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Found 60 results

  1. Hello Here my last rpg maker VX ACE creation, its is a very powerful REAL TIME BATTLE SYTEM. the main purpose of this system is not only give some tools and defeat enemies. this script has extraordinary game play. including an unique party system. This script is so damn easy to use (probably a lot of peoples gonna love for this), it has a Universal tool graphical presentation which means any character from your database or from the character generator can use the tools(swords, bows, axes masos, orbs, staffs, polearns, etc. Also a realistic tool using pose is displayed without graphics requirements. Pearl v3 change log - Injected Pearl abs path - Fixed dead posses issue - Implemented respawn timer for enemies - Fixed vehicle issue - Enemies cannot longer attack you while in vehicle - fixed stuck issue when borading a a vehicle while a follower is deadposing - added low hp switches for enemies - Added item quantity to enemy drops - Fixed enemy touch damage issue - Fixed custom graphics display issue ## New Notetags!## ** Enemies Enemy Respawn Seconds = x - Time in seconds the enemy can respawn Enemy Respawn Animation = x - Respawn animation id Enemy Knockback Disable = true - Make enemy unable to be knocked back Enemy Lowhp 75% Switch = x - when enemy hp is below 75% turn on switch id x Enemy Lowhp 50% Switch = x - when enemy hp is below 50% turn on switch id x Enemy Lowhp 25% Switch = x - when enemy hp is below 25% turn on switch id x Enemy Lowhp 10% Switch = x - when enemy hp is below 10% turn on switch id x # Enemies characters notetags now you set up more than one tool at the time for enemies. this will make the enemies less repetitive, this simple commands work as follows. it pick up one random tool id from the list each time the command is executed. the list can be infinite. rand_skill(x,x,x) ramdom skill ids the enemy going to use rand_item(x,x,x) ramdom item ids the enemy going to use rand_weapon(x,x,x) ramdom weapon ids the enemy going to use rand_armor(x,x,x) ramdom armor ids the enemy going to use * Item notetags Exclude From Tool Menu = true - Exclude item from tool selection menu Drop Quantity = x - Enemy drop item quantity (item, weapon, armor) Liquid V2 change log and features - Anime speed Enchanted - New dead poses for actors and enemies - Combo feature now support infinite combo chains (rather than 2) - Added compatibility with bigger characters actors, - New Universal molde provided for bigger characters and normal ones - added more configuration to the modules - Hp and Mp bars now has the option to display pictures instead script drawing - New single player option (disable the M Key and K is used to call tool menu) - Added TP display to the damage pop mechanism - Fixed minor bug when allowing tool usage while using the shield - Added new note tag for actors and enemies, Hit Voices = se, se, se - Added new note tag to avoid battler voices when using specific skills - added new notetag for enemies, Enemy Dead Pose = true , use it if you want the enemy to show the knockdown pattern when die rather than erase it - Hidden note tags revealed (read the documentation manual ^^) - Added new stage Falcao son (just to show up how to create debasting tools) Here the main features - Full and easy to use ABS engine - Create any tool from your imagination most easy than ever - Universal anime graphics, any character can use the graphics including enemies - Advance Projectile system - Knockdown feature enable (you give the tool a chance to knockdown a target) - Tool casting time enabled - Tool Cooldown enable (the time you have to wait before use the tool again) - Cooldown coutdown displayed on the toolbar - Ammo system - Tool special movements (able to load a moveroute from a common event) - Tool multiprojectiles enable, you can load upto 8 projectiles at the time - Bombs, axes, hooshots, magis, shields, boomerangs, anything can be created - States animation enable (up to 5 icons displayed on map) - Buffs and debuffs enable (up to 5 icons displayed on map) - You can assign up to 8 tools to the skillbar (overpowered dont?) - Input module, default keys are no used by this system - Area, ranged, spin attacks, target selection enabled - Invoke skills for weapon and armors enabled - Interactive enemies with knockdown, sensor enabled - Enemies use any tool that the player or follower does - Enemy battler enabled, so you decide if you want display the battler graphic - Enemies are able to heal themselves, have allies enemies etc - Enemy die commands, collapse animations etc. - Party system! your followers have a command to start fighting - Followers are able to heal allies, player etc - Smart targeting system, followers choose an individual enemy to attack - Agro system, followers and player have a chance to get the agro of the enemy - Token system (you tag any event to start when was hit by a tool) - Tool targeting system, autotarget, etc - Player selection scene enabled - Quick skill bar enabled - Item pop up enabled - Antilag enabled - Lag free - Summon system. you can command the tool to use tools by using a common event move route as manager action. - Enemies states, buff and debuff display - Combo system for the tools ( you can create an epic combo chain) - Mouse support! you can trigger tools by clinking the skill bar icons! Installation The script comes with a full documentation. read it. Terms and license - Do credit me Falcao as the creator of this ABS system - You can modify anything you want - You are allowed to distribute this material in any webpage - Do not remove the header of any scripT shelf - You are free to use this script in non-comercial projects, for comercial projects contact me falmc99@gmail.com Credits and thanks Script created by Falcao Demo http://falcaorgss.wordpress.com/category/pearl-abs-liquid/ Resources and Add-Ons (optionals) Here and add-on for displaying the followers Hp and Mp on the screen http://falcaorgss.wo...rty-hud-add-on/ ,Resource pack, it contains swords, staffs, magics, military graphics etc. http://www.rpgmakerv...0200#entry70200 MedIA Here a video of the Liquid v2 Falcao son showing some debasting tools Here a video of the game play Here some pictures, i took few pictures because i already provide two videos Pearl V3 Pictures Enemy low hp feature Enemy Respawn Tool samples Tp skill Lighburst that destroy everything New dead poses for followers and enemies a party battle Buff states and debuffs display Enemy buff states display check below the HP bar Tool selection Player selection
  2. https://castiger.itch.io/kotc-optimized-advanced-onscreen-waypoint-system Allows you to show visual on screen waypoints for whatever event you wish, using colored dots and squares, for better clarity of locations of various game objects. Dots, Square, Arrows, Pictures, morphing waypoints, etc. Read the Itch page to learn more!
  3. https://castiger.itch.io/kotc-optimized-pathfinding-system An adaptation of the AStar pathfinding library for maximal optimized usage within Rpg Maker MV and Rpg Maker MZ, also used in my game Knight of the Celestial. I released this because after looking at all the other pathfinding scripts, I felt the community needed one that keeps the FPS high, and one that can find paths immediately and exactly to wherever one pleases, including random locations on the map, or near a target coordinates or target event. Unlike other pathfinding scripts, while anything is pathfinding, including the player, it will ignore collisions with other events if they're in the way,, passing through them without using Through, and without triggering unwanted touch events. Features: -Works on player as well, if anything ever throws it off course, it auto adjusts. -Highly optimized pathfinding with minimal to no impact on cpu usage. -Events stop pathing when in a menu, and continue when menu is closed. -No range limit, can path across a huge complicated map with no impact on performance. -Path to random walkable location on map.- -Path to random location in a chosen radius of the x y location chosen on map. -Path to target event or player. -Path to random location in a chosen radius of the target event or player.
  4. https://castiger.itch.io/kotc-optimized-pathfinding-system An adaptation of the AStar pathfinding library for maximal optimized usage within Rpg Maker MV and Rpg Maker MZ, also used in my game Knight of the Celestial. I released this because after looking at all the other pathfinding scripts, I felt the community needed one that keeps the FPS high, and one that can find paths immediately and exactly to wherever one pleases, including random locations on the map, or near a target coordinates or target event. Unlike other pathfinding scripts, while anything is pathfinding, including the player, it will ignore collisions with other events if they're in the way,, passing through them without using Through, and without triggering unwanted touch events. Features: -Works on player as well, if anything ever throws it off course, it auto adjusts. -Highly optimized pathfinding with minimal to no impact on cpu usage. -Events stop pathing when in a menu, and continue when menu is closed. -No range limit, can path across a huge complicated map with no impact on performance. -Path to random walkable location on map.- -Path to random location in a chosen radius of the x y location chosen on map. -Path to target event or player. -Path to random location in a chosen radius of the target event or player.
  5. Alternate MP X (Resource System) v1.05 GET IT HERE DEMO Features: Customizable resources (Such as Rage) Support for multiple Resources per actor Many Customizable properties (such a regen) Credits: If you use this script, you must credit me. Must receive permission of use for commercial games. Note: Not all Features in the comments have been translated from RGSS2 to RGSS3.
  6. CGMZ Title System By: Casper Gaming Last Update: 9/7/2020 Latest Version: 1.0.1 Introduction Allows you to show multiple images or maps in a cycle on the title screen. It will cycle between each map/image in order, and can handle screen effects and other event commands. Features Show a sequence of title screen images Show a sequence of maps on the title screen Able to use events on the title scene maps Screenshots How to Use Import into plugin manager and enable the plugin. Some customization options are available. Further instructions in plugin. Plugin Plugin (along with all my other plugins) can be found here: https://www.caspergaming.com/plugins/cgmz/titlesystem/ Requires CGMZ Core which can be found here: https://www.caspergaming.com/plugins/cgmz/core/ Credit & Terms https://www.caspergaming.com/terms-of-use/ Version Info
  7. Lord Vectra

    Deciding Leveling System

    So I'm deciding on a leveling system for my game. In this thread, by skills, it means proficiency. It's how well you're skilled with fire magic, earth magic, swords, axes, etc. It ranges from 1 - 100 but at the start of the game, everything is at 15. I'm trying to decide how I'm going to implement them, and I came up with some ideas, but I don't know which one to go for. Skyrim-Style > Skill proficiency increases on use > Player must raise skills in any combination X times before level up > X required to level up increases per level up > Skill proficiencies get harder to increase the closer they are to 100 Distribution-Style > Player must level up and increase the skills themselves Leveled-Skill-Scaling-Style > Skill proficiency increases on use > Player accumulates pts when a skill increases depending on where the skill level is currently at (higher skill level = more points) > After you accumulate X points, you level up > Threshold increases by X amount or X% per level up Potential-Cap-Style (Not a stand-alone but to be possibly combined with the ones above) > Skill increases will increase your potential % by a certain amount > When potential reaches 100%, skills can no longer increase and you cannot level up Note: But they can still increase via ailments, armors, weapons, etc.
  8. Hi everybody ^^ Here i present you my last scripting project, this script allow you interact, with events, game player, game map terrain tiles, game characters, the feeling of realism is inminent, in version 2.0 you can use powerful tools that allow the game developer to create a professional game. Featuring the next 13 enguines - Interactive Push system - Interactive Pick Up system - Interactive Fall System - Interactive Jump System - Interactive Sensor Vision System 2.0 version! tools - Interactive Tool HookShot - Interactive Tool Flame Thrower - Interactive Tool Bombs - Interactive Tool Barrel - Interactive Tool Blade - Interactive Tool Arrows - Interactive Dynamic Light Effects - Interactive Dynamic Drop All in one ^^ Changes on 2.0 version - Added 8 more engines including tools - Character graphic is showed when picking up an object - Char anime has been applied - Added an auto character graphic, so the tool anime are showed for every single character - Fixed some minor bugs It is important to know that this is not an ABS script, this just provide you a set of powerful engines for the game development, but if you are ingenious you can create your own abs system using this scrip kernel. If you have any pixel movement script installed get rid of it otherwise it may alter the native X and X axis Rpg maker offer - The push system allow you to push events to your desire place, allow you to press targets and easily tell them to do something when collide, events can press targets by themself if you give them movement - The pick up system allow you to pick up events and move it wherever you want when you throw the event you can easily tell them to do something afther throwed - The fall system allow you to fall to espeficific tiles, events fall, fallowers fall, events can make the player fall, also you can make something happen when an event fall - The Jump System allow you to jump by triggering the action key, followers jump together with the player. - The Sensor vision system allow you to activate any event within a vision range between the player and the event, the event deactivate when out range - The tool hookshot allow you to pull yourself to a different positions in the map, you can grab objects from x distance and also start events tagged - The tool flame thrower alllow tou star events tagged, burn torchs, burn the barrel etc, create a ligh effect to see in the darkness - The tool bomb allow you to explode some areas activating events tagged, bombs can be picked and throwed, game party is affected if the bomb hurt them - The tool barrel is a native tool created for this system never seen before in a game, you can make a lot of things as: use it as a lantern, pick up throw, burn the barrel with the flame trower, can be grabbed with the hook shot, allow tou to solve puzzles, push events from the push system and much more. - The tool blade allow you clean your path by cutting grass or wherever you want to do with it, also you can apply drop to it - The tool Arrows aloow you to activate events from long distance, you can interact with bombs like creating a bomb arrow at real time - The dynamic light effects allow you to create real lights on event tagged you can set intencity, direction and do a lot of things. - The dynamic drop allow you to create events to drop items jus by tagging a simple command. Instructions All the instructions are inside the script. Credits By Falcao Demo version 2.0! Mirrow 1: http://k006.kiwi6.co..._system_2.0.zip Mirrow 2: http://www.mediafire.com/?cc9ldtb0tv32qn7 2.0 Patch with bug fixes and add-ons Once you have installed this script you can install the new patch for this script, adds a quick tools selection window, and a service pack with bug fixes and much more! http://www.rpgmakerv...7556#entry57556 Script Wiki documentantion PDF This wiki contain a very detailed information of this script, contains pictures explanation and more FA Int PDF Script code I recomend you to download demo but anyways here the code, you will need the graphic provided in the demo http://pastebin.com/SD8KtFCv Video Here a video showing the features of this amazing system: Video of new version 2.0! Video of the version 1.7 this no include tools
  9. Black Mage

    Game Log Script

    Game Log Script by Black Mage Introduction There’s a time when you can’t continue playing a game due to some reasons. And after several weeks or months, you finally got some spare time to play it again. However, when you play the game, you forgot what’s the last task you’ve been doing. This script serves as a record of what’s happening when you last playing the game. It can stores some string as a game log and able to display it on screen. Though the intended function of this script is to show a game log, it can be used for many other purposes. Features 1. Let you save a string(s) in a named array. 2. Return the named array using it's name. 3. Show the array's contents inside a window. Screenshots How to Use The setup is simple. Just put the script above the main script, as always. Use this script call: save_log(key, text) to save the text on desired key. The new text added will be placed in the bottom of the log corresponds to the key. Use this script call: get_log(key) to return an array of log corresponds to the key. Use this script call: view_log(key, title) to view the log corresponds to the key given. The title will be displayed on top of the log window. Script FAQ None yet. Credit and Thanks Black Mage. Author's Note If you having trouble on using this script, and it seems that I rarely appeared here, you can go directly to my wordpress, and ask something there. I mostly roaming around there so there's no need to worry that your question will be left unanswered. Here's a link to the pages of this script in my wordpress. Game Log Script Although it's stated that the script is completed, I do aware that it's just the basic of the script, and the utility still can be expanded more. Feel free to add your suggestion regarding the script and I'll try my best to accommodate your needs. Have a great day!
  10. MEPH'S ENVIRONMENT MANAGER (formerly Meph's Grab & Throw) MephistoX & Meph's Lab Introduction Environment Manager is a script that adds new actions for the player and the events such as grab, throw, swim, push and more. Making the life easier for the eventers and to add puzzles and more interactive world. Formerly this script was only grab & throw, and now will be growing by adding new actions and types of environments. I thought to make in a plugin way, but decided to create a whole script to make it easier and if you don't want an option, just don't use it. Features - Easy to Use & Implement - No Methods Overridden - Grab & Throw Plugin - Swim Plugin in regions. Action and Environment List - Grab & Throw - Swimming by regions How to Use Copy Both Scripts from the Demo: 1. Core Scripts (Some Methods that make the system work) 2. System Script (the Main System) Read the System Header to know how to configure the different kind of actions and environment types, see the demo for more info. In the demo press Q for throw and W for swimming, press the objects to grab them. Script You'd better get the Demo Demo http://dl.dropbox.co...Environment.rar ScreenShot Imagine that you are in a stupid dungeon, and want to destroy some vases. Or that you have to save a nice chick from the ugly slimes in the water: FAQ No questions so far. Credit and Thanks - MephistoX and don't remove the header. - 1 Method gotten from the MACL 2.4 (By SephirothSpawn - Mog for the Carrying character Author's Notes It doesn't include built-in functions for automatic grabbing for now, and just include a little example of how to assign input for actions because i don't want to manipulate so far than the actions, not the way of how activate them. Try the demo, and if you find bugs, please tell me, if you have an idea of an action or an environment just tell me .
  11. CGMV Message System By: Casper Gaming Last Update: 5/15/2018 Latest Version: 1.1 Introduction This plugin adds some of the more common features desired of a message system, such as name boxes and displaying the icons of items, weapons, and armor. Features - Name windows - Draw icon and item/armor/weapon name Screenshots How to Use Import into plugin manager and enable the plugin. Plugin Plugin (along with all my other plugins) can be found here: LINK Requires CGMV Core, which can be found here: LINK Credit & Terms Link Update History
  12. Deer, it's me Perang Cemen, I'm here because some or lot's people get troubled with IMBA, IMBA mean Imbalance, IMBA what I mean is bug, example: when Mira join you at Kaelo her Agi was so low, you know why? because Cecila cast freeze spell at her and the only way to make her Agi return to normal by meet with Cecila again at Zukaru, the problem is what if you can't find her and skip it, Mira will stuck in her low Agi and you will be in trouble since you may need her help, there also side quest that make Lexar MaxHp drop to 1 and return to normal after quest done, the same problem is what if you can't finish the side quest and skip it? Lexar MaxHp will stuck in 1 and you're done for, that's why I create a patch to remove those include some quest and story. I know it sound's silly but at first I didn't think that someone would be so stupid to take side quest but didn't finish it ASAP, instead of clear it ASAP they just go to main story and then stuck or you can say can't go back to clear the side quest, the problem is when the side quest lower your stats and you go with that and trapped in a main story where you must fight boss or something like that, this will be a big problem, so I... remove those side quest, and anything related to lowering stats or these IMBA. I'm Really sorry if you have download it before 30/04/2018 since you may need this patch to make your lowered stats return to normal. (You don't have to download it if you wish to play full version, it will be automatic fixed, but if you want try Mira at Demo, very recommended to download it) Thank you for your attention ~Perang Cemen
  13. 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...
  14. Let fill my blog yeah! Awright! Awright! (First of all I'm sorry of my bad anglish) Deer! (Hi there) it's been a while, for now I'm focus on one game that is DBQ, actually I have lots game but most of them use a resource from a web with this ToS "Free to use if link back" the problem is their web gone so how the hell I link back? since I didn't link back then I couldn't use it freely... yeah forget about that. Now in this Project I havta to buy some pack, paid some people, and use some free resource with better ToS (Free use but credit for com is also Ok) even the web gone I can still use it but in the end I havta to sold this game. (Actually I don't want to but I don't have money to paid my team, so I tell them I'll paid them after this game release, I hope lots people like and buy it else my team will kill me) Let's forget about those not important reality stuff! Now what happen to DBQ? they're fine they still in development. actually almost done! yay! but I need to check lots thing and might take 2-3 month (My target release is 04/04/2018. (If I didn't pay my team after 01/06/2018 they really kill me) Anyway.... when I check I found some bugs but I have handle them. (Handle with care lolz) is there something crazy or weird happen? of course! it always happen! "Strange opinion about DBQ"(I spoil it maybe you don't want to read it) "Sorcery" this has nothing to do with game dev but whatever "I'm not much of a writer, so don't ask me about it" "Victim of a nasty translation error..." "Re-use" "Old fans of DBQ" (Only those who know Devil Boy Quest that made in Rm2k are allowed to open this) "The bosses" Special Note Is there something else? Oh sure what do you want to know? just leave comment if you feel like to say anything. Anyway thanks for read the title, why the title and not the post? I'm sure you read the title since you click it but I doubt you read the whole or even the post, you might read some important part or part you like anyway thanks to if you take your time and read the whole post. Want to chat with me? just PM me! I'll gladly to talk with you about my games or anything. (if you want to hear fast answer PM me when I'm online) ~Perang Cemen The Best Game Developer Ever (Self-proclaimed)
  15. Ahoy guys! Hey I'm just wonderin has anyone thought of creating a password system that correlates to the players level and items that they can type into a sequel and start with everything they finished the last game with? I'm about to release a game in 2 parts and have heard that transfering saves to a new build can be bug central so I thought of this as a possible solution. So basically I'd like people to finish chapter 1, be supplied with a password and then when they start chapter 2 be asked to enter said password. Starting the next chapter with the level and every item they ended the last one. Guess a possible downside is we could be dealing with a bloomin long password here, but even if it was just key items and level thatd be great! Much obliged for any help, scripts or even peg-legged steps in the right direction with this!
  16. Demo Explanation: In demo there Normal and Demo mode, only save files from Normal mode can carry over to full game. Demo mode: You can chose to start with 99 level or with lot's of money, or both of them. Normal mode: you start at level 1 with nothing but your save data can be used for full game. In previous demo there a bug where this option didn't appear and auto lead to begin with 99 with all, but it has been fixed. Over-used save file: Saved data from Demo (You start with 99 level/lot's of Money) can't be used for full game else you will have an error message. I try to use Demo Mode save file in full game that I still working on and... That happens... If you got any question feel free to ask.
  17. CSCA Vehicle System By: Casper Gaming (Casper667) Last Update: October 6th, 2012 Latest Version: 1.0.0 Introduction This script combines my other vehicle scripts into one script and adds more features. With this script you can specify where the ship, boat, and airship can land/take off from, what enemies will be encountered in each vehicle, vehicle interior maps, and fish that can be caught while on a water-based vehicle. Features - Custom encounter list for each vehicle. - Vehicle interiors each vehicle - Docking/Landing restriction - Fishing in boat/ship Screenshots How to Use Place in your materials section. Setup required. Instructions in script. Script Text file is found here(copy and paste everything into your script editor in the materials section): LINK Requires CSCA Core Script to work properly - Get it here! Credit Casper Gaming Terms http://caspergaming.com/terms-of-use/
  18. Perang Cemen

    Temporary Death

    Deer! I mean Hi there! still remember me? that's right, It's me Perang Cemen. I was change some system in my game called Temporary Death, it was death but death state will be removed after battle. what? no! I haven't done! there still lot thing I want to add, so read til the end. Temporary Death When your actor die they will not only get Death state but also Weak state, that Weak State will remain until you rest at INN but Death state will be removed right after battle which mean you might can let your ally die and let them revived after battle but the Weak state will remain and make them weaker, Weak state will cut all stats from maxHp to Luk by half. I just want to hear your opinion about my system is it bad, good, boring, challenging, difficult, easy, nothing special, or whatever. I heard there a Rpg game use this system too but I forget what was that game. (RAM in my head is limited! I'll upgrade it later) <In other forum they keep asking question and not giving their opinion> ( ") = Random people (" ) = Me/Perang Cemen ( ")Aren't in RM Ace when actor die, all state will be removed and changed with state Id 1? (" )Yes, so what? ( ")Does it possible to make two state when actor die? (" )Many Scripter around here just ask them, even tough I have super simple script I made myself for it. ( ")Then what about Item that used to revive actor? If actor can be revived after battle aren't they totally useless? (" )Not totally useless, you can use it to avoid Weak status when they die, If you revived before battle over you won't get Weak status. ( ")Those who death in battle can gain Exp? (" )Yes they will gain, they have fight so hard It's too cruel to not give them exp just because they beaten. ( ")Blablabla? (" )Warawabawarawaba. and so on... be sure to leave best comment (^_^)
  19. Have any of you played the sample game Crysalis? I'm trying to make a crafting-in-battle system like the one in that game. As of now, I was able to make a skill (create and consume a potion) appears only when certain items are in the inventory and them consume these items to use in the skill. But I couldn't make the skill disappear after consuming these items. Can anyone help me understand that game's system better? If you don't know the game, here's the link to download it http://www.rpgmakerweb.com/download/additional/sample-games thanks in advance
  20. Yo there, I put this because I do lot heavy changed on devil boy quest gameplay, It can be good or no but who care! What changed? First! A TOOL! this is secret but there some kind of tool that allow you to unlock secret area contain rare item. Ex: Shovel... you need talk to a tool maker at F2 of Blacksmith in Maduin. a shovel can be used to unlock a ground passage (there one in Tsugi and other place too) #<You may say:that so common in rpg game, is that all you got?> there are more tool, but there also consumable tool, like candle can be used to look trough dark( just add some more sight distance) #<You may say:It's so troublesome, what if I run out of it? I'll stuck in darkness and beaten by enemy, what a pain...> I don't want to create crazy craft system because I'm so damn lazy to do it, in the end I just put that event overworld, let say you want make torch, then you need cut 10 wood then bring it to old man in Ilya village, Since torch is more longer and brighter than small candle. #<You may say:What is this? I need go back very far just to get consumable tool? oh man, It's really troublesome...> I know that, but I make it in purpose... the lazy player might just skip make tool and just beat the game half way, yeah don't mind them as long as they enjoy it. #<You may say:aren't you are the one who lazy?> Shut up. I don't want talk about that. okay there dark system- #<You may say:ah that sound borin... there many game have that too> I know, but my dark system is cool they changed everytime! like real darkness #<You may say:you just use random var or whatever is that, nothing special about it> That's.... hurt... Now battle system, the Mode KZL gauge is reset every battle, so It's harder to cast Limit Break Skill, #<You may say:hey! that's cruel man! I can't beat boss without that!> shut up! if the gauge didn't reset you can charge it by fighting small fry after it full you release it at boss so you can have easy win! I change that so player have hard time defeating bosses, make it more challenging. Lexar ability Uh well the main hero have too much ability there might be more coming but for now... *Teaching! Learn enemy ability (Not all of their ability can be learned, just some of it) *Hand Of Madun (Steal enemy stuff, from weapon, item, money, etc) *Izanagi (Ability to life again (It's not like Life3 or rerais from Final Fantasy alike) but not at time he dead he revived, It's like zombie, he will dead for awhile then he back to life! so if three of them dead at same time it will result game over expect there one still alive) #<You may say:Is this guy superman or something? he can do whatever he want> then I don't have tell about ability stuff, the next is co-op skill CO-OP Skill It's a skill that require 2 people(Lexar+other) this skill can be used when two people or more have condition, Not Death/Fallen, not under bad status that make them unable to move or seal their ability like Sleep, Stun, or Silence, have enough MP/SP, and weapon used, if this condition break then the skill will be unable to use, even after you cast it and in charge time but suddenly enemy put one of you sleep then the skill will be canceled. #<You may say:That's hard one...> Secret in learn skill you may know this but in l there bunch of book about skill, they located in Library in every big town but sometime they located somewhere inside castle too. #<You may say:Don't you have some better system about skill?> Of course I have but I'm too lazy to do it, what da ya want? skill tree? based on level? learn from tome? buy it from magic shop? that borin, I more like put skill in a treasure chest and hide that treasure chest in a maze, but that just way too crazy, so I make a library contain many skill book, and you need to check it with all character you have, let say there book about Ruby Blaster that can be only used by Karen, but you need to chose who read it, if you chose Lexar then no one will get the skill beside Lexar don't like read books anyway... #<You may say:Hell there many character and many skill not only that check every book with every character?> It's more challenging than normal skill system wasn't it? #<You may say:It's not challenging It's more sound annoying> Learn skill trough... other way than read books. I'm so lazy to make a party member fight each other in order to get special skill(CO-OP and alike) so I make it lika dramatic interview, you can found it in haunted PUB, it's not really haunted, actually It was fancy Pub covered by illusion that make it look like haunted, the trial is easy just say yes or no at the end, oh yeah I warn you, if your HP is low you will die and send to game over screen, but if you manage to survive, you will get lot's of damage, let say they do some inhuman training kind of it and get a CO-OP skill and alike. #<You may say:This is weird training...> yeah I don't really care about what they do anyway... oh well that's all for now... (Every words after this -> is a some friend of mine thought, so don't mind it, it really useless speech, even It's make me little motivated...)
  21. Perang Cemen

    gold Gold Theory

    Yo there are you using gold in your game? eh no, not that Gold, I mean gold is kind of money and alike you use to stay at INN, buy item, and many more. How do you get gold in your game? defeat monsters, find it in treasure chest, do some quest? Have you thought where the gold come from? I mean you need to kill monster to get gold right? so where did this monster get the gold? some people say they sell the monster dead body but, why the gold already increased right after they defeating them, is there people in that place and buy them right after they defeated? I know this just system of the game but some game use this as nice theory like E*rth Bound, they kill enemy but didn't gain money, they will gain it after they reach town(and go to ATM of course). Treasure contain gold, who was put chest filled with gold in monsters lair? This is also system of the game I don't have tell you why that chest was there anyway, and people seems don't care about it. Get gold as reward from quest, only this make sense among all above, people ask you to do something and you gain money from it. Do you have your own? or there something you want to add? or you want to say I was wrong? leave the comment now! Yay! Sorry I just love to say that, yay!
  22. Hello everyone! It`s been a while since I asked for public help but I am in need of a little assistance. If you can help me, that would be very appreciated :3 So here is my request: "A Rock Paper Scissor Battle System" How it works: It changes the default battle system into a rock paper scissor battle system where in both enemy (it`s always a one vs one) and the player acts at the same time, each action (Attack, Skill, Item, Guard) is classified either as a rock action, paper action, or scissor action. If the enemy used a paper action and you use a scissor action, your action gets used and the enemy will not be able to use his action. Next turn, the enemy used a rock action and you use a scissor action, the enemy then gets his action done (like attacking or using a skill) then the player will not be able to use his action. The battle keeps doing the same cycle (draws will make bot sides do nothing, then skips to next turn) until one side falls. Preferred Features: Note tagging system where you can put "Scissor" , "Paper" , "Rock" on items, skills, and weapons. Customizable plugin parameters like setting Attack, Guard to either a Rock, paper, or Scissor default A little scenario as an example: Neko and Cat are fighting!! TURN1 Neko used "Rock Scratch" while Cat used "Paper Scratch" Cat negated "Rock Scratch" Cat successfully attacked Neko with "Paper Scratch" Neko receives 1,000,000 damage! Neko fainted! Cat gained 0 EXP! Cat wins! Any help will be appreciated *_*
  23. Hey all, I've cross posted this on Steam as well, but I was hoping someone could help me with a step by step of how I might event and implement an ordering system for shopping in my game. Rather than simply using a shop process, I'd like my PC to be able to order and pay for items and then have them become available for pick up with an NPC at a later time. Say my PC is running a shop and needs to restock 2 Bread and 3 Cloaks, they would order them with the NPC and pay at that time, then a day later the items come in and may be picked up with the NPC. How would I event such a thing? I know I need a time system, and I need to use a wait function, but I can't figure out how to pull it all off the way I want. Thanks.
  24. Lord Vectra

    Class System Problem

    Before I continue, there is something you should know first... In the first generation (World of Chaos I - VI), the Gods pick one of each class: Templar, Mage, Battlemage, Warrior, and Assassin) Battlemage is a "junction" class of warrior and mage. They have their own skillset and have their own weapon (Battlestaves). Then, I thought, "should their be more junction classes?" For example, Juggernaut Assassin (Warrior + Assassin) Templar Mage (Templar + Mage) Templar Assassin (Templar + Assassin) Warlock Assassin (Mage + Assassin) Templar Warrior (Templar + Warrior) <= This class will be explained Is Templars and Warriors kinda close? Templar and warrior will, automatically, seem extremely close but they are not. Templars use mostly Holy (or Darkness) and Earth.Warriors use any other element (they can also use Darkness). I always felt that Templars should be their own class because they could be much more if they were their own class. For example, each class has subclasses and Templars, by themselves, could do much more with subclasses tailored to only them as compared to it being a subclass of the warrior. My problem I think having 10 classes (this includes the Junction classes) would be too much considering that each will have their subclasses. So, I guess my real question is... do you think I should just take the extra junction classes and make them subclasses of other classes? For example, the subclass, Bounty Hunter (Juggernaut Assassin) would go into the warrior subclasses instead of it being it's own class. And do you think it would matter which one I pick? Meaning, in the player's perspective.
  25. Hello guys, I have a little problem with my guardian event. I would like to event a guardian walking around with a flashlight, but I'm not sure how to event this correctly. Can anyone help me with this little problem? Thank you very much
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