1. ddblue

    How would I make players start battle with a buff that automatically stacks as time goes on?

    Hi everyone! I'd say my RPG Maker MV skill level is intermediate. Here is what I'd like to accomplish for my battles - I wonder if anyone could point me in the right direction? I'd like all members of the party to automatically start with 1 stack of an "Adrenaline" buff. This Adrenaline buff...
  2. Mat based def buff

    Hello everyone. I've been trying for several days now to create a 'Frozen Armor' skill for my game, but with no success. I want the state set by the skill to buff the user's def based on a percentage of their mat. I am using the majority of the Yanfly Engine Plugins and have tried to use...
  3. Thordon123

    Hit Chance Buff+Attack Skill

    Hi all, I'm working on a combat system at the moment where players can choose to either dodge or attack with extra accuracy each turn. What I want, ultimately, is for the player to choose a skill ( called "Aimed Attack") that works like a normal attack, but gives a 1-turn duration 30% boost to...
  4. IamJustice743

    Damage Per Hit/Stat Increase Skill

    I want to make a skill/state change where when it is activated one of the player's stats increases for every time they are struck by an attack (This is dissimilar to the attack Bide from Pokemon, where the player stores damage and then releases it back at the enemy). An example of this would be...
  5. SefirosuKuraodo

    Is This Shield State Concept Possible?

    State-affecting plugins I'm using: Yanfly's Buffs & States Core, HIME's State Change Animations, & Sumrndmdde's State Popups. There's a state I'd like to apply to a battler that would nullify/block the damage from a certain among of attacks. For example, you apply this defensive state, we'll...
  6. Balot

    Add specific buff to specific weapon

    Is there any way to add a specific buff to the weapon that is equiped by a character, so that it stays in the weapon even if the weapon is unequipped? For example, let's say that I have a Poison Vial and use in a character to add Poison Attack to the weapon, but if I unequip the weapon, the buff...
  7. Iliassine

    Cumulate states and skill

    Hello guys, it's me ! Once more ! I'm now looking for something else : Indeed, I'm looking for a way to make a state I made cumulative 5 times. Let me explain : The state is named "Flame bud" and may be inflicted on the enemy by using the skill "Flame Bud" on it. And... I'm making a skill...
  8. AdamSakuru

    YEP Buff & States Core - State Turn Display Anchor On Side-view Enemies

    http://yanfly.moe/2015/12/25/yep-50-buffs-states-core/ Basically, I want to move where the state counter is displayed when shown over side-view enemies. The problem is that when I do this within the plugin parameters it gets cut off/is not visible whenever I try to move it left/below. I went...
  9. AdamSakuru

    Yanfly Skill Core - Custom Requirement Syntax Question

    In my project I've replaced the default buffs with states and I wanted to implement a feature to prevent accidental uses of buffing skills when they aren't necessary to use since the buff states don't disappear over turns like the default buffs. What I would like to do is have the skill be...
  10. AdamSakuru

    Yanfly Buff & States Core - force action upon state expiring

    http://yanfly.moe/2015/12/25/yep-50-buffs-states-core/ Go to 6:22 in the video so you'll know what I'm asking about. Does anyone know the syntax that would force the actor who has a state (that lasts a few turns) to perform a skill/action when said state expires? (This would be like a curse...
  11. Onibaku

    Buffs/Debuffs icon change

    Hello everyone (sorry in advance for my poor English level) I did a search on the forum (and on google too), several people asked the question but never got an answer, so I'll try to explain it more. I just installed the Yanfly's plugin (Buffs & States Core), but I have a little problem. At...
  12. Dragonarkon

    [SOLVED][RMMV] Help wanted for creating states based on remaining HP, MP, and TP

    Summary: I am looking to create states that will procure when Hit Points, Magic Points, and Technical Points reach certain levels for both actors and enemies in the hope of creating a type of juggling act for players as they have to watch and maintain a balance between each. If any one of these...
  13. Kevin Eontrainer

    State that Resists/Immune to Buffs and Debuffs

    Hello, everybody! Is there any way to make a state that makes a battler immune to buffs and debuffs? No, not state, but the buffs and debuffs from the "Add Buff" command from the Effects part in the Skills tab. Because I'm making a state that pretty much avoids everything including...
  14. Mast-yami

    Damages not affected by buffs

    Hello! First, I hope I'm in the right section and I didn't create a topic already solved by someone, if not, I would like to apologize. Here is my problem: Before adding some contents, I'm working on the damage calculations and something is wrong with the damages my hero deals. I just...
  15. Quite.Toxick

    Yanfly Buff & States Core - Buff formula change doubles stats?!

    Hello everyone, I've got a question regarding Yanfly's Buff & States Core. I designed my game to start at low values for all the parameters (class base stats range from 1 to 4 at Lv 1, hp 30-60, mp 4-12) to have a more controlled and linear progression.  Thus, starting with low numbers...
  16. Making a skill with random effects

    Hi, I'd like to make a "Wheel of Fortune" kind of skill, but I have no idea how to make the script/common event or where to put it/how to call it. To be more specific, I want to know how to make a skill that can do at least one of these: A - cause damage based on a random element B -...
  17. Esperia

    Auto buff in battle based on map terrain?

    Is there a way to have some characters gain a buff when they enter battle when they are on a specific terrain or map? Like let's say you a have an archer in your party that's knowledgeable about forests and you're exploring X forest map and enter battle whit a random mob, This is when the...
  18. Help with states and buffs/debuffs

    Okay, so I need to make it so that when an actor attacks using a particular weapon, if the enemy is hit by the attack, the enemy will automatically get debuffed, say speed, by a fixed amount, say 5, instead of a percent. The way I think I was supposed to do this is by: Create a new state that...
  19. Mr. Trivel

    Passive Skills

    Name: Passive Skills Version: 1.0 Author: Mr. Trivel Created: 2016-05-12   What does it do? Allows skills to give passive bonuses to actors.   Screenshot: None. How to use? Use the following tag on the skills you'd like: <Passive...
  20. Mast-yami

    Convert a stat into another one

    Hello, Since I'm working on my skills, there something I was thinking about: Is it possible to convert a certain amount of a stat into another one? To be more precise, I want to convert 150% of the Defense into an Attack buff. For example: My character has 500 Atk and 500 Def. Then after...

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 …I think I might need to switch from standard ATK/DEF up/down buffs to parameter altering states. I just had an actor whose usual attack against an enemy does ~25 do a buffed attack against a debuffed enemy for ~600…
just saw that titan quest is free on steam until the 23rd
Zombie status is now complete. I didn't have to do much in the way of changing how healing is applied to undead targets, was just a simple 3 line code. I thought I had to overhaul Game_Action lol. Everything else was doable by events. So.. Zombie: You turn undead. Your element changes to darkness. You're weak to light, you're strong to physical attacks and healing hurts you and revival items will kill you.
My Overworld might be a mix of inspiration from 2D Final Fantasy games, Breath of Fire, Battlechasers: Nightwar, Super Mario World, and Pillars of Eternity. If I can make it more in-depth than just walking from point A to point B, that might do a lot for the gameplay experience. Hmm...

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