Hi,
in VX Ace, you can review SKILLS for each player in your party. As you level-up, you learn more skills based on your class setup.
The SKILL menu does a great job listing and showign SKILLS learned... but.
Say if you wanted to let the player decide which CLASS to go for during generation: it...
You know the commentary that is usually in game as you battle, the one that says things like "playerName attacks" or "PlayerName is silenced" when using a skill or being effected with a state, well it seems to be missing in my battles.
I made sure to check there were things in the message box...
I want:
After battle, some enemies drop/left a chest, so the player can open, discard — or if any party member have a Disarm skill — find and disarm traps. It's like the first Phantasy Star (Sega Master System).
I did everything and it's working, but now, the...
Problem
I want to give gold...
Merry Christmas everybody :)
I brought a little present: A plugin that allows you to mark enemies as "flying", which makes them only targetable by ranged skills:
https://www.dropbox.com/s/big04oqxeo2dvht/FlyingEnemies.js?dl=0
You just add the tag <Flying> to an enemy's note section. Now it...
I want to check if a specific skill is used during battle, if so, have a different result than a regular one.
This looks like simple, but i cant find the code anywhere.
Thanks!
I have only been using RPG Maker MV for about a month now, and started using plugins 2 weeks ago so im insanely new to all of this. But whenever I use the Skill Cooldown plug in, it crashes my game after I use an ability that has a cool down timer for it. Basically my goal is to re create a...
I want to make a skill that heals all allies, while also reviving any dead allies in the process. Is there any way to do this, perhaps through a plugin like yanfly's target core?
hi guys, i was looking through of the Mog_chaincombo plugin hoped to modify it myself but it's too complicated for me :|
Can you give me a little help? This plugin allow player to force Actor doing another Skill after he's played a skill (if player can press correctly a serial of buttons).
What...
I am looking to create an ability that creates a status that allows an ability to be cast. So 1 turn to charge the ability, and one turn to cast it. (I would also like this to be interruptable possibly.) Is that possible in RPG Maker MV, or is there a plugin I can use?
I'm trying to create a skill that heals an ally and also heals the user by a portion of that amount, similarly to the Clemency skill from FFXIV. Using yanfly's skill core lunatic mode, I've used this to achieve this effect:
<Post-Damage Eval>
user.gainHp(Math.floor(-value * 0.5));
</Post-Damage...
Hello,
I was wondering if there`s anyway that you can prevent certain skills from having their name appear when you use them. Specifically, I`m referring to the fact that when you select the Attack command, the name of the command pops up when the selected character attacks. This really bugs...
Hello guys, I was making Actor entries for My Pokemon Essentials MV Project but soon I got to know than I can't Make more than 1000 Actors.
And the Pokemon Count of Gen 7, is 1000+ { Including all Alternate forms (Unown, etc), Mega Pokemons, Primal Forms, etc.}
Therefore, I'm kind of struck...
In my game I have a skill that hits 3 random enemies. I noticed sometime after making it that if any enemy dies during the first or second hit of the skill, the now non existent enemy still has a chance of being targeted for the following hits. I'm surprised this happens as I think it defeats...
In my project, I want to create a "Steal" skill. I can make the basic mechanics of it, (Drop table, drop rate) however I want to have individual enemies to have separate drop tables.
My original plan was to make a list of each enemy ID in a common event, and use that to have the skill...
Hey Makers :),
as you see in the title, i want to make an skill system where every 5 Levels the player has a choice between 2 or 3 Skills. I don´t know how to do that, i know yanfly´s skill engine but i don´t want that the player can access to the skill system from the menu. There´s an Machine...
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.
I'm trying to go about creating a skill that would restore the user's hp if it kills an enemy, in a similar vein to Fell Stinger from Pokemon. Would there be any way to create this skill using damage formulas?
Hello all, :smile:
I'm trying to prototype a sort of stance based mechanic in which the player has the ability switch up switch their stance on their turn to adjust their guard against High, Low, and Mid attacks forcing the player to pay close attention to their enemy and switch up their...
Yay, now back in action Happy Christmas time, coming back!
Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.