I'm running into a problem with how RPG Maker MV uses its character stats.
At level 1, I want my main character to have just one attack point, so I have it set to that here.
However, when testing and in game, the attack stat is changed inexplicably from 1 to 11, which completely changes...
Greetings my beloved community :D
Because I've changed the font in my game. when ever I attack an enemy it only shows the bottom half of the numbers because the numbers are so big. How do I change the battle number font? I've change the font sizes on the menus through the engine by going to...
Okay so this one is a little different...
You know how old houses and buildings sometimes have wrought iron numbers on them displaying the year thy were build? Well that's what Im looking for.
A full set of them 0-9 kinda like this.
Anyone willing? Would be much appreciated :D
How do you decide how many weapons & armors to include in your game?
I’m not talking about weapon types but about the amount of say different swords the player can find throughout the game.
I’m really struggling with this lately. Since I decided to complete the database as much as possible...
Map Number Displayer v1.0
This simple script places a number on your map that you can manipulate by changing a switch and a variable!
- Easy to use and manipulate with events!
- Fast, does not kill framerate
- Customize your text image
How to use Video...
To use Damage.png in your game-
Open your project folder > img > system > replace original Damage.png with file name Damage.png (one you plan to use)
Modern, Futuristic, Bold, Stereoscopic, Spaced
Terms: Can be used for commercial and non-commercial project as long you...
Hey folks. I've begun to work on a project again, and had a query to make a certain type of buff or debuff in-game. Because I don't feel the title can convey what I mean, here's an example.
Say I'm trying to create an AD&D-esque system for a game. In this case, I'm trying to make buffs and...
This is my first released plugin, a plugin to generate random numbers after initializing a generator with a seed.
Seed initialized random numbers? Seeded random generators differ from the built-in random numbers because you can initialize it with a value to force always the same sequence of...
So, I recently entered a conundrum where I was stuck with no bars (HP, MP, TP), so, I'm wondering, is there any scripts where its just numbers?
EX: HP: 13/100
Kinda like the example above.
If there is, I BEG of you to send it to me
I would like to ask if there's a simple way to rollout the numbers in the battle status when you take damage? Rollout meaning I want the numbers to slowly change instead of them going directly to the value my hp / mp currently is. So if I have 10 hp and I got hit by 6, the HP number slowly drops...
This plugin creates a new numerical pad, which you can use in your game.
This pad lets the player enter numbers, remove numbers from the buffer, and overall have a more robust numerical pad to use when they need to enter numbers.
This can be great for things like...
Just a quick simple question to something I haven't been able to figure out sorry if it's been asked before I couldn't find it.
I am using a custom font in game but in combat (I.E In battles when my character attacks) it still shows the default numbering instead of my custom font number's how...
I want my characters to level up with small parameter changes.
you leveled up!
Does it have to do with Parameter Curve? is there a way I can manually input the stat changes for each level up a class?
I started to use the MV and I don't know how to change way some values are displayed.
When you look at the HP in the menu it looks like this:
But how do I change it to this:
And how do I change that in battle if these inputs are separated?
Thank you for your help... :)
What does it do?
For people who like big numbers, but want to make them smaller in space.
It adds postfixes to damage when it gets big enough - E.g. 1884B
Author: Mr. Trivel
Name: Damage Postfix
I don't think so, sorry!
- Sample Testing Scene:
In case you want to test your images for picture drawing, you can use this sample scene I made for exactly that purpose:
Or not... Seems like the link for that one gone missing in action somewhere, sorry...
So I have kinda been playing around with the idea of allowing players the option of using scientific notation vs normal long numbers. Which would also allow developers to use much larger numbers and still fit them in a small area to display. Also large numbers in scientific notation are easier...
Before I can start in on the fun part of making a game, there are a number of technical aspects to take care of. I had a feeling that I would hit something of a wall here, and so I have. It's hard to work with all the numbers that go into character and enemy stats, experience points, and bonuses...
…I think I might need to switch from standard ATK/DEF up/down buffs to parameter altering states. I just had an actor whose usual attack against an enemy does ~25 do a buffed attack against a debuffed enemy for ~600…
Zombie status is now complete. I didn't have to do much in the way of changing how healing is applied to undead targets, was just a simple 3 line code. I thought I had to overhaul Game_Action lol. Everything else was doable by events. So.. Zombie: You turn undead. Your element changes to darkness. You're weak to light, you're strong to physical attacks and healing hurts you and revival items will kill you.
My Overworld might be a mix of inspiration from 2D Final Fantasy games, Breath of Fire, Battlechasers: Nightwar, Super Mario World, and Pillars of Eternity. If I can make it more in-depth than just walking from point A to point B, that might do a lot for the gameplay experience. Hmm...