I'm making a game where the characters can be equipped with a melee weapon and a ranged weapon, similar to a handful of games in the Megami Tensei series; Devil Summoner, Strange Journey, and Shin Megami Tensei IV to name a few. I want each party member to have two generic attack options, a...
im trying to get it so that all my characters basic attack functions in battle are instant cast and depending on what weapon they have equipped it will put the attack function on a cooldown for however many turns.
when i try it i am able to make the actors "attack" instant cast but after...
So I've read on another forum that the Yanfly Engine allows you to remove the attack and guard commands while you're in battle. If this isn't true, is there another plugin that I can use that is also compatible with Yanfly's plugins?
So I had an interesting idea for a battle mechanic but I'm not sure how to make it happen. It's possible it's beyond me but I thought I should at least ask for help first.
I want a battle system where if more than one party member uses the deafault attack to target the same enemy, they would...
I'm trying to get the Attack Skill for my actors to be based on a variable - in other terms, rather than having a single set "Attack" skill, the "Attack" command actually triggers whichever Skill ID is returned by a designated variable.
(Note: this assumes actors can and have learned...
So, after a while using MOGHunter's Chrono Engine ABS mode, I've encountered a problem that I was unable to solve:
Basically, the Plugin does recognize the commands from the tool map, so using Skills, Items, opening the Skill Menu and the Item Menu work perfectly. However, the...
I want to keep the item, run, and guard command but have two separate menus for "attacks" and "magic"
Then whatever skills I categorize as physical will go into "attacks" and same with magic attacks to "magic"
I don't want the player to just click attack to attack, I want different kinds of attacks.
This script allows you to determine an actor's attack skill based on different properties such as the actor's equips, currently applied states, class, or the actor itself.
You can dynamically change the attack skill during battle by simply changing one of these properties.
By default, the...
Two years into developing my game and I just scrolled through the BaseResource Pack that comes with MV for the first time xD I never knew how much awesome stuff was in there. Also so many names I know from the forum, like Shaz & Archeia ... and that's not the only resource pack I found in the depth of my hard drive :0 Right now I'm both confused and hyped about all the stuff I own.