1. modify Hit Rate mid sequence

    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.
  2. ovate

    kotonoha* - Counter Animation (Battle)

    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...
  3. ovate

    [Viktor Hahn] Pixelated Attack/Hit Animations reformat

    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...
  4. ovate

    [Soluna Software] 9 Animation Effects (reformat)

    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...
  5. atoms

    Bypass 100% Remove by damage states (I.e. Sleep) taken off upon hit.

    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...
  6. Stack of critical chance

    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...
  7. Guanto

    Same Stat handles Accuracy of Close, and Ranged?

    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...
  8. Quanee

    Qmovement + Chrono Engine

    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...
  9. TheLordThyGod

    Default formula for Accuracy/Evasion (HIT/EVA)?

    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...
  10. Pokemon Catch style accuracy

    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.
  11. GubiD's Tactical Battle System Hit/Miss animations

    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...
  12. tylerash

    Way to give enemies unique attack sounds?

    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?
  13. Damage and Hit Formula Help!

    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...
  14. Ptolam

    Multiple hits and damage formulas

    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...
  15. Talonos

    Opinion requested: System for ACC missing, hitting, and critting.

    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...
  16. Mr. Trivel

    Skill Time Reaction

    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...
  17. Adventurer_inc.

    Hit Chance as an actively changing stat

    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...
  18. Backwardskey

    Actor dialogue when critically striking.

    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...
  19. Mr. Trivel

    Hurt Sounds

    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...
  20. Custom Hit/Avoid and Crit Formula

    I'm currently working on an entirely revamped system for the stats in my game, but I have exactly 0 programming experience with Javascript. Basically what I'm trying to do is create a system where every stat point is of equal value to any other stat point. So a point in attack is equally...

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Hi everyone! Enjoying this nice long weekend. How are you all doing? :)
I just successfully tested having events check if specific actors are in a particular party slot and then changing image to match. This will let me make scenes take into account who is in the party at the time and arrange them accordingly - this is important since I'll have extra actors beyond current party. The script used is the same from MV and is compatible with my current core plugin setup in MZ. Thank goodness.
That awkward moment when you're talking about thinking about writing a limited shop stock plugin for MZ and then find out you already wrote one...last May. My memory is so bad.
When I open my project and I'm like, hell yeah.
Some drawings I made in Lapis, one day I intend to involve them in some RPG Maker project.
* maybe two wall frames
*or some sprite flower tiara, or maybe it inspires someone to do something.
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