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Found 97 results

  1. Hello, this is my first post here so I should start by introducing myself. I'm a computer programming major leaning towards the game design elective in my degree, and I decided that while I am out of college, I should jump into the game development that I want to do. Starting out with RPG maker to really get my feet wet, rather than coding from scratch without a predefined engine. Anyways, onto my question. What I would like to inquire about is how would one go about this process, and whether or not I could do it in engine by default or if I would have to make a plugin specifically for this. If the latter is the case, if someone could get me on my way with the syntax on that, I would much appreciate it. I've taken Java, Python, Visual Basic, and C++ courses, so I have at least a decent wealth of knowledge in those, however I've come nowhere near mastering any, and JS is a new beast to me in that right. tl;dr The process: Player Has Passive Skill of Acid Resist(covering poison related DoT spells or attacks)---> Enemy Casts Venom, doing flat damage and applying a poison DoT state->Acid Resist procs fully and reduces the incoming tick damage from the Poisoned state by 40%. The formula I would like to have applied is this--> PoisonDamageFormula*(1.0-AcidResistNumber) = final damage. This would equate to Math.floor(PoisonDamage*0.6) overall. How should/would I apply this? I have been thinking I would love to use the notetag system in engine to do this, however with the way it works, I don't know of a way to plug in the tick damage from the poison state in tandem with an Acid Resistance state to get a final state of damage. I've thought about the potential of using a common event with a trigger based upon if the target in question is poisoned? However, I noticed when fiddling with it that I do not know how to use a blanket argument when it comes to characters, and I would have to choose a specific one. I could be wrong of course, as I am new to all this, so please correct me if so. The reason I want it to pull a variable is because the variable will be determined by their acid resist tier. Scaling from tier 1 to tier 3, gaining 20% more resistance with each tier. Each tier would be harder to obtain than the last, of course, and it's not a needed thing, just something for the grinders out there who want to fully complete something they play. Poison DoT is working like Final Fantasy and Pokemon, where it persists unless otherwise cleansed, which, I know, annoying. Thank you for your time, I look forward to hearing from the lovely people on this forum regarding this.
  2. Chaos Krux

    Advanced Confusion State?

    Oh boy, back again... If it wasn't apparent how comically inept I am at coding and scripting, here's more proof~ I do feel quite bad continuously asking for so much, but of course you're all quite welcome to just ignore this and go about you day~ I'll get to the point. I'm sure most of you know that Confusion in RPG Maker makes the victim attack any, be it their allies or their enemies, regardless of player input. I have altered my version of confusion so that the victim always targets their allies, and this state works well for a majority of the game. However, I was wondering if there might be away to improve the effect of confusion beyond simply attacking one's allies. More specifically, I would like to create an alternative version of the confusion state (perhaps named something like infatuation) that causes the victim to actually use their abilities instead of simply using their normal attack. Even more specific than that, I'd like the victim to be able to use positive spells, such as buffing or healing spells, and perhaps even items on their enemies. It would be completely fine if this effect replaced the effect of causing victims to attack their allies. Essentially this status would turn its victim into a source of buffs and healing for the enemy team. Think Brainwash from Persona or Confusion in certain Final Fantasy Games. I am almost positive that such an elaborate setup would need a script, but I have been unable to find anything of the sort so far. So I thought I'd try my luck here. As always, any and all help any of you could give me would be very much appreciated~
  3. Szyu's Timed States Introduction With this script you can create states, which trigger skills on their expiration/removal (turn based). You can, for example, make a time bomb, which triggers an explosion after 4 rounds. How to Use <timed: skill_id> <timed: skill_id1, skill_id2, ..., skill_idn> This little note in a state specifies it to trigger the given skills, after it expires. The time, or amount of turns, until it triggers those skills is set in the "Removal Condition" of the state: Here the state expires after 3 rounds and will then trigger the skill with id 129. Links Pastebin via Adf.ly if you want to support me Pastebin direct Mediafire via Adf.ly Mediafire direct Credits Credits to Szyu if you plan to use this script. Changelog - Fixed a target problem. Now all state triggers should affect the proper target - Fixed problem when multiple battlers trigger their timed state. Now all timed states occur - Uploaded new script (pastebin) and demo (mediafire)
  4. Hey there Im kinda stuck on this and cant seem to figure out how to set this up and im here in hopes to find someone that could give me a hand, hint or short tutorial. Im looking to make a state that gets applied when resting at a Inn (no problem sofar) that then lasts over multiple encounters. (this is the problem) By regular means states can be set to be removed after X amount of steps. It works but its not ideal. I would rather set it up to X amount of encounters to give it better consistency. Thanks in advance for input, help, hints or ideas! Greetz Dan
  5. Chaos Krux

    Zombie Regeneration Functionality?

    Hello, I was wondering if anyone might have a solution to a minor problem I'm having with my Zombification State. As it is right now, it works nicely in that it causes any and all healing, whether it be from items or magic, to be taken as damage. The problem I have with this is that it only registers healing that links to the REC Parameter (Recovery) and therefore does not reverse the effect of HP Regen or Revival Skills/Items. I'm not too bothered about Revival Skills/Items since I can just use healing skills to deal damage, but I would like Zombification to reverse the effect of Regen so that it acts more like poison if the target is a Zombie. This would also involve making Regen work normally again if Zombification was removed. I've played around a little with the script snippet that I'm using for Zombification at the moment, but I can't really figure anything out. I'll leave the snippet below if it helps, but don't credit me for creating it, because I didn't. I'd prefer not to have to get an entirely new script to make this work, and would much more prefer to just add another snippet to work for Regeneration, but I don't know if that's possible. Any help you could give would be greatly appreciated! Zombie.txt
  6. 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.)
  7. I attempted to search for a script that could do such a thing prior to making this topic, but I was unable to find anything of the sort. Anyway, my request is for a script that will cause a state to immediately transform into another state if the former state is removed from the actor it was on for any reason. I know little about scripting, so I cannot tell if this is a tedious request or not. If it is a difficult task that most people would not be willing to attempt, please let me know so I can request a lock.
  8. JXJibbles

    Chaining States

    I have added two states to my rpg, 'frenzy' and 'exhausted'. I want 'exhausted' to be applied automatically when 'frenzy' expires. is there an easy way to do this? Furthermore, 'frenzy' and 'exhausted' should be mutually exclusive. Is there a way to do that?
  9. http://yanfly.moe/2015/12/25/yep-50-buffs-states-core/ Go to 6:22 in the video so you'll know what I'm asking about. Does anyone know the syntax that would force the actor who has a state (that lasts a few turns) to perform a skill/action when said state expires? (This would be like a curse state, that kills the actor when it expires) And, similarly, syntax that would have a chance (let's say 50%) of forcing the actor with said state to perform a skill/action upon their turn starting, before their chosen action/skill? (this would be used like confusion in Pokemon. 50% actor will get a state that prevents them from acting that turn)
  10. thelazykittypet

    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!
  11. As the title says, is it possible for me to have a state require a specific weapon type before it takes effect? It would be great if I didn't need a script for this.
  12. Valjean83

    multiple state icons in battle

    Hey everyone, wanted to bring this up. when you are fighting in battle there's some space next to your hero for states. However, things start to get muddled when there are more then 2 states. For example, what if someone's attack is down, they are confused and silenced? It doesn't seem seem like there is enough room for all those icons. therefore, one of them does not show up (though it probably still applies. How would you good people handle this? Have you encountered this problem before? Thanks!
  13. Hiya. When one uses a damage formula that has something like "a.add_state" or "b.remove_state" in it, that state's messages are not displayed in the battle log during battle. I absolutely need those messages to display, so I am requesting a script. If you were to inflict Poison through a skill using the Features box in that skill's page, it would show the message you put for it. Say, "Harold was poisoned!" However, if you apply a state through the damage formula box, you get no such messages. I need a script to fix that. There are four state messages that should be showing: "Message when an actor fell in the state" "Message when an enemy fell in the state" "Message when the state remains" "Message when the state removes" I'm sure a lot of people would really appreciate the flexibility of this. Solving this would allow you to display messages in the battle log whenever you wanted, including in "if, elseif, else" scenarios. And lots of other things. Thanks a ton for any support here.
  14. Latts

    Invisible States

    Hi, community: I was wondering if there exists a way to make states that doesn't use an icon and a space, both on menu and on battle. What do I mean? Well, I can always chose a blank space to represent a state, however it still uses the space, as far as I can see, you cannot really chose "nothing" for this, So if the character is poisoned, affected with that state and silenced it looks like this, poison/blank space/silence. I was hoping to find a way to make it look like "poison/silence" I don't really know if I'm expressing myself right, so, sorry about that. If it already exists a way, I would like to know, if you could tell me. Anyway, thanks for reading.
  15. lonequeso

    Improved Hide State

    Hello all you lovely amazing scripters! I'm assuming this will require a script so here I am. I want to be able to create a state that when applied makes the battler completely untargetable. As if they were no longer in the battle. That way even Certain Hit and Target All/Random skills couldn't hit them. That's way cooler than just reducing the TRG rate (which isn't very useful for enemies, btw) I'm thinking a script that would allow my to be add a notetag to a state. Here's the feather in the cap: When an Enemy has this state, the battler becomes invisible. When an actor has it applied, their picture becomes semi-transparent. I use Yanfly's Ace Engine, but not his Targeting system add on. I do have his Lunatic Targets script. Not sure if this can be done with it or not. This will be for a commercial project.
  16. Hello everybody! I've run into a compatibility issue. =/ I'm using Shiggy's scripts (Stackable States & Rate Feature Edit posted below), that are extremely nicely improving the default buff/debuff system and some calculations. However, these are incompatible with "CP Passive Skills v1.1 by Neon Black". =/ "Passive Skills" script simply allows to setup a skill, that gives character a state as long as the skill is learned. Now, when I'll install Shiggy's scripts, then it simply doesn't work at all. Passive skills don't give states (bonuses) anymore. =/ Also by an occasion* ~ I'm also having a trouble with the "Passive Skills" and "Yami's Skill Equip". As I've explained before - characters are getting a state when having a passive skill learned. Now the problem starts with the Skill Equip. This script allows characters to equip a limited amount of skills and bring them to the battle - this prevents from having walls of skills during battles. The problem is that, the passives work even when the passives are not equipped, however it seems to work when entering the battle. For example I have 100 base max HP and two passive skills. > [PASSIVE] Raises max HP by 20% <EQUIPPED> > [PASSIVE] Raises max HP by 20% <not equipped> Now in the map screen the characters has 140 (by default (without Shiggy's scripts) it would be 142 ~ I didn't derp'd! ) instead of 120. However, when entering the battle, this starts to work and reduces the character's MHP to 120, because only one skill is equipped, so the other one is temporarily removed. That gives weird results, because the max HP is floating all over the place ~ the same happens with other stats. Would that be possible to 'fix' that? I've made a fresh project with these 4 scripts and prepared stuff for tests. It weights only 1.3MB. https://drive.google.com/open?id=0B2_VLibCh-fpRjFWUkp1NDlTenM (Note: The states from passives are supposed to be not visible in the status screens etc. so it's totally fine ~ they're giving only bonuses from these states - that's convenient, because there'll be no spam with states from passives) * by an occasion - I know it requires its own thread as it's a different thing, but I've made a demo with all of these scripts, so I was thinking of posting that in one place ~ to be sure, that each script will be compatible with each other. Thank you very much for reading! (=
  17. Rikifive

    Scripting Damage Formulas

    Hello everybody! Pony in need! As everybody knows, the 'Damage Formula' in the Editor is pretty limited. I'd like to know to setup skills via Script Editor, so that I'd be able to create more advanced skills. I was never using it, never bothered by it, so that's why I have no idea how to setup that properly. Also, I'm terrible when it comes to refer to default parameters and terms ~ I'd create a battle system from scratch more easily than editing the default one a little. (Absolutely normal) Okay, so there are some questions: 1) How to setup a damage formula in the Script Editor properly? (I saw something, but what I know at the moment is irrelevant) 2) How to refer to particular battlers? (Just in case) '-> The caster '-> Each caster (by ID of the position) '-> All party members '-> Target enemy '-> Each enemy (by ID of the position) '-> All enemies '-> All party members and enemies (if there's a quick way, because I can always put two separate lines for that) ~ I'm pretty sure the parameters like atk/def/mat stays the same, right? So that shouldn't be a problem. 3) For example how could I implement these skills: Note: Don't mind the parts of description, that got 'Struck Through' as they're a different story. EASY: Strengthening Blow Deals 125% physical damage to one enemy. Increases max HP by 3% for 10 turns for each successful hit. Effect can stack 20 times. Endurance Increases max HP by 10% for 4 turns and recovers 25% HP. Effect can stack 3 times. Party Time! Deals 68% magical damage to all enemies. 10% chance of confusing enemy. Hastens all party members for 4 turns. Diamond Rain Deals 10% of magical damage to random enemies up to 20 times each. something like: NOTE: This is a mess and itd be great if that could be turned to proper Ruby code. =3 damage_formula = a.mat * 0.1 enemy1hit = rand(100) + 1 enemy2hit = rand(100) + 1 enemy3hit = rand(100) + 1 #etc... #it would be better to use '.each' to avoid crashing I guess? Help appreciated. =3 APPLY DAMAGE TO ENEMY 1 HERE if enemy1hit >= 80 APPLY DAMAGE TO ENEMY 2 HERE if enemy2hit >= 80 APPLY DAMAGE TO ENEMY 3 HERE if enemy3hit >= 80 Basically I just want to apply the damage pretty randomly for example: enemy1 was struck 17 times, en2 6 times and en3 11 times. Evade rate and stuff is a different thing. And let's put an advanced one: HOLY BALLS! Deals 100% lol damage to target and 60% lol damage to surrounding (I mean all ~ the rest of-) enemies. Increases physical and magical defense by 2% to all party members for each 100 damage dealt in total. now something like this: a.lol if TARGETENEMY a.lol * 0.6 if !TARGETENEMY && !PARTYMEMBERS damage_dealt = HOW TO GET THE TOTAL DAMAGE DEALT? Combining the formulas from above? ALLPARTYMEMBERS state.add(5) if damage_dealt >= 100 ALLPARTYMEMBERS state.add(5) if damage_dealt >= 200 ALLPARTYMEMBERS state.add(5) if damage_dealt >= 300 ALLPARTYMEMBERS state.add(5) if damage_dealt >= 400 etc. I'm sure there's a better way. NOTE: stacking buffs is a different story, so don't mind that. OR (AWESOME COMIC SANS FONT. I know you like it!) Would that be more effective to just use Shiggy's script? I'll appreciate any help! =3 WALL OF TEXT: READ FOREVER - Thread of the Year Edition ALL RIGHTS RESERVED
  18. For my game, I have a skill that runs a common event which lowers your defense after using it. I only want it to decrease it in battle, but the defense stat stays lowered permanently. I want it to be stackable, and I don't know how to make stackable states. How would I do this so the defense stat only lowers in battle and reverts on the field?
  19. I need a plugin for a 'disease' state like from Final Fantasy XII, where your Max HP always equals your current HP. Setting the 'Recovery/Pharmacology' Sp-Parameter to 0% isn't the same because there's still a difference between Max HP & current, which some skills may use (a.mhp - a.hp), just like the '????' enemy skill from Final Fantasy 7.
  20. Placeholder States are special states that use a formula to determine which state will be added, when they are actually being added to a battler. For example, let's say you had a state called "Freeze". When you first apply the freeze state, the enemy will be frozen. However, if you applied the freeze state to an enemy that is already frozen, they will shatter and die. As another example, suppose you had a state called Poison. When you first apply the state to a battler, Poison 1 will be added. When you add the Poison state to a battler that already has Poison 1, it will be removed, and replaced with Poison 2. This allows you to create states that can be used on the same battler multiple times, but potentially have different results. More information and downloads available at HimeWorks
  21. I need a plugin for a Zombie state that reverses healing. Pretty simple.
  22. Would you like to provide some visual indication that a state has been added or removed? By default, when a state is added, there isn't really any visual indication beyond a little icon in your party menu, or a little icon over the enemy's head. If you're using the side-view battle system, you could potentially add some side-view overlays to show the state. However, what happens if you have neither overlays nor icons? And there's no message that says "State was added" or "stated was removed"? This plugin gives you the tools to play some animations when your state changes! More information and downloads available at HimeWorks
  23. Do you want to visually display the number of turns that a state has before it expires? For example, perhaps you have a state that will automatically kill you after 5 turns have passed, and you would like the player to see the number as a visual indicator. This plugin allows you to display a small number popup above a battler's head that represents the number of turns left before a particular state expires. More information and downloads available at HimeWorks
  24. Do you have a buff state that will allow you to unleash a guaranteed critical strike, but only for the next action that you take? Or perhaps a state that will increase the effect of all healing spells, but only after a healing spell has been used, the state wears off? This plugin allows you to assign a new “auto removal†condition to your states: Remove State On Action. You can choose how many actions it takes for a state to disappear, and also whether only certain actions will affect the state. You can combine this removal condition with other auto-remove conditions such as checking for a certain number of turns, or taking damage, and so on. More information and downloads are available at HimeWorks
  25. In RPGMaker MV, the default death state is the first state in your database. When this state is applied, a battler (enemy or actor) is considered to be dead. During battle, when all enemies have the death state applied, the actors are victorious. When all actors have the death state applied, they will be defeated. Outside of battle, if all actors have the death state applied, game over. But what happens if you wanted other states to be considered death states? For example, if all actors are petrified, then the game ends. Or if all actors fall asleep, then the game ends. This plugin allows you to designate additional states as “death†states. Unlike the normal death state, actors won’t lose all HP/MP, but they will still be considered dead. More information and downloads are available at HimeWorks Toggle-able States Overriding States Progressive States