Thanks for checking this thread!
Like the title says, Is there a way to add conditions to the status effects a character or enemy can acquire?
What I'm trying to make is, for example, you have a skill that applies "Poisoned", but if the target already has the "Poisoned" state it instead applies...
I've successfully set up my game to have a series of passive skills (status effects with no icon) that apply forever using YEP Auto Passive States, and one of those passive abilities is adding a three-turn status effect to one character once battle begins.
If you've player Paper Mario TTYD, it...
Pretty straightforward problem. I would like to remove MAT and MDF from appearing on the menu screen in both the equip and status menu. Is there any way to do this by editing the base script? If so, would someone be kind enough to walk me through it or post a link.
Thank you :)
Witch's House Menu+ ver 1.01 - 2015.01.20
Creator name: lctseng
Introduction
A menu similar to Witch's House with additional features.
Features
- Can display more than one actor (up to 4)
- Under "Draw simple status - modify definition"
You can show the following things on the status...
I am working on a game that will involve a lot of complicated states, on both the enemies and the player. What I would like is some way of informing the player of what these various states do during a battle. For example, imagine a boss applies a state to themselves called "impending doom" that...
Links to plugins:
As the title says, when DreamX's Battle Status Core extension is used in a project also containing YEP's sectioned gauges, the sectioned gauges are not drawn in battle. I assume this is because DreamX's extension didn't take into account that sectioned gauges could also be...
Hi. Since I only have one main character in my game I would like to simply the equipment menu by removing the actor selection page. (This one)
I tried @Sixth's solution to the problem:
class Scene_Menu < Scene_MenuBase
alias skip_act_sel9972 create_command_window
def...
Let me put you in context:
Im using variables specific for each actor like variable 1 = actor 1, variable 2 = actor 2, and so.
Now I want to make an item/skill that modify this variables in depenment of each actor, so for example if actor one use "increase variable potion +5" then the variable...
Is there anyway to make a stone status effect where instead of just not being able to move party members are shattered and removed from battle if they take too much damage?
I'm using Yanfly's Status Menu Core found here
http://yanfly.moe/2015/12/04/yep-37-status-menu-core/
It adds a couple new commands to the status menu such as Attributes.
I think it's great, but when I use the Q and W keys to go through each actor it goes back to the top "General" command for...
Okay, so like all RPGs mine has moves that have a base % chance to inflict a status effect. From what I understand, once you hit the enemy with an attack that has a status effect trait on it, your luck and the enemies luck modify that % slightly (Depending on who's is higher) and then the game...
EnemyDefaultState - 2018/03/27
Creator name: kido0617
Overview
Set default state for enemies
Features
- If you put <defaultState:4> in enemy's Note field, 4th state is given by default.
- For more than one states, <defaultState:4,5> separate state # with a comma.
- Short code
Preview...
ChangeMaxLevel - 2015-11-19
Creator name: Alec
Overview
Allows you to change maximum level.
Features
- Able to change max level with a parameter
- Short code
//=============================================================================
// ChangeMaxLevel.js...
I'm using the "YEP_BattleStatusWindow" and "YEP_X_InBattleStatus" plugins by Yanfly; found here and here respectively.
the plugins require "YEP_CoreEngine" and "YEP_BattleEngineCore" which are found here and here respectively.
I've managed to track down the code that is creating the state...
so I've been searching all morning, like 5 or 6 hours now. and I cant for the life of me find the lines of code I'm searching for. I think I've narrowed it down though.
if anyone could help me find which lines these specific bits of code are on I would greatly appreciate it.
I have Yanfly's...
So, I've decided I don't want to use acronyms for my character's stats; I want to use the full names. But this presents a problem within the Equipment menu. On the right side of the Equipment menu is a window where it shows you how the stats change when equipping and dequipping items. However...
So the forum rules say that no DIRECT links to videos are allowed in status posts.
However, when posting a link to a video from YouTube, it automatically turns into a direct link.
This is a major problem, because a lot of people are getting told off for doing this when they haven't actually...
I have a question. I got a warning point on my account for making too many status updates in one day. So I have some questions. What is a warning point, what does it do, and what does it mean?
YEP Status Menu Core: http://yanfly.moe/2015/12/04/yep-37-status-menu-core/
Hey, I'm using Yanfly's StatusMenuCore right now and wanted to remove the Magic Atk and Magic Def parameters from my game as I'm not using them. They still show up in my status menu and I can't figure out how to use the...
I am making a strategy game based off of the aesthetic of DOOM and I want to keep most of that vibe to my game that I'm making. In DOOM, you are placed in first person with a HUD that displays a face, showing distress when he takes damage or joy when he picks up a new weapon.
I want to do...
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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