I am pouring over the VisuStella SkillsandStates Core now. I already have it installed.
I see...
<param Debuff Turns: +x>
<param Debuff Turns: -x>
<Set param Debuff Turns: x>
But that's only affecting the duration, not the amount of the parameter debuff. After reading through the whole thing...
I tried to check the master list, but I'm getting server connection error result when I do, so I am making this post to see if there exist any plugins that allow stats on buffs/debuffs to be adjusted by a specified integer, instead of a percentage (or rather, a specified integer WITH a...
When using parallax in the MZ editor, I've always run into a problem where if the map size is less than the game resolution, the parallax runs over on the edges. Is there any way to solve this problem?
The image I am using in this example is simply a 48x48 that is looped. I have tried this with...
This is a rather simple question, but it might have a complex answer.
Let's suppose I had a Player Character (PC) that attacked an enemy with a skill, and when that skill connects, I wanted it to give a debuff of exact -1 Defense point to the enemy unit. How would I go about doing that? :confused:
Well, as I was playing around with it this evening, I discovered this, only to come back here and see that you have explained it perfectly. It works. I wish I would have checked this first; I didn't know if anyone would see my post or not. Thanks for making that effort because that ends up being...
Yeah, I'm looking at the list, but I'm having trouble getting it to work.
My problem is that when I'm reading over them, they're all about targeting a party leader, instead of just the party in general.
So it says:
// In a Script command: 100 damage to party leader, allow KO...
Good idea. I guess I hadn't considered doing that, but it makes sense.
Follow up question: If I were to use the Script Operand to set the calculation, does anyone know what the script is to call up Player max HP? I suppose I can look it up on the forum and see if I can find it, but just in case...
The floor damage default seems to be set to subtract 10 HP from all party members every time the player steps on a trap tile. Is there a way to change this to a percentage instead of a flat HP rate? Or better yet, a flat HP rate PLUS a percentage?
Thanks for all the advice! :smile:
I am creating a Boss Battle sequence, and I want specific enemies who have heal abilities to heal the main boss. In the BattleCore, the only way I could see to set a specific target was using this:
TARGET: Current Index
- Sets the current index to this value.
- Then decide to jump to a label...
Oh! I'm sorry. The answer is to use "Turn End" and Span -> "Turn," despite the fact that would be logically redundant. I used the transform command in the common event, and then called the common event in the Troops Battle Event page.
I already have a switch like that; I just didn't include that information because it wasn't relevant to what I was asking about, but thanks for the extra info anyway.
I checked out the Database section, and it did not provide any other helpful information beyond what I already knew.
I had...
I am developing a Boss combat sequence, which has an enemy which transforms, receives a state, and then at the end of that state, transforms back.
I am trying to figure out how I can detect if the enemy unit no longer has the buff. I setup a common event.
The common event looks like this...
Okay, I see what the problem was. I didn't think it would work that way because the drop down menu has the original name of the monster before transformation, so I wasn't sure it would apply to the transformed monster. It does work; I just tested. I should have just tried that first.
Sorry...
I am not sure if there is a way to do this, but I want an enemy to automatically have a state when entering combat. Here is what I am doing:
I have ENEMY-A in the fight.
When ENEMY-A drops below 50% health, it transforms into ENEMY-B
I want ENEMY-B to automatically have a state on it.
Been...
That was the answer: <Equip Trait Requirement: Female>
I already use that in the plugin, but I didn't realize that was one of the note features.
And, also, thanks for informing me that there is no other way around it except plugins. It limits what I can do, but at least I know now so I can plan...
I'm sorry it took so long for me to respond; I had some PC troubles. I now understand that the trait is giving the ability to equip, not limiting the equipment, and I believe that I made my question too complex, so I apologize for that. Let me simplify this:
Let's say I have a helmet.
I want...
In my game, I have standard light and heavy armor types, and when I set those in the standard Armor Type drop down menu on an item, they work just fine. However, I also wanted certain items to only be equipped by a specific character. So I created new armor types for each individual character...
I'm sorry it's taken so long to get back with you all. I appreciate all your suggestions, and though this may be frustrating to some who have given me so much advice, I have still not solved the problem. I wanted to take time to do a lot of testing before I responded (and to not run into any...
I did as you instructed, and the game does start if I disable the EventsMoveCore. If I turn it back on, it errors out again. I haven't changed anything on it since I installed it almost a year ago. I believe I changed the size of one of the fonts when I first installed, and I haven't touched it...
Life is strange. I am currently in a train-the-trainer course for Fraud Docs and Counterfeiting Techniques. And our assignment last night was to make several counterfeit documents using simple tools like Paint and such. And I actually learned stuff that might be helpful in trying to make/edit things for RM assets. I don't think that is what the course developer had in mind!
grief rpg maker... why oh why did I have to jump through like 30 hoops to (hopefully) have fixed the engine targeting ko'd people during multi hit/random attacks?
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.