I'm looking for a plugin that renders battlebacks in a layer above tiles and sprites, but below pictures and text boxes.
Ideally I'd like it to work with a single plugin command that defaults to the current map's specified battleback.
I'm looking for a pig nose and tail in MV RTP style for the character generator. I've looked on the forums and have not found.
If you can only make one, the nose is more important.
Thank you for you time. ^^
I wanted to have a system where certain equipment will lower this or that stat as a tradeoff. Particularly attack and agility. What I'm wondering is, since alternate battle systems often scale turn speed with agility, what happens if agility is no longer a positive number?
In Genshin Impact, "talents" can be upgraded items. Each tier of talent upgrade requires a predefined amount of items, which increases with each tier. I was hoping that Yanfly's Skill Mastery Levels would have some kind of functionality that lets me do this, but unfortunately not.
I'm trying to make a spell that increases the radius of light around the player to about 200 for a small duration of time. I read through the document a few times and found no mention of how to do this kind of thing. Does anyone know how to do it?
People4 in the MV RTP have a very distinctive style of clothing. I'd like to be able to generate more characters using them, and use the clothes for CCEX as well. Has anyone made them into generator parts?
Resource Type: Generator parts
Maker Format: MV
Art Style: MV RTP
Description: Generator parts for traditional Russian clothing and armor. In particular:
Rubakha, Sarafan, Shuba, Kaftan, Kokoshnik, Gorlatnaya
Yushman, Zertsalo, Shishak
Reference Images: 1, 2
I want the damage text in battle to be colored to reflect the element the damage was in. Some plugins do have functionality to change the color of the damage text, but non that I have found can change it based on the element. I have tried both Victor's and SRDude's.
I want to make a system where if an item has been upgraded, durability reaching zero will remove the upgrade rather than destroying it completely. How easy would it be to implement such a system? Can it be done using Lunatic Mode, or will it require modifying the plugin code?
In implementing Yanfly's item upgrade system, I come to realize that reasons to choose one attribute upgrade over the other are pretty flat. Players are likely only going to pick two or three stats to upgrade and disregard the others. My first thought is to have skills that scale off of...
I would like the following assets based on the SF_Mechsuit, in order of priority. Ideally, it should feel at home in the steampunk tileset found in the MV Trinity Resource Pack, though I understand if that is not doable.
Animated Sideview Battler
It should have animated attacks for using the...
I want to have an item that increases the number of upgrade slots an item has. The issue is that if the item is already fully upgraded, the aforementioned upgrade cannot be applied. How do I make the item not need free slots?
I would also like this item to be the sole item that increases boost...
I wanted to experiment with making maps that look good in the background of battles. The issue is that when I load into a battle, the maps are obscured by darkening and blurring. Is there a way to make this not happen?
I have two states in my current design that warrant changing a character's position. The first is Advancing, which should put the character right in front of their enemy. The second is Flanking, which should put the character behind their enemies. Is there way to do this?
I'M BACK BABEY!!!
College is hitting me a lil' softer than I expected, so I'm back on MV!
And to kick things off, here's a lil' test of a tileset edit I made today! (Took me, like, 5 hours, considering this was the first time I've EVER used GraphicsGale...)
I don't know when I'll have time to finish this, so I'll post this mostly complete version now. Another major character of my project, his name is Red (at least until I can think up a better R-name). In case he looks familiar, it's because his design (and personality) is based directly from my favorite anime character of all time (who is, unfortunately, fairly obscure).