Hi, I'm using RPG Maker MZ and VisuStella's basic plugin pack. I made a code so, when the character uses the Skill "Transform in Phoenix", his menu photo (and battle), turns into a Phoenix. Afterwards, I created a skill that appears on him in that form, thus making him change to human form...
Hello!
As the title says, I'm wondering if it's possible with VisuStella plugins to make an ally completely untargetable. I put "with a state" in the title as I assume there'd be a way to do it with JS notetags, but I'm not sure.
If anyone's wondering what I need it for:
I have a fun boss...
Using standard yanfly plugins and yanfly ATB
I have an actor use a skill, then a forced skill common event is run a few times.
The issue is that the states on the actor go down in correlation to the number of actions taken when I only would want them to go down by one turn count.
I looked into...
like how the title stated, I am wondering if its possible to create a state like how pokemon has, where when its afflicted the user has a small chance of attacking themselves.
I do not mind if the method requires a certain plugin or can be done in vanilla, I am simple wondering if its possible...
Been exploring plugins and the script call master list, and I can't find any way to implement this.
I essentially want to hijack Yanfly's Absorption Barrier plugin to cause it to force all damage an actor takes to always be 1 while the barrier is active to turn it into something of an...
Hi :)
I followed the tutorial http://www.yanfly.moe/wiki/Single_Target_Provoke_(MV_Plugin_Tips_&_Tricks) , for create a Provok skill :
1) Create a Provoked State 5Turns , with (in the Notes):
<Ignore Physical Taunt>
<Ignore Magical Taunt>
<Ignore Certain Taunt>
<Custom Action Start Effect>
//...
I need help for something
I used http://www.yanfly.moe/wiki/Combo_Attack_(MV_Plugin_Tips_%26_Tricks) to create a Combo State.
But the goal is not to use a skill who give the state
My goal is to give to my character this Combo stat each turn and the combo state must reset to 0 each end turn...
Question, I'd like help with a state I'm working on. When the state is applied, there's a chance it'll automatically repeat the last skill that was performed by them, except it bypasses any requirements that was originally used for it. Ex. If a character has the state and uses skill that...
I'm looking to create a Disease state like in FFXII where your MaxHP reduces to match your current HP. Is there anyway to achieve this, either by script code or plugin? And before anyone suggests it, I already have a Curse state that reduces the Recovery Rate to 0%, preventing healing, along...
Hi everyone,
I want to have a state that makes every Skill cost 15% of Max HP. What would be the easiest way to achieve this? I know that YEP Skillcore can make skills cost HP by default, but I only want this to happen when the user has a state, not by default.
Thanks for your input!
a pretty simple idea, making for scenarios where you are not allowed to hit an enemy or they had been put behind someone as protection. The problem for me is that I cannot find any plugins that fulfill this need, so I thought I might ask around if anyone has such a plugin or could maybe make...
So is there a call to check how many enemies alive are affected by a particular state ?
So let's say there's 3 enemies, 2 enemies are affected by "Poison".
So, basically I have this character with a skill that activates the substitute state, allowing him to protect allies with low hp. But some times, at random, he just won't protect them. Sometimes an ally has very low hp and dies because the said character with substitute state is not protecting...
Hi all.
In my game I'm trying to implement a Berserk/Rage mechanic and want to make an [SV] Motion for it, like the ones you get for sleep and status effects (see below). However, I can't seem to find a way to add another animation type. There's no option to do so in the 'Types' menu either...
I have a state where I want the person inflicted to have a 25~33% chance not for them to not be able to act on their turn, is there anyway that this can be done?
Hello!
Would someone be able to help me with creating a custom MP system, using a combination of Yanfly's Skill Core, and Yanfly's Buffs and States Core?
What I'm trying to do is create a system where a party member can spend their turn calling upon an elemental spirit (one per turn, up to 3...
Helluuuu~
I'm very dumb-dumb and I can't figure out how the "strings" works for most yanfly's plugins and couldn't find a tutorial either. I suppose in those string I could use any script call, I'm right?
What I'm trying to do right now, is to use an state that when I receive damage, the state...
So I'm at an impasse with my project where I do not know if I want to go with the default param-based buffs/debuffs (i.e. skill effects > param > add buff), or if I want to go with state-based buffs/debuffs. I initially went with state-based de/buffs, because I've seen a lot of people advise for...
In my game, I have a character who has a skill that adds a state which increases stats and also changes her sprite. I do not have a problem with changing the sprite to the empowered state is added. My issue is more that I don't know how to revert the sprite back to normal after the state is...
I'm trying to make a Disarm state in my game, but can't figure out how.
I want the state to disable Attack, while allowing the use of Magic, but haven't found anything to enable me to do so.
Any help regarding my issue is greatly appreciated!
I just finally fixed a huge problem that wouldn’t let my game load and would crash it.. I thought that I was gonna have to trash the project and start over lol
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