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  1. Stagger

    Sounds fun! Cant wait to see it in action.
  2. Stagger

    *Im going to be talking a lot about effects more so than stagger but I swear it has a point lol* I thought of stage 1 and then 2 but (again didnt test it but in theory) it would focus players do to the same combos over and you can have 20 skills and realistically players will cycle the same 3...
  3. Stagger

    Well a few ways I thought about it was building up an element to gain a bonus effect. But I think it might over complicate things. Also I didn't want players to be punished for using a different element at the wrong time, instead be rewarded for mixing them. Stagger for me is status effects...
  4. Stagger

    I haven't tested it but basically I traded all status effects in for a combo elemental system. Cast an element to inflict that status lets use "Wet" as an example from a water type spell. If you cast Ice, it will freeze them causing a stun. If you cast lightning instead, it would lower the speed...
  5. Fetch Quests and how would you spice it up?

    Agreed but where does one draw a line and how much time do you spend writing and creating a side story for a simple fetch quest? Awesome Thanks for taking the time to write it out, it was a fun read. I agree as well, changing the expectations is a great way to make it less boring. Additionally...
  6. Fetch Quests and how would you spice it up?

    When I think fetch quest I think Zelda Ocarina of Time or Majora's Mask. Im trying to think of a fun interactive system to use in my game. I find it interesting when you have side quests that immerse you in the world instead of every NPC just saying "hey kill 10 goblins for me" (because...
  7. Events no interaction on Parallax map

    You are correct I am using OCRam Passages, turned it off and it works, I just updated it latest version and it is now fixed! Thanks That is one way but it can and will get messy if I have to do this for all problems. Luckily was just an out of date plugin.
  8. Events no interaction on Parallax map

    I finished my map and using YF Region Restrict created tiles where you could not pass. All other tiles are free movements. However when I create an event or object to interact with such as a barrel or guard, if I place the event on a ledge I cannot interact with it and I go right through it...
  9. YEP <Custom Passive Conditions> not working on equipment?

    EDIT: I found a way using your code to create the desired effect.. however I need 2 states. The item equipped gives passive state; <Custom Battle Effect> user._comboState = 1; user.setStateCounter(99, user._comboState); //With X is your state ID. This will display the number of current stacks...
  10. YEP <Custom Passive Conditions> not working on equipment?

    Im having a very difficult time making a piece of armor that provides a bonus to DEF once each battle, once the actor takes any sort of damage the state is turned off and reset the next battle. I tried this on the state given by armor. No luck, I also tried creating a dummy state that adds my...
  11. Yanfly Animated Sideview Enemies Stop motion?

    bump using RM 1.5.1 if that matters :S
  12. Bobstah's Battle Commands Customization v2.2.1 - Updated 05/17/2017

    Is there a way to make this plugin work with YF Skill Learn system. I noticed if I have the plugin, the learn skills no longer appears.
  13. YEP Skills Rewards, add a Buff to the enemy not the actor?

    Away from computer but you can try this let me know if it works. $gameTemp.reserveCommonEvent(X)
  14. YEP Skills Rewards, add a Buff to the enemy not the actor?

    Just using the Skill Core you can do it like this. <Post-Damage Eval> // Check if the action deals HP damage if (this.isHpEffect() && value > 0) { // Get this action's elements var elements = this.getItemElements(); // Loop through each of the elements for (var i = 0; i <...
  15. YEP Enemy Levels wont do any fluctuation?

    Edit: YEP_BaseTroopEvents is causing the issue, guess I wont be using it lol. I turned it off and everything works fine now. Thanks!
  16. Multihit skills: Changing target if the first dies

    Im very curious about this as well, I been trying to do something similar but a bit more complicated because I wanted specific targets, let me know if you figure it out! The ideas I had were using YEP Action Seq, you can input if and else statements as well as other script, I dont know how much...
  17. YEP Enemy Levels wont do any fluctuation?

    I feel incredibly stupid but I cannot understand for the life of me how this plugin works. Im trying to make an open world concept that scales enemies in certain zones but never exceeds a maximum (ex: World A will always range from lv1-lvl25, World B will range lvl 1-lvl30, World C ranges...
  18. Yanfly Auto Passive State - Several States Help

    I see my mistake for 2, I had it check all alive members when it wont trigger since im checking to see whos dead! Heres the new code. Customise it for your purposes. <Custom Turn Start Effect> var group = $gameParty.allMembers(); for (var i = 0; i < group.length; ++i) { var ally =...
  19. Yanfly Auto Passive State - Several States Help

    Haven't tested them but in theory could work and needs some tweaking for your purposes but I think its a good base. 1. I Don't know how to do it that isnt insanely complicated. 2. <Custom Action Start Effect> var group = user.friendsUnit().aliveMembers(); // loop for checking allies...

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Why you do this? Now I have to buy the new RPG Maker xD
I've always dreaded planning for my games so I just didn't plan at all. That... didn't work out after all. :kaosigh:
Turns out it can be kind of fun if you keep the scope small and don't take it way too seriously.
well... for the first time in months... I feel like my game is headed towards something again. I finally have it where I won't be drawing battle assets for the rest of the year...
What I would give to actually get some feedback on my game...

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