I've been searching for quite some time now, but i can't seem to find anything close to what i want:
In the SNES Final Fantasy games (but in this case i'm more inclined to set FF6 as an example), the monster flashes white two times in quick succession before performing an actual...
I reformatted CodeManu Free Pixel Effects Pack animations from opengameart into XP/ VX Ace/ MV animation sheet.
20 pixel-art effects, may be effective for status effects or attack/ spells. Animations style reminds me a bit of GBA Golden Sun
License- Public Domain
I reformatted Viktor Hahn Pixelated Attack/Hit Animations from opengameart into XP/ VX Ace/ MV animation sheet.
A couple of pixel-art attack, hit and sword swing animations. Blasts not included
Tip: it adds a lot visually to have attack animations in roguelike dungeon crawlers, even without...
I reformatted Soluna Software animation effects from opengameart into XP/ VX Ace/ MV animation sheet.
Download includes 9 images (png)-
Aura, 4 effects, 4 explosions
License- Public Domain (CC0)
Use this as you like. You do not need to credit Soluna Software
Hey everyone, I'm creating something around an Action RPG format. I have a system that works via GALVs Map Projectiles, but it's missing core elements. Does anyone know of simpler or more effective ways of doing melee attacks/abilities? GALV also suggested I could find someone to tweak the...
Damage Formula Extension 2017/01/28
Creator name: Triacontane
More functions that can be used for damage formula calculation.
How to Use
Input function for skill damage formula in database. Example(a.plus_atk), (b.plus_def)
Formula functions list:
So I wanted to set up that certain classes in my game get extra attacks at higher levels, but have no idea how to implement them.
If any of you guys happen to know of a way to do this, could you please point me in the right direction?
My original idea was to increase the "Attack times +" at...
Display state icons based on order. (frame by frame)
Paste this script above Main.
Actor stats window
Changes the actor window display with stats when using items and skills.
Map name window
I've been deciding how I wanted to do counter-effect abilities. I'm using RPG Maker XP (fyi). So, about counter effects, I had the following ideas but I don't know what to do.
Subtract X damage from the first hit and then counter
Reflect X damage from first hit and then counter
Is there a way to have the default attack animation be different for each actor? and also is there a way to change it based on the weapon they're holding... Example
Actor_a holding nothing -> normal punch animation
Actor_b holding nothing -> Scratch animation
Actor_a holding sword-> Slice...
Hello, Ive been looking around google, and here, and I cant seem to find this type of "state".
I do not wish to remove the attack option entirely, as all of my search results lead me to.
I want a SINGLE character in my party to be unable to attack, SOMETIMES. Preferably through a state.
I have a problem with one of the parameters and I am not sure if the script I am using to check it is accurate
◆If：Script：($gameActors.actor(1).param = 1)
◆Control Variables：#0200 V200 = Attack of \N
◆Change Parameter：\N, Attack + 5
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 sure we've all tried to make an attack skill that has the possibility of dealing 0 damage. The problem is that when that happens you get a "x got 0 damage" popup, as apposed to a "miss" popup, which looks nicer imo. Can we get a plugin that shows the "miss" effect when 0 damage is dealt to...
I have a skill that adds the "Confusion" state to one enemy. However, when an enemy is affected by this state the only thing he does is "Attack" (Skill 1 in database). Is there a plugin or script that can change the skill id for attacking?
I would like to know how to make for my player can use an attack only once, after which the attack becomes unusable (this attack will be grayed out in the list of fights).
Do you know how to do it ?
Anyone here managed to never burn out on programming? My current limit is 3 months(6-8 hours per day, 7 days per week, 50 hour programming week on average), and then I just have to take a break, sometimes lasting few days(with at most 2 hours on programming per day). I've been always like this so far, so I admire those who can always be so passionate on programming
Automatic level scaling without an option to turn it off can be a very bad choice for a game. The worst I've ever seen was in Nightmare of Druaga, where if a power outage made your system turn off, the game detects it as an attempted cheat and overwrites your save while taking away your best gear, leaving you unable to progress at the late stages of the game, and unable to recover.