Okay, i got next problem:
1)I have Yanfly's Buffs & States Core and Battle Core;
2)I have States 14 and 15.
How to make a skill that checks if there is a state 14 on the target? And if the target has this state, add state 15?
Hey, RPGMV community,
I'm currently trying to make an enemy that 'learns' from the player's used moves, and slowly builds up resistance to any enemies that it is attacked with up to certain point before it gets reset, e.g If a Fire-based skill is used against it, it increases its Fire Element...
Hello guys! First post here,
Anyways I was trying to make a fire shield state that has a chance to add burn to attackers.
In these forums I've found this code I'll include below that allows me to add burn to attackers, however I don't want it to happen every time.
<Custom React Effect>
//...
Hello all! After a bunch of messing around with Yanfly's action sequences in my project(and starting a new project), I noticed that when an actor has a state that gives them the "Cannot Move" restriction, as long as they are affected by that state, they no longer responded to movement commands...
KReaper XP
v1.2.1
by Kyonides Arkanthes
Introduction
This scriptlet of mine should let you do a few things you might already do via common events, switches and variables, namely killing your heroes or foes with a hidden timer! :o
Yes, you can use skills! I would suggest the following names...
Hello(again)!
I ask help, like last time, with the BuffStatesCore Plugin by Yanfly.
This time, i wanted to make so a State's Turn Duration was determined by one of the user's Parameters(in this case i'm using Agility).
So, i used the plugin's tag "Custom State X Turn", that does the exact thing...
Hey everyone! I want to create a Regen/Poison status effect like the one in Slay The Spire. The way it works in that game is that when you say inflict Poison on an enemy, the poison does damage depending on the number inflicted. So say you play a card that inflicts 5 Poison to an enemy. On their...
Hey, I know the plugin made by tsukihime, it's not commercial unless I contact the author etc.
I could do that but I'm more interested in making by myself with events if can.
here's an example of my work, it works perfectly outside of battle but for some reason does not work when in-battle...
Hello everyone, I'm currently facing an issue with MOG's Battle Hud not displaying state / buffs / debuffs turns for the player.
More precisely, I'm using MOG's - Honey Bee - Battle HUD, and I'm also using Yanfly's Buffs and States Core if this is any help.
I just need the turn timer to be...
Hey everyone !
The actual displaying system for enemies states is kind of counterproductive for my game.
The battle gameplay is based a lot on buffs/debuffs and the fact that on enemies it is displaying only one icon that update itself to change and show every states one by one isn't ideal...
I am trying to create a skill resembling the pokemon Bide skill, in which the user takes damage for 3 turns before doing the damage they took times three to their target.
The skill applies a special state to the user in which they cannot move/attack/do anything. After three turns they´re...
Suppose I have two states applied to an actor and both states were applied on the same turn, but one was applied before the other. The first state lowers the actor's magic parameter by 10% (Makes it 90%) and the second state lowers the actor's magic parameter by 40% (Makes it 60%). The actor's...
Hi guys
So I was wondering if there is any way to create abilities that affect everyone on the battlefield in the same way some pokemon abilities work.
If you are not familiar to them, there are some abilities that create an effect on the battlefield that affects all active battlers (even if...
Hi, so I'm using Yanfly's Lunatic States for VX Ace, found here.
https://yanflychannel.wordpress.com/rmvxa/battle-scripts/lunatic-states/
My goal is to create the state Flames, such that when the main character attacks an enemy who has Flames the main character is inflicted with a seperate...
Hi there,
I've been dabbling with RM for a long time, but never really sat down with it until just recently when I decided to begin designing a project that took place in a universe I've been building for a time through several mediums (board games, stories, art, etc.).
While designing some of...
Beginner question friends.
I've started work on a battle system, and I'm quite confused about params, especially in the context of states.
When you set a param to a state, does that state affect the actor/enemy that uses the skill containing the state, or the one they use it against? For...
In my game I sometimes update states through common events and variables using some plugins.
Is it possible to update the state display in the main menu without having to exit and reopen it? Say from the equip menu to main.
I'm using Galv's Magic Shards and Victor Sant's Passive States, along...
There was a thread on here by someone who created a ton of different states and I can't seem to find it, does anyone know the name of the thread or who created it? Or something similar thats just dedicated to states.
Thanks!
Is there a plugin that has a characters state alter specific skills applied to them?
I know Yanfly's auto passive state plugin with lunatic scripting can help me change some skill effects in general terms (healing items do damage, any offensive attack makes target gain health, ect.), but as far...
Okay, so, working with the Yanfly suite of plugins, and taking some cues from their tutorial on doing the FF Dragoon-style Jump attack (or, Pokemon-style Fly attack), I managed to work out how to create a Blur/Hide/Stealth skill/state which actually changes the sprite's opacity.
This is what I...
so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most.
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
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