I am trying to make a fairly complex spell creation system for my game but can't figure out a way to do it without scripting.
Here's the basic premise: One of the races can make spells by discovering runes. These runes can be added to a parchment in any combination to make a spell. The runes...
I tried searching the forum and couldn't find anything.
I want to create a skill that can be used by both enemy and player characters that will deal more damage based on how many times a specific kind of enemy is killed. I know I can create a variable each time a specific kind of enemy is...
I have a spell, and I want it to make my weapon do elemental damage. I want the normal weapon damage and the ability to add +20% fire damage etc.
Spell Info
Enchant Weapon: Fire
enchants your weapon dealing extra fire damage with each hit. Deals 20% of your base attack as fire.
Apply...
Okay, so I've got kind of a problem here with Mr Bubble's Blood Magic script (which can be found in the spoiler tags/link below).
https://mrbubblewand...s3/blood-magic/
The idea is to make TP skills use HP instead. I got that part down. One of my classes, a Blood Knight, uses HP for their...
Not sure if there's a similar topic or even this exact one somewhere else but if it is I couldn't find it. Anyway I'm trying to add in a system that moves away from standard leveling to gain skills. If anyone has ever played chrono cross I want to do something like that. Where to use a skill it...
Using the spell Blood Bond, you can take half of supposed damage dealt to an ally, unless the split damage would still kill the target. This spell can be used in a way, where, say, a character with higher HP can help their squishy ally survive longer.
Using the spell Blood Pact, you can have an...
This is not a script, because the RPGmaker already has a spell in it's database called Taunt or Provoke I forgot (At work)
I would like to know how it works because all I see it doing is increasing the users HIT rate up to 1000 which is confusing, I want to know how it works because I have two...
I'm using Yanfly's Skill Cost Manager http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-cost-manager/
Although these strings should just use the general logic of RGSS3 and so even if you don't know that script you might know how to help.
I make it so the skill requirement string...
"Daaaaddyyyy! Let me help!" Four year old Karen yelled while tugging at the back of her father's shirt.
Pausing briefly to pat her gently on the head Bran replied; "Sorry honey, but you're just too small and I don't want you to get hurt. Maybe you're mother has something you can do, why don't...
Pulling a nondescript brown leatherbound book from the shelf where my mother kept her grandfather's antique books, I let it fall open to a random page and began reading, "Illumis - A spell for lighting the darkness" was the heading at the top of the page.
A spell huh? Interesting... I wonder...
Hey everybody, I need a little help with my spells in my RPG. I have a lot of spells (or rather, spell ideas) that increase an allies DEF/AGI/LUK/ECT. for a set amount of turns. Whenever I create a spell/ability like that, it gives me the option to set how many turns the buff lasts, but not how...
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
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