Hopefully I'm posting in the right place...
In my game, I use a higher resolution than the MV default. As a result, there's a lot of vacant space in the Skills option with the default 2 columns.
My request is to have an increased column count (at least 3) so the UI feels more compact and, if...
how to make different choices each time player access it, and that can be used to learn a random skill?
So, it will take a 3 random skill from a range of skills, and then put it in 'Show Choice'. The 'Show Choice' will change with each new skill put in there. I get the picture, but not...
Hi everyone! I am a beginner of RPG maker MV. I want to create a skill which has the effect like: "If an enemy was executed by this skill, permanently increase the ability of the caster (such like attack, resis or Max HP) for x."
Does anyone know how to achieve this in the game? Or does anyone...
This plugin's available for commercial use
Lets you to set some skills to progress to some other skills after gaining enough skill experience and meeting some prerequisites
Games using this plugin
None so far
I would like to make a skill that increase the damage depending on how many allies are dead in the party.
I am realy not good at formules and i tried to look if there is a possibility to count how many allies are dead, but i didn't found.
Is there a formule or a way with Yanfly...
I'm trying to make a skill where you parry the physical attack of an enemy, counter them and have the counter attack stagger them, making them lose a turn. How do I do it? Also, if possible, a deflect mechanic that bounces projectile attacks back to a random enemy.
Hey there, first post.
I'm trying to make it so that when the player uses a skill from the pause menu (that can also only be used from the pause menu), the menu instantly closes, either to initiate a cutscene or inform the player said skill doesn't work on this map.
I have the skill's scope...
I'm trying to make a skill that hits harder every time you hit the same target, and decreases in power every turn you don't hit the target with the skill.
So I was thinking it'd be easiest to use yanfly's buff&state core as I remembered it had a state counter fonctionality which would...
Hello quick question
Anyway to change the hit% of a skill through variables or switches?
Trying to make a proficiency system where certain skills get increased hit chance the greater a variable is.
Can I do it in the engine or do I need a plugin. If plugin, know of any?
ty if you can help...
There's an event command that can change an Actor's Equipment, but it asks for a specific Actor.
Is there a way to create a skill that unequips the user's weapon or shield, regardless of which Actor is the user, and without the use of states that lock or seal an equipment slot? (The equipment...
Hi smart people.
I am making a game about the struggles of a small business owner. And I want to throw a business card at a customer(monster) in order to make them drop a job (item). It is basically a pokeball mechanic im looking to make.
This is what i have so far:
I have created a skill...
Yanfly made a lot of useful Tips n Tricks videos, including how to make the Leech Seed skill from the Pokemon games. I'd like to make a skill in the same way, but have it leech MP instead of HP.
Yanfly's setup is this. First there's a skill, this skill is very simple and all it does is applying...
Would someone be able to help me create a passive skill tag (using Yanflys Buffs and States Core) that I can use to get the ID of the last used skill?
I actually have gotten a bit of help with this a while back, and was given the...
So I want to include a sort of "berserker" skill in a project. This skill does damage to all enemies, but it also inflicts confusion on the user. Problem is, I'm not quite sure how to go about doing it.
I tried adding it into the damage formula like so:
a.atk + (a.atk * 4 - b.def *2)...
Hidden Skill Switch 2019/12/15
Creator name: Ru/むっくRu (Rutan)
Possible to create hidden skill/items with a switch through note tag.
If specified switch is ON, certain skill/ item won't show in the list (unusable)
Put the following tag in the Note box for skill...
I am trying to create a skill that has the user fly up into the air for 1 turn before going down and striking the opponent, think the Fly/Dig move from pokemon. It´s based on the Dragoon Jump skill from Yanfly.
// Action Sequences
// Setup: Jump animation.
I am trying to create a mechanic where enemy has to prepare itself in two steps before making powerful attack, while player being able to stop him by dealing damage during the preparation phase.
It works like that:
1. If enemy has no 'weapon prepared' and 'aiming' states enemy uses skill...
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
License- Public Domain (CC0)
Use this as you like. You do not need to credit Soluna Software
Damage Formula Extension 2017/01/28
Creator name: Triacontane
More functions that can be used for damage formula calculation.
How to Use
Input function for skill damage formula in database. Example(a.plus_atk), (b.plus_def)
Formula functions list:
Great, now that I am finally motivated again to work on my project, a new RPG Maker comes out. A part of me wants the new Maker to be really good, and the other part wants it to flop so I won't be enticed to abandon all of my work. The dream would be if you could convert your project somehow.