Hello hello all,
So trying to set a trigger on a spell, hopefully not for every character that would use it,
Event is more or less
If spell is being used, change active sv actor 1 sprite to sv actor 1-2 sprite
Not sure if there is a script command I can use round this out a little better as...
Credit for Summon Ifrit: hiddenone, Kadokawa, & Avery
https://forums.rpgmakerweb.com/index.php?threads/hiddenones-mv-resource-warehouse.47255/
Non-Commercial: Free to use
Commercial: Free to use but let hiddenone know & send Avery a free copy
Must own a valid copy of RPG MAKER MV
Credit to...
Some spell effects i made for my pixel game and figured i'd share.
Made with BlastFX.
They are not the most impressive effects as i got the program yesterday but hopefully ill get better.
LINK: https://willibab.itch.io/simple-pixel-spell-effects
I reformatted CodeManu Free Pixel Effects Pack animations from opengameart into XP/ VX Ace/ MV animation sheet.
20 pixel-art effects, may be effective for status effects or attack/ spells. Animations style reminds me a bit of GBA Golden Sun
License- Public Domain
Credit...
Hey guys, I'm trying to make a mechanic where if you attack an enemy after it uses the spell "Thunder Dome" you automatically get stunned for x amount of turns. Unfortunately I don't know where to start with making such a spell.
Hi, so i am pretty new here, designing a game, thought there are some mechanics that i would like to use, not sure if anyone has tried them b4, so here we go ^^-
spell & skills
all spell and skills will be on a skill tree, possibly, a spell skill tree,
would like to have it that you can...
So, I wanted to make a spell that takes you to a town you've already visited, like Zoom from Dragon Quest or Fly from Pokemon. Is there a way to do this with conditional branches, or would I need some plugins?
Hi,
I'd like to request slightly re-making Yami's skill shop plugin to skip few options (if it's possible >.>).
I'm making my own skill tree and when I bring up Skill Shop, it goes through all the menus (pick your character, learn, choose spell etc.). I'd like to skip that. So as soon as I...
Hello guys.
I made an invisible spell for one of my character. I recently started to learn action sequences (i still suck at it)
I decided to add a zoom on the character when he use the spell. But the spell name is not showing :
Here's the notebox (put in the spell notes) :
<setup action>...
Hey guys! Im trying to figure out how to create a spell that powers your character up until the end of the battle. Something like this:
Power Up Move: When used, it gives 10% physical and magical attack, stacking up to 50% until the end of the battle.
Now i know i can make something like: Temp...
I'm not sure of any other turn-based rpgs that do this but I know Breath of Fire IV does. Basically Toon1 casts water based (water spout) spell then immediately after Toon2 casts a wind spell (high winds). The water spell acts as a reagent to transform the wind spell, high winds, into something...
Is there a way to allow players to overpower spells,
e.g. if a fireball spell costs 25 mana, that is its minimum cost as using any less will cause the spell to fail,
but when the player is about to cast the spell they are given an option how much mana they want to use,
so if instead of 25 mana...
Just looking for a script that, when a spell is cast, would create a cast bar on the map screen. Ideally I would be able to decide for how long until the cast bar fills up.
I googled for it and nothing came up, but...
Say I wanted to display how much damage a spell would do by using a formula in the description.
So it would look like "Does 120 damage."
But to get 120, say its the formula "100 + A.mat" and all I would have to do is type something like "Does...
I don't mean in-battle, since I'm using Falcao's ABS (takes place in the overworld) rather than the default battle system. I know it would be with a script in a common event or something, but I don't know how to do it. I don't want the numbers of the timer on screen, either. Help?
I want to make a spell-chaining magic system.
It would look like (for example):
- First turn : Create one Air Orb and keep it. (Like rotating around the character.)
- Second Turn : Create one Fire Orb and keep it. (Same here.)
- Third Turn : Release the two Orbs and deal Air/Fire damages. (And...
bonjour je voudrais savoir si quelqu'un serait assez gentil pour develloper un script pour piocher des sorts
chaque tour vous piocherez un des sorts possédé et le reste du combat se deroule classiquement, les sorts piochés seront dans l'option sorts et l'orsqu'ils sont utilisés ils seronts...
I was a bit disappointed when Counter Attack prevents all physical dmg taken. But that is ok, as I was wanting a completely different effect anyways, so what I'm now looking to do, is have a character who ALWAYS casts a unique offensive spell, after every basic normal attack, or offensive skill...
I'm starting to make a game based off of J.K. Rowling's Harry Potter and the Sorcerer's Stone and I wanted to have a spell unlock system similar to the one in the GBA Port of Prisoner of Azkaban (A.K.A. use a spell a certain number of times to unlock the next spell upgrade).
I wanted to know...
if you were working on a rhythm-based retro fighting game, would you rather have the jumps take up two beats (one for jumping, one for landing) or just one?
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