effects, such as Effect Conditions, which allows you to determine whether an effect should be executed based on a condition. More information and downloads are available at HimeWorks Free for use in Commercial and Non-Commercial games