Because I want to restrict Escape to the use of skills, I need to be able to disable Escape from the Command menu. I am using Yanfly's Battle Engine.
I have the following code which was supposed to do this, but when I test it, Escape is not greyed out and can be used, making the skills...
EscapeLostGold - 2016.05.16 ver1.1
Creator name: kotonoha*
You lose your gold when you run away in battle
Amount of gold lost is calculated 25% of total gold amount from monsters in battle.
Note1: Since escape rate has been modified, it may conflict with other battle plugins.
What are some ways you can think of dealing with Difficult Encounters ?
What i mean by this is, The Enemies being on almost the same level of Stats as the Player or a Higher level. In this case, There needs to be some options for the Player to consider to come up with a result other than an...
FTKR_OriginalDebugMode - 2018/04/02 v1.0.0
Creator name: フトコロ (futokoro)
Add-on to original debug mode
This function can only be used during playtest.
Debug mode: press F10 key
Debug mode controls-
↑ ↓ key ：Move the cursor
→ ← key or Enter key...
RestoreBattle - Version 1.00 (2017/1/14)
Creator name: Trb
Allows you to save in battle and resume the battle from the battle save.
- Save and restore is done through plugin commands.
- To reset the battle save, run the script
$gameSystem._battleSaveData = 
In my current project I'm using different types of zombies. My idea is to have one of the types have a broken leg and if the player defeats all the other zombies and runs from the "broken leg" zombie it'll be practically guarenteed.
The yanfly battle engine core plug-in lets me...
I want to restrict Escape to the use of a skill, rather than something from the battle command menu. I have the skill call a common event with 'Abort Battle' command. However, obviously I don't want this to be usable for a boss battle, so need a way of restricting this if necessary.
I have checked for different ways to do this (Plugins, remapping, in editor commands, google & so on...) but haven´t been able to solve the problem...
What I want is to remove the "open menu" functionality put on the "X" button on the keyboard. I still want the menu to open on...
Is there a way to change the name "Escape" in battle to something else, like "Forfeit"? Was just wondering if this is possible without changing a bunch of stuff in the default scripts. I couldn't find anything that allowed me to change the name by normal means. Perhaps I need to look...
Is it possible to have the in-battle "Escape" command activate a common event instead of the default escape event (Without editing RMMV itself)?
Because I've changed the "Escape" skill in the skills list to activate a common event, but it still does the default escape, so I assume it has nothing...
The following video tutorial aims to show RMMV users how to create an Escape skill while adding it to the list of Actor Battle Commands. This method also allows you to call action sequences before the Escape is processed. Depending on your experience with action sequences, you can create some...
Hello, I'm still working on my game and I find out one thing annoying me a bit. No matter how strong I am, I still have to fight all these monsters, and unfortunately escape doesn't always succes. I read in a review of one game, that there was possibility that allow player to avoid battle before...
this is Example.
1. Player had to "Save" during 'Part A' of "B Event".
2. In next map, Player will be die.
3. And will import save file.
the question is, after Importing that Save file, how could i escape the root("B Event").
Greetings, I'm havind trouble when using the engine. Whenever an actor is removed through an event or through the escape skill tag while in battle, the game crashes with the following error message:
"Script 'Battle Luna line 1194: NoMethodError ocurred.
Error ocurred, check the debug console...
I have an event that I want the player to be able to escape from if their level is high enough depending on the enemy event they're battling.
If LV <= 10, battle enemy A and if LV >= 5 escape
else If LV >10, battle enemy B and if LV >= 15 escape
else if LV > etc.
The first part of it works...
Howdy howdy! A while ago, I wrote this script out of a need for it because I wanted to make it so there's a message that pops up when you successfully escape a battle, not just when you fail to escape one. So here you go! I hope it's useful to you~ I don't foresee any problems with it, but if...
Year ago, before I heard of certain games, I loved to play Resident Evil and watched my favorite series, "Star Trek". When I first started to mess around with RPG Maker, I decided that I could combine a horror element with my favorite series, Star Trek. This game wouldn't have 'Zombies' in it...
This is an IGMC 2017 entry from a team where I'm involved. Time constraint and some then-executed experiments are the basis of this project. We did it to pull this game into release just in time.
For a note: Sample09 is heavily inspired by SCP Foundation and the game SCP...
I've just finished organizing music files from a music Humble Bundle I purchased a while ago (putting in specific themed playlists, deleting from playlists, deciding which games they'll be used for. etc.). I'm feeling pretty confident that the sound design for my games will be up to high standards. Sound design seems to be relatively under-discussed as a topic in game development imo.
So I just got back from SeaWorld and I'm back to working on my game. I'm stuck on Shadowstar, mainly due to needing two more princesses... I have all the canon and toy princesses, plus Sunset Shimmer just for kicks. I decided not to include Cadence since this isn't in that era. But... I'm going to have to design two OCs now.
I'm looking at/working through a simple game tutorial. Town, dungeon, boss; town, dungeon, boss; etc. (Thanks, Yanfly!) I'm itching to make something complex but experience (and past disappointment!) tell me to go slow and learn.