I'm trying to use this plugin (https://atelierrgss.wordpress.com/rmv-pick-up-and-throw/) and stumbled upon an issue with autotiles and the way MV handles their passability.
Long story short, I would like to have a Region in which the player cannot throw events.
I'd like some help to add...
Wow, that's a lot of quality input! Thanks, everyone!
@atoms and @Plainview in particular have nailed it.
"Even though the world is bleak and the player is alone in the world, that there are others going through the same thing" - that's what i want to express. That sense of camaraderie...
I've been working on an MV game that aims to incorporate many of the peculiar game and narrative design choices and techniques seen in the Souls series and Bloodborne.
Everything's been going great, except - obviously - for the combat part. I was building a battle system centered...
Hello there. I'm in need of assistance with a plugin (whose creator seems to be MIA since 2016 :/ ).
It's this one:
What I'm looking for is a script call or plugin command to make events move a step without the...
Non-coder here, looking for a simple condition for a conditional branch and need help with the syntax.
The condition looks like this:
if (x1-x2)*(x1-x2) + (y1-y2)*(y1-y2) <= 1
x1 = game variable X
y1 = game variable Y
x2 = the active event's X position
y2 = the active...
@XIIIthHarbinger I'm glad that you mentioned Mass Effect's Shepard. I haven't played the games yet - I just got started with ME1 to see he BioWare handles Shepard compared to the player characters in, say, KotOR.
Correct me if I'm misunderstood, but I've been told that Shepard is an interesting...
@Kes Pardon my initial phrasing, I see your point, and I'm sorry for any inconvenience. I deliberately shied away from including any specific information, to keep the discussion as open-ended as possible.
My intent was getting a general feel of how people feel about the whole design dichotomy...
I seem to be in quite a pickle, so I figured I'd ask y'all what you think.
I'm in the process of writing a the story for an RPG I'm making, and I can't quite make up my mind about what type of protagonist people enjoy the most (at least in an RPG Maker game!).
Okay, that was my bad. I was testing it with the default ID:10 state, Sleep, which was instantly removed by the same damage that applied it.
The issue has been resolved, you can close this, thank you very much.
I'm trying to make a game mechanic where:
>Battlers with 0 MP are afflicted with State A
>Battlers that receive damage while afflicted with State A are in turn afflicted with State B.
I decided to make State A into a passive using Yanfly's Buff & State Core & AutoPassiveStates...
For the enemy to counter-attack, you actually have to give them a Counter Attack trait. This has nothing to do with YF's plugin - it's like that by default. (Traits are the upper right box in your enemy database. Counter is found under the "Param" tab, and is an Ex-Parameter.)
By default, when...
Hello @Quasi, I'd like to make a suggestion.
It would be great if your ABS could be combined with your Quasi Event Turn Based Movement plugin.
When the player moves or uses an action, each enemy will get one move or action too - resembling roguelike battles.
Hopefully it would not take...
I don't like linear gear progression in games. I'd like to see more gear be useful from start to finish. This is also true for skills. I also like finding overpowered gear, and don't enjoy games that are too balanced.
The more I look at the QPlugins... The more I am amazed at what they can do. Which I'm not going to lie is pretty awkward, because I already consider them far and away the best plugins MV has to offer.