Does anyone know if there is a plugin that allows the player to visualize the enemy's stats, the states applied to it, and its buffs/debuffs during battle? I've been searching for a while now, but i haven't seen any results for MV specifically.
To be specific, i'm looking for an option in the...
The question is basically all in the title, but i will explain the context in case there's a better way to do this that i am overlooking.
For my project, i am using stat checks to determine the outcome of certain events:
For example, when a boulder blocks the path, the player will have to choose...
In my RPG Maker MV game, certain events require the player to choose one party member to interact with something.
For that reason, i have managed to make a multiple choice system that checks for the number of alive party members and gives a number of choices based on that. (if all 4 party...
I'm using Yanfly's Skill Core and Action Sequence Pack 1, 2 and 3 plugins. I'm trying to make an offensive skill that is single-target and does 2.5 times the damage of a normal attack and reduces the target's Defense. But, if the skill kills the target, then all remaining enemies will suffer...
Apparently that was the problem.
Also, you were right about the index numbers for equip slots. Indeed, Weapon is counts as 0 and not 1. I wish the editor wasn't so misleading about it.
For anyone who might be interested, this is the portion of code which actually functions.
This code gives...
I put a message with "\V" in it to show me the value of Variable n°3, and... Yup, the Variable n°3 definitely has a value right before the check. Still doesn't work.
This is the string i have now, but really i didn't change much besides the removal of the zeroes.
I used the script calls...
It's the third equipment slot.
I went along with the indexes in the Equipment Types list, so i put 3 since "Boon & Bane" is the 3rd equipment type after Weapon and Trinket
All classes are able to equip the "Character" Armor Type, and all armors from n°1 to n°56 are of that type, so i expected...
Alright, so, this shouldn't be as much of a problem as it is, but i'm not great with scripting and i'm a little confused.
I'm using the script call to Change Equipment of an actor, where both the actor and the equipment are decided by variables.
The string of code looks like this:
I'm using Yanfly's Row Formation plugin, and my game features three rows: The front row, the middle row and the back row. The back row in particular cannot be targeted by most damaging skills, and here resides the problem.
Since i'm experiencing problems with balancing the game to work with...
However, i ran into another issue.
Using the Row 1 Only condition, i somehow am still able to target back row enemies, but when i do, the skill targets a random front-row enemy instead.
Am i doing this right? How do i fix this?
I am using Yanfly's Row Formation and Target Core plugins. I want skill X to only be able to hit one enemy in the enemy's front-most row. I don't want to use the Taunt plugin to make this work, as i am afraid that it may screw up how the Taunt system will work in my game. I could really use some...
I am using Yanfly's "Row Formation" plugin.
I want to determine which Rows of enemies each of my skills can target.
For example, i want skill X to only be able to hit an enemy that is either in Row n°2 or Row n°3, but not an enemy that is in Row n°1
I am sure that there is a way to make this...
Nope, that doesn't do it.
That could work, probably, but i want the class itself to have notetags, not every individual actor, so it's not a solution that works in my situation.
Regardless, thank you for responding.
I am using Yanfly's "Class Change Core" plugin.
I want the "Great Knight" class to be unlocked for an actor if they reach level 20 in EITHER the Cavalier class OR the Knight class.
So, for example: Actor X has only the Cavalier class, while Actor Y has only the Knight class.
They both reach...
Thank you for responding! The formula that you gave me, for some reason, didn't work, but then i tried b.hp / b.mhp < 0.25 ? b.hp : 0 and it worked exactly as i wanted. Again, thanks a bunch. I didn't even know about the a ? b : c thingy, but now i do.
I want a skill to kill every enemy that is under 25% of their max HP, but do nothing (0 damage) if their HP is over that threshold. I believe that there's a formula for that, but i still haven't found one that works exactly how i want it to.
If you guys know the skill "Decimate" from Bravely...
Phew, sleep all day, awake all night. I don't know what to draw tonight!
Does that count as poetry? ..Is there a super fast way to test my creations in RPG Maker? Has anyone played the new Pokémon games? I'm itching to buy it but I don't think my husband will want me to after he finds out how much I spent on Christmas!