I'm looking for a script that can vary amounts of HP recovered from skills and items, so that it isn't a fixed amount every time.
Items seem to always give the same amount of HP each time, and so does skills.
Here's an example.
Eric goes to his inventory menu and gets 3 potions, using them...
Hey everyone,
So I'm working on my first project and I'm having issues with Healing/Recovery items in my game.
None of them heal/recover the specified value that it says in the effects tab. I started to run battle tests to simulate this issue. I have a Potion that is meant to heal 50 HP...
Heal Over Time v2.2.3
by Arty
FIXED A CRITICAL BUG INTRODUCED IN VERSION 2.2.1!
Please redownload the plugin, as v2.2.3 fixes an important issue with persistent states!
Introduction
After googling for a while, I have come to the conclusion that there were no plugins that allow you to heal your...
Hello.
I like to know how I could let items and skills refill more than 100TP.
This is very important to me, as I like to use a TP-system that requires a lot of TP and they should be refillable by other means than the TP-modes.
I already looked all over my plugins help files (just about every...
Hey guys! On my first project right now and I just have a quick question.
I'm trying to make it a game where HP/MP gets capped after each battle so eventually, one must go back to an inn to restore health back to max even with Healing Spells and whatnot. While a health pot can only heal up to...
Hello all, I'm still trying to learn how MV works and game making in general and I could use some help. I am trying to create a skill that regenerates HP over time for a few turns (probably 5) and I'm not sure what to do or how to do it. I know there's a formula but I have no idea what the...
Is there an easy way to change a state effect through equipment?
What I'm thinking is that by default a Silent state would seal certain skills, including Heal, Refresh and Restore.
Then, through a piece of equipment, even with the Silent state those skills, and only those three, are no longer...
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?
Sorry if this has already been asked elsewhere, but I couldn't find it.
I'm trying to make a state that increases healing received by a percent.
I'm using yanfly's buffs and states as well as many other yanfly plugins.
I'm a noob when it comes to javascript but this is what I've got so far...
Hello, I want to make a skill that damages the enemy equal to how much hp they've recovered throughout the battle, I've checked yanfly's tips and tricks and I didn't see anything like this. (though I admit I might have missed it as I haven't watched all of them) Any and all help is appreciated...
Sometimes I can be a bit too much of a realist(ironically enough in my fantasy.) And when I try to think of games or anything. I try and think of pushing it closer to this. Like I get why a healing position system is a stable to the above mentioned style of game. But I wonder if it could be...
I've been working on a set of Skills that would emulate the rolling of dice based off of an RPG. I manage to get the formula easy enough by inputting the highest value of the die, then dividing one by that for the Variance. (So a 1d6 would be 1/6=17ish from 100 for 83%.)
I times the amount...
So I came up with a skill for my game (don't know if anyone has something similar) where depending on the target it would either heal them (if used on an ally) or damage them (if used on an enemy) and I'm unsure how to go about making this, so :rswt: help please?
I've played many RPGs that use various levels of items, equipment and skills that are pretty much the exact same thing only the power of said thing was increased.
Pokemon = Scratch < Slash or Bite < Chomp
Final Fantasy = Fire 1 < Fire 2 < Fire 3
Witcher 3 = Hybrid Oil < Enhanced Hybrid...
I have noticed that many RPG's fall into certain battle mechanic nor
s. There are two that jump out at me. I wonder is there a style that you prefer?
Style A:
Mobs deal typically high percentage of damage to health even with smaller attacks, healing also heals a high percentage of the...
Basically, I'm trying to create some spell combinations, such as "Dark Fira" and "Curing Thundera" and such. Dark Fira's easy of course, just purple fire with a chance to add the Blind State.
How would I go about making a curative elemental damaging skill, like "Curing Thundera"? The idea...
I'm surprised this hasn't been asked before. But I can't find it in the Master List.
See this?
"Experimento uses Revive." It's great to have someone reviving you. The problem is there is no dead enemy to revive. This enemy is basicly wasting a turn and losing mana for no reason. This...
Working on my game I have been thinking about how to make healing and the support characters more strategic to play. In particular I was thinking about a healing spell that heals a little at first but gives more and more health if a single target is chosen over and over. The player takes a risk...
Hello!
I'm new to RPG Maker MV and I need to make a basic healing skill. I accidentally messed with the formula and now it's all jacked. I tried to input it again but the skill did't show up
on the character in game. Any help would be great.
Feedback would be appreciated. To me it feels like the Dad does look a bit too normal and boring.
I think he's missing some features that make him more unique. Opinions?
recovering from surgery that covid caused me to have, im back trying to work on the newer engine on my game. We will see how this goes. I have no idea what to do about conversions
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