state

  1. wrigty12

    Create a State that causes Frozen/Burn/Paralyze upon Physical Hit

    I am wondering if someone has figured out the proper way to create a state that while active on an enemy does the following: 1) If a character attacks that enemy with a Physical Skill, the character attacking has a state added (I.E. an "on fire" enemy can cause Burn if Physically attacked...
  2. Servidion

    (Yanfly Plugins) Common event on state application?

    Is it possible to have a <custom apply effect> run a common event? I looked through the Buffs and States Core help file, but didn't see anything about common events. I assume it can be done, I just don't know what to write. <Custom Apply Effect> What goes here to run a common event...
  3. gamedragonify

    Enemy state check?

    I'm trying to make a mechanic where a character puts an explosive on an enemy. After it's placed, hitting the enemy with any fire attack makes it explode and deal damage on top of the fire attacks damage. I started by making a skill that inflicted a state, but I have no idea where to go from...
  4. Tr4sh-C4n

    Need help with a state evolving with skills.

    Greetings everyone ! This is my first request, I'm feeling kind of lost  with this forum so thanks alot for the incoming messages ! Since i'm having alot of fun creating skills and formulas, I had the idea to make a mage type of class, a magician that could apply a specefic state ( called...
  5. How can I add state considering target's state rate in Yanfly action sequence?

    In Yanlfy Action Sequence, I set the note like that below. <target action> action list .... and if (target.result().i****() === true) add state 23: target end </target action> In this case, 'add state 23: target' is add state 23  unconditionally. That is, this add...
  6. Is it possible that force action do not ignore player command?

    Hi, and I'm sorry my bad english. For example In battle,   player selects attack command. But because agility of enemy is bigger than actor's, the enemy move first.   And follow enemy's action, force action of actor event is occurred.   the problem is that the turn of actor is...
  7. EliteFerrex

    Passive BATTLE-ONLY States

    Hello, everyone. I had a question regarding making a weapon that has a passive HP degeneration percentage, but only inside of battle. By default, if I give the weapon a passive -3% HP Regeneration, it affects the wielder both in and outside of battle (not what I want). Using the YEP...
  8. miyanke

    Disperse Damage through allies

    Hi people!! I'm here again to see if you can answer me a hard question and find a solution. I'd like to create a state in wich if you are damaged then the damage is spread proportionally through your allies. I thought Yanfly did something similar but I couldn't find it. Thank you in...
  9. Jory4001

    State Not applying Critical on first attack [Solved]

    I have been having problems with a formula. I have reduced it to "a.addState(a); 10" for testing purposes. State(a) increases critical chance by 100% The state gets applied to the actor as it's icon shows up, however the damage dealt does not crit, it stays "10" If I make the skill...
  10. Koi

    Skill dependent on state?

    So I've got an enemy that has an attack that causes paralysis. Is there a way to make it not be able to use that attack again until the player is no longer paralyzed? (I'm sorry if this double posts, my internet keeps messing up and I'm not seeing it in the forums...)
  11. Koi

    Skill dependant on state?

    So I've got a monster who has an attack that causes paralysis. Is there a way that I can make it so that it can't use that attack when the target is already paralyzed? I'm going to assume this is going to need some kind of script or note.
  12. Jory4001

    State Icon displaying Under Battler [SOLVED]

    I am using the newest, unmodified version of Yanfly's Animated Sideview Enemies. When an ability adds a state to an enemy it appear under the enemy graphic. This is a problem with the Anchor. Changing the anchor to put the Icon in a correct position moves the Status Overlay, Shadow...
  13. DoubleX RMMV State Resistance

    Note This plugin's available for commercial use Purpose Lets you set some states to have state removal/turn resistances Games using this plugin None so far Introduction Notetags Plugin Calls Prerequisites 1. Little Javascript coding proficiency to fully...
  14. Rukomura

    Continous Poison state

    I was trying to recreate a particular poison state inspired by Final Fantasy IV DS/The After Years: What it does is to inflict your normal Poison state, but instead of decreasing an actor's HP each turn, it decreases it continously by some digits (in my case, 1 every 10 frames)...
  15. Fridjah

    Hide state popups ON/OFF switch only

    Hello. I currently have a conflict problem with 2 needed scripts. This is the 2 conflicted scripts: http://kakakadafi.blogspot.ch/2014/06/kadafi-command-disabler-version-1.html https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/ What is the problem : The...
  16. Conditional branch enemy state in Falcao Pearl ABS.

    Hi all I'm experiencing an issue when using Falcao Pearl ABS Liquid. I want to make a common event in which there's a conditional branch. Within that branch, if an enemy falls into a particular state, I want something to occur and if it doesn't then it branches, usually a pretty simple task...
  17. ACECORP

    Plugin for auto-save state on exit/crash and auto resume saved state?

    In some commercial games that exist, such as final fantasy, there is an auto-save feature that saves the state of the game on exit or app crash, which allows users to choose to resume state rather than load their last formal save? Is anyone aware of a plugin for rpgmaker mv that facilitates...
  18. Nekoyoubi

    NeMV - On Step Effect

    Plugin: NeMV - On Step Effect Version: 1.0 Author: Nekoyoubi Release: May 2nd 2016 Download: https://raw.githubusercontent.com/nekoyoubi/NeMV/master/NeMV_OnStepEffect.js Requires: n/a Introduction Allows your actors' states to perform JavaScript evaluations as you walk on...
  19. Rinobi

    State Stages (Stacking States Improved)

    State Stages Stacking States Improved This script allows states to be applied in controlled stages or levels. Basically, when a state is applied multiple times to a battler, instead of resetting the state or stacking another on time of it, the state will ‘advance’ to the next predefined state...
  20. Nekoyoubi

    NeMV - State Resources

    Plugin: NeMV - State Resources Version: 1.2 Author: Nekoyoubi Release: April 27th 2016 Download: https://raw.githubusercontent.com/nekoyoubi/NeMV/master/NeMV_StateResources.js Requires: YEP - Buffs & States Core & YEP - Skill Core Introduction This plugin grants the ability...

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