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...
It has always bothered me to see my character's attack clearly hit the enemy, only for it to then "miss".
And so, as the title says, I'd like for an attack animation to not play until after the battle scene determines whether an attack hits or misses, and if the attack misses, the animation will...
I want to use variable calculations to attack.
So say in the battle you click the attack button, well i want this to happen.
This here is what my common event looks like:
Set Variable Attack Random [1-20]
Text: "Your attack is [Attack Variable]"
Set variable Enemy Defense Random [1-20]
I Want to make the combat random.
What I did was make a random common event that basically says:
I want to do all that before the attack, which is the normal attack skill. It's it at all possible?
I know I can set the formula to be the variable and I know how to do that, but I want to set...
I'm working with Chrono engine ABS system and I dont know how to do that the other members of the team attack to the enemies at the same time I'm doing. I'had tried with this.actor().movetotarget but it doesnt work. The others only follow me all time.
Is there a way to make something like a Common Attack function making the default normal attack of all Party members into one single Attack command ?
This is intended to make all your Characters perform a single turn of Normal attack once, on selecting "Attack" command.. I was looking for...
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.