I'm looking for a way to trigger events based on the specific enemy the actor is currently attacking.
For example, if Hero 1 is fighting both a Dragon and a Slime, and he attacks the Dragon, I'd like a specific event to occur. But if he attacks the Slime, even with the same attack he used on...
Hello everyone,
I am wondering if there is a way to use my own custom Window_ChoiceList with the common event "Show Choices".
My goal is to change the default position and sizes of the Window_ChoiceList when it is used for the "Show Choices" common event, as well as enable some extended "help...
Hello everyone!
I'm trying to accomplish something and I'm having a bit of a problem. There is no combat in the game I'm working on, but creatures and objects are still capable of inflicting status effects on the player. This requires the player to craft a potion in order to lift the status...
Hey RPG MAKER Forums! I seem to be undergoing a really simple problem that I can't seem to wrap my head around. I'd really appreciate any secondhand input y'all have to offer! :)
So, I have attached two images of two common events I have set up. Through many points in the game (be it through...
I am currently creating a state (I don’t have a name yet, so I will call it State 2) for my game’s battle system that can only be inflicted onto an enemy if another certain state (State 1) has also been inflicted. To do this, I created the two states and I created a separate state called State 2...
Hello all,
in the interest of not bombarding one member with tons of questions, I figured I would ask for help here.
Gracious member Traveling Bard came up with this logic for setting events for a character generation idea I had, below is the logic. As of right now I've been putting these...
Hi everyone!
This is not a problem, but more a question about how to get properly working the Common events with YEP Main Menu Manager, because there is something I would like to improve.
As you know, this plugin helps you to change in some way the commands showed in the main menu, his...
I have an difficult situation regarding the turn count of states in my game.
I have several of yanflys plugins including Buffs and States core, but I needed state stacking so I got MrTS_States EX. The problem is when I added MrTS_States EX it allowed me to stack state, but now I cannot reset...
Hi y'all!
So I'm nearing the completion of incorporating every desired feature into my game (which amounts to many!), but
there's one left that I haven't found a clever workaround for. A simple menu which allows you to select Common Events
to activate.
Now I'm somewhat knowledgeable with RGSS3...
It seems that a lot of things i want to do encounter this problem:
A skill requires me to call a common event that effects the skill-user, but i have no way of aiming the common event AT the skill user.
Example:
I have a weapon that grants use of a skill. Using that skill repeatedly eventually...
I'm trying to make battle cut-ins that show a picture of the character moving across the screen when certain skills are used.
Now, I managed to get the animation set up the way I want it already. I set up an event to activate it for testing purposes and it's working perfectly...
The problem I'm having is that under the "Grow" option for item effects, only lets you increase stats but not give exp. Under 'special effects' the only option is escape. I tried making a common event but the only options are to give exp to the whole party or a pre-selected actor. But I want...
Oh boy, this one could take a bit.
I'm trying to create a skill similar to to the "Tattle" ability from Paper Mario and Paper Mario Thousand Year Door. For those who don't know, using the ability would provide a short bit of information on the targeted enemy. This would typically include stats...
I've looked all around and can't seem to find the right information I'm looking for. Basically, I created a custom "Exit" command using Yanfly's Main Menu Manager. However I only want this option to appear on certain maps. The issue I'm running into, is I have no idea how to hide/show it, using...
I'm not getting a common event to fire, when executing a skill that fires that common event. Explanation and screen shots below, hopefully.
The game I'm working on involves having the player walk up to an event, which has a conversation with them, each time the event speaks, it's a lie, which...
Hi, ive been working on a game recently and ive run into a small problem that i cant seem to fix. Basically, i have an item in the game that calls a common event so it sends me to an area which acts as a hub world of sorts. What is happening, is the common event will trigger again if im just...
Hey!
So I have this problem:
A character has a skill to analyze an enemy's MaxHP. Before she joins the party you can call her in battle via an item (which has its own Common Event that triggers the Analyze Common event if it's in battle). However, when you use the item instead of the skill...
Is there a way to make Yanfly's Smart Jump only available at a certain part on my game?
For example, I don't want the players to be able to jump all through out my game, from beginning to end, I only want the players to be able to use the button command to jump over stuff on a certain mission...
Post Battle Common Events
v 1.0
by Arty
Introduction
I needed a plugin that runs common events after each battle, and making one for myself was faster than looking for one. So, here's a new plugin: This one runs Common Events after a) every battle (regardless of result), b...
I've decided to revamp some of my character's skills and "passives".
I'm trying to find a way to make it that at the start of every battle a common event would run called "Janelle's Passive". It would then check to see if Janelle is in the battle party. I think this is where I would create a...
so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most.
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
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