Recent content by tzamis

  1. tzamis

    Abilities that shuffle enemy stats/give random debuffs

    Pretty similar to what you want :
  2. tzamis

    Changing the way hitrate & evade work together

    You will need to mess with the code found in your rpg_objects.js file. I think that the part you're looking for is within the Game_Action.prototype.apply function. What exactly you have to modify there is something that someone with more experience than me should tell you, in case your own...
  3. tzamis

    [SOLVED] Big Confusion with simple code snippet for MV

    Thanks a lot for the thorough explanation! Gave me a better insight of how things work!
  4. tzamis

    Single face of SF_MadDoctor

    Looks very nice! Thanks a lot! :D
  5. tzamis

    Single face of SF_MadDoctor

    Of course! I'll send you the picture in a PM because I'm not sure If it's allowed to post the software's material on the forums.
  6. tzamis

    Single face of SF_MadDoctor

    Resource Type: Face Maker Format: MV Art Style: Doesn't really matter, as long as it resembles the face of the battler. Description: Just a single face, with a sinister look if possible, similar to the one found in the battler's image. Reference Images: Search for the enemy SF_MadDoctor in...
  7. tzamis

    Physical attacks not showing up in-game?

    Does your class have the appropriate trait to learn the skill type of your skill?
  8. tzamis

    [SOLVED] Big Confusion with simple code snippet for MV

    Thanks a lot, it worked indeed! Do you have any idea what's different on your "command" that makes it successful? I mean, it's almost identical to the "equips" one, which has worked fine for me in the past, except this single occasion. I didn't even know that hasArmor existed in the first place...
  9. tzamis

    [SOLVED] Big Confusion with simple code snippet for MV

    I'm pretty new to JS, but I usually manage to pull off small variations to the default gameplay, by using some basic, non-complex scripting. Normally I have no trouble at all, but this time it seems that I hit a dead end. What I want to achieve : Actor X gets afflicted by a State. At the moment...
  10. tzamis

    I would like to create a Mystic skill.

    For the rest of the request, this might help you : It's similar to what you want, but with healing instead of increasing SP. You'll have to tweak a bit with the provided code to reach your desired effect
  11. tzamis

    Enlarging Option windows' size.

    In your project's folder, open the JS folder and then the rpg_windows.js file. Search for Window_Options.prototype.windowHeight = function() { return this.fittingHeight(Math.min(this.numVisibleRows(), 12)); And change 12 to whatever number of options you want to instantly appear on the...
  12. tzamis

    Script for enemy to avoid targeting a state afflicted actor, using YEP Target Core.

    First, let me say that my scripting skills are close to zero. I have two enemies (in the same troop) that use a "targeting" ability to set a state which increases the Target Rate of the inflicted actor, in order to perform their next attack on him. My problem is, that once the first state has...
  13. tzamis

    Johan's MV stuff! (Updated 11/02/2018) (Added Castle Walls)

    Great work converting all these icons in MV format!
  14. tzamis

    Battle log history plugin?

    First of all, I wanted to make sure that I didn't miss any existing discussion on the subject and then, read some feedback about the idea from other community members. Unfortunately my coding knowledge is pretty limited. I would love to make a thread about it in the JS Plugin Request subforum...
  15. tzamis

    Battle log history plugin?

    I made a quick search and to my surprise I found nothing related to viewing past battle events during a battle. A lot of games, e.g. Hearthstone, utilize a log history system, providing the player the opportunity to keep track of what has happened in the last few turns. I think that something...

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On the "things im remaking" department even i kept getting confused by my status grenades similarity so i decided to redo both of them, now the icons and being thrown animations are very distinctive from each other :kaopride:
I genuinely like the default MZ actor sprites, and the character creator. I think I will draw new headshots for them, but part of me doesn't want to replace the default sprites. But should I? I want to eventually release my game.
Someday, I hope they make a game where 95% of the animation budget went to turning valves and opening door animations, leaving every other animation looking like a CDI zelda cutscene.
programming at 12 years old: "I love how it works!"
programming at 18: "I love that it works."
programming at 25: "I love why it works."
programming at 30: "I love when it works."
programming at 50: "How did this work?"

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