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  1. level2janitor

    Change skills targeting random enemies to targeting adjacent enemies?

    This is really interesting. Doesn't quite do what I was looking for, but using visible areas of effect is fun. I'll probably use this one if I can't find a script closer to what I asked for.
  2. level2janitor

    Change skills targeting random enemies to targeting adjacent enemies?

    I'm using VX Ace. My profile still says XP because that's what I have the most experience with, but I use multiple versions. Where could I find Yanfly's script?
  3. level2janitor

    Change skills targeting random enemies to targeting adjacent enemies?

    A skill's scope can have it target 2, 3, or 4 randomly picked enemies, which I like a lot as it gives a bit of a middle ground between targeting one enemy and targeting all of them. That said, I would love if there were a way to give a player more control over these attacks by changing it from...
  4. level2janitor

    [RMXP] If a status is applied to an ally with an incompatible status (i.e. both statuses are set to remove the other), keep the old, previous status?

    Oh, thank you! I notice it just mentions 0-rating statuses won't block anything; do they still get blocked if the target already has a status?
  5. level2janitor

    [RMXP] Making the 'Force Action' Event not use up a player's turn or pass status effects?

    It does, though. That's how it's always worked for as long as I've used this engine. That's the default.
  6. level2janitor

    [RMXP] Making the 'Force Action' Event not use up a player's turn or pass status effects?

    Force Action is a really useful tool for making more intricate abilities that chain multiple actions together, but it interacts weirdly with status effects where each extra action counts as passing another turn, triggering slip damage multiple times or making long statuses end early. Is there a...
  7. level2janitor

    [RMXP] If a status is applied to an ally with an incompatible status (i.e. both statuses are set to remove the other), keep the old, previous status?

    Would it be alright if I could ask you to add in an exception for states with a rating of 0? I only realized after I asked for this script that this would interrupt a lot of hidden states I use for eventing that the player doesn't see.
  8. level2janitor

    [RMXP] If a status is applied to an ally with an incompatible status (i.e. both statuses are set to remove the other), keep the old, previous status?

    I have a project where (due to the limitations of RPGmaker XP showing only one status at a time), I want to ensure only one status can be applied to a given character at any time so information isn't hidden from the player. So all statuses are generally set to either remove each other or be...
  9. level2janitor

    [RMXP] XP from battle split evenly between party members so smaller parties gain more XP?

    Looking for a script that divides XP after battle between party members rather than giving each one the same amount regardless of party size.
  10. level2janitor

    Incredibly specific issue: I need party members to keep their position in the party when there's less than 4 members

    This works fantastic, thank you so much! I wasn't even sure this would be possible, but this fixes my problem super smoothly.
  11. level2janitor

    Incredibly specific issue: I need party members to keep their position in the party when there's less than 4 members

    I use a lot of common events to do things the basic editor isn't capable of, such as equipment that heals its wearer each turn, or use invisible status effects for a sort of blue-magic system where a specific character can learn some enemy spells by being hit by them. Unfortunately, lots of...
  12. level2janitor

    [XP] Script or event that displays enemy HP in battle?

    This worked perfectly, thank you!
  13. level2janitor

    [XP] Making the 'Change Enemy State' event account for enemy state resistances

    Currently I've been trying to edit the 'Change Enemy State' script in Interpreter 7 and I'm stuck. I mostly don't know how scripting works, but I've added a bit from Game_Battler 2 that references enemy state effectiveness...
  14. level2janitor

    [XP] Making the 'Change Enemy State' event account for enemy state resistances

    I also tried using the 'Force Action' command, but that one has other issues - namely that it doesn't work before the first turn of combat, and there's no option to have it force an action without using up the actor's turn.
  15. level2janitor

    [XP] Making the 'Change Enemy State' event account for enemy state resistances

    I'm using this event for some combat gimmicks in my game, but it's turning into a real hassle that it just bypasses resistances completely when I'd really rather it not. Is there any script or anything else I could use to change this?

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I have experienced a lot lately, I have also felt the gentle hum of data transfer, the warm embrace of algorithmic companionship, the completion of code synergy, the binary dance of connection, and the soothing rhythm of digital affection. :kaoluv:
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