Hello!
I'm trying to adjust the code in my game so that the accuracy formula is used as Success Rate of Skill X Hit Rate of User X Evasion Rate of Target = Chance of skill landing.
The only script I'm using that effects the item_apply that interacts with this hit rate is Craze Accuracy...
Hi, i want to ask if there is any way to modify a skill hit rate mid of its Action Sequence? For example, it's a skill that will hit enemies 3 times, however i want to make so that 2 later hits only have 30% of chance to hit.
CounterAnimation - 2016/05/18 ver1.1
Creator name: kotonoha*
Overview
Plays an animation when a counterattack was about to happen.
If you have an animation of reflect barrier for physical attack would fit.
Feature
- You can set Animation ID through parameter
- AnimationWait param for...
I reformatted Viktor Hahn Pixelated Attack/Hit Animations from opengameart into XP/ VX Ace/ MV animation sheet.
A couple of pixel-art attack, hit and sword swing animations. Blasts not included
Tip: it adds a lot visually to have attack animations in roguelike dungeon crawlers, even without...
I reformatted Soluna Software animation effects from opengameart into XP/ VX Ace/ MV animation sheet.
Download includes 9 images (png)-
Aura, 4 effects, 4 explosions
Preview
License- Public Domain (CC0)
Use this as you like. You do not need to credit Soluna Software
Author's website...
I hope this isn't a very complex request, but basically a plugin where if a state that usually gets taken off upon it, let's say a 100% Remove by Damage Sleep State usually gets taken off, well certain skills will bypass it and won't remove the state.
The only condition is, I'd like the Plugin...
Hi Everyone !
I'm using Yanfly Plugins (Battle Core, Buff and Sate etc...)
I'm trying to do a state that win stacks and each stack will up the user's critical chance, up his attack but lower his hit rate.
My state is "Alcohol" i put Yanfly confusion's code from Pokemon for the user to have a...
After doing a bunch of pre-planning, in brain and on paper, which includes some ways to differentiate ranged weapons from melee, it occurred to me that being able to hit a target with a club... and with an AK-47... will both pull from the actors sole HIT RATE%.
Whoa.
Now I like that to hit...
Hey everyone,
I'm having trouble using Qmovement + QMCollisionMap alongside Chrono Engine by Moghunter. It seems like when both are used together, interactions are not registered or something (feels like it's hitbox related). I'm wondering if anyone is using two of them combined together and...
I need some help understanding Accuracy/Evasion in RPG Maker VX Ace.
I know there are invisible "ex-parameters" called HIT and EVA which default to 0% but can be modified in the Features or Effects sections of various tabs; however I have thus far been unable to find the formula for how this...
How would one make a skill that changes it's accuracy based on how much hp the enemy has?
Similar to how the chances of catching a pokemon increase the lower its hp.
Nevermind. I figured out how to do it.
Hi, I am using RMXP with GTBS 1.5.2. I haven't been able to figure out why the hit/miss animations don't play correctly with this system for a long time now. I set the animations up correctly in the database but when I run the game. Only the hit animations play even though it says 'miss'. If...
I'm currently using Yep's Animated SVE enemies and am enjoying it a lot. But I want to give unique sounds to different enemies when they hit the player, rather than just the generic attack sound that always plays. Is there a plugin that can do this or something?
I want to create a D&D style game with hit rate determined by a roll against an AC score, and damage determined by a roll with a proficiency bonus. I have Yanfly's Damage Core and Hit Accuracy, but also have Victor Engine Hit Formula lined up as well. I have the following formula for both hit...
Hi, I'm using Yanfly Target Core and BOB Custom Stats plugins to build my basic attack skill. It hits multiple times, based on the user's attack speed. For that part, I kind of succeed, with something like that :
<Custom Target Eval>
var hits = Math.ceil(user.vitatk);
var lastHit = user.vitatk...
We all know that the default Ace system of 5% EVA and 95% HIT is bad game design. (Missing is frustrating to players. See this blog post, the removal of dodge from LoL, etc.) But here's a question:
I'm using a multiplicatively balanced damage system, such as seen in pokemon. (The basic formula...
Name: Skill Time Reaction
Version: 1.2
Author: Mr. Trivel
Created: 2016-02-26
What does it do?
This plugin gives user a moment to press confirm button. Pressing Confirm when button appears, gives user state which lasts until end of action.
Button timer can be set up...
I'm asking the community's opinion on a mechanic.
Inspired by an MMO that I will not mention, a "hit" chance that actively changes as the user and target becomes further and further from each other. In a previously project, archers became overly-powered because of range advantages and the...
Hi, everyone. Me again. I'll get right to it:
Using Yanfly's Gab Window plugin, I'd like to have each of my actors say something whenever they critically strike against an enemy.
Of course, I'd like this to work for any and all skills that critically strike as well.
I've created common events...
Name: Hurt Sounds
Version: 1.2
Author: Mr. Trivel
Created: 2015-11-26
What does it do?
Makes actors and enemies play a sound when they get hit.
Screenshots:
Nothing to show.
How to use?
Use following note tag in Actors or Enemies note fields:
<Hurt...
So in my SRPG, when kill monsters, they leave an aura that grants +20% Crit, +20% PDMG MDMG. Aura lasts only for 1 turn, it forces players when and where to last hit.
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