LGP - Better Damage Popup
by Azel
Introduction
This plugin changes the damage popup system of RPG Maker MV.
Basically it gets rid of the picture and uses bitmap text instead.
So we can easily change the looks of the damage popup numbers.
Requirements
YEP_BattleEngineCore Is required since this...
Hello, I'd like to implement something in my project related with the drain value the attacker receives. I'd like target's Luck reduces the damage percentage the caster recover, I think the key to modify this is in Game_ActionResult scripts
def make_damage(value, item)
@critical = false if...
I was looking into making a state that when applied to a hero or enemy, its skills that would normally deal damage, restore the target's HP instead. I'm guessing this is not possible through regular editor tools...? Does a plugin exist that could achieve something like this?
https://victorenginescripts.wordpress.com/rpg-maker-mv/damage-popup/
I'm using Victor's Damage Popup plugin and there's a parameter for "Font Face"
-Popup Fontface
The parameters 'Fontface' defines the font name for the popup display.
You can use script codes that returns a string with the...
Hey guys! Im trying to figure out how to create a spell that powers your character up until the end of the battle. Something like this:
Power Up Move: When used, it gives 10% physical and magical attack, stacking up to 50% until the end of the battle.
Now i know i can make something like: Temp...
I am planning on making a weapon that works like this, where "foe that is a Calvary unit" is a state:
Essentially, I want the attack with the weapon to do normal damage, but if the foe is "inflicted" with the "Calvary unit" state, the weapons does, say, 25% more damage than if the foe didn't...
Both plugins (Mog_Battle Hud and VE Damage Pop) work fine separately. Without the Battle Hud, the damage pop plugin works as it should. Since updating the BH to v4.0 (as per Mog's website and newest demo), the VE plugin no longer works. I've tried rearranging the plugins, turning off all...
SRD's Battle Popup Customizer and Yanfly's Buff & States Core plugins work fine with each-other, but I discovered a visual issue that is occurring as a result of some sort of minor incompatibility with the two.
If damage/recovery numbers are to popup on an actor due to the trait "HP Regen" in a...
I would like to implement something like damage dealt by some weapons which should be of multiple types.
For example a sword could make 5 points of cut damage, 3 points of stab damage for a total of 8 points of damage.
A gun could make 10 points of piercing damage, 5 points of burn damage and...
Hello. I'd like to change TP charge formula when target receives damage. The idea is basically the same, but adding LUK to the formula. For example, if the user has 20 of LUK, the TP gained would be a 20% of the original formula. Does someone know how to change this? Thank you
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...
How I can make an armor that will increase player damage?
for example: I want to make an armor that will increase 20% sword damage, so if the player is using the armor his damage will
increase by 20% (but only for Sword type weapons). if the player isn't use sword type weapons, then the damage...
I am using RMMV. I want some damage tiles to only damage certain actors in the party, and some other damage tiles will not damage a certain actor. For example, if a fire elemental is in your party, I do not want it to be hurt by fire tiles like other actors. Also, I want water to hurt that...
I'be read other posts about this but I'm not understanding at all, please explain step by step how to do this,
My character is running forward
Here down I need help with
He trips then gets dragged several spaces back. I've done the actor image change to damaged character but nothing changes...
Good morning,
I am currently creating a "shield bash" skill, and I would like to have the condition where if the user has a larger % of HP than the target enemy, they are able to deal damage as AND add a "stun" state to the enemy. HOWEVER, if the user does not have a larger % of HP than the...
Hey guys,
I would like to implement the following: I have 3 different kinds of weapon: hit, cut, pierce. Depending on the enemy and the weapon-type the actor uses, the damage should vary.
For example: If the actor attacks an Orc with a pierce weapon he makes normal damage. But if he attacks...
Hi all, I hope this is the correct forum for this question.
1) I'm trying to make a damage ability that has its damage decreased by 10% for every alive enemy.
I saw this code that can probably help achieve the effect:
$gameTroop.aliveMembers().length
But I'm not sure how to use this in the...
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.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.