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.
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?
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...
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...
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.
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...
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...
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...
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.
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?
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.
Don't worry, Stellar Bewitching Remastered is also getting a new trailer, well, a character trailer for the new bosses that will be added to this remaster's new side content!
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