So in my game there is a boss that has the ability to turn all battler's physical attacks thunder elemental, which he absorbs. This includes skills along with standard attacks. I currently have the skill target everyone and give them a "electrified" state which activates the trait "Attack...
Hello! I'm very new to RMMV, so apologies if there's an obvious solution to my problem, but I've been messing around in the Database and I keep coming close to what I need, but not quite there.
So, I'm using elemental typing heavily in my game. As in all of my party members and every single...
I need help with a player gaining a trait when selecting an option or drinking an potion.
Sort of how the do it in Elona.
Any idea how to set up soemthing like that ?
I want player character to sort of evovle get reawarded with traits.
I'm trying to add an equipment system similar to that of FFTA. Basically you have 5 neutral equipment slots in which you can equip weapons, armor, shields, accessory, etc in any slot you like, but you can't equip more than one weapon or armor at once. I've managed to get the slots, but you can...
While I was working on one of my projects, I got Common-Event (combined with skills) worked properly and was going to put those up-to-ten Common-Event skills in each weapon (think of it as pre-installed materias on FF7 weapons)...... Started to notice that the weapons' trait don't actually have...
Disclaimer: This is my first post so if I've done something wrong or posted in the wrong section, I apologize in advance!
I'm assigning unique skill types to each weapon type in my game (i.e. weapon skills). I'm using Unlock Skill Type in the weapons
traits in order to pull this off. For...
I would like to know what steps you all have taken to balance out the weapons portion of your game. For example, I don't like the idea of having 15 different swords that all get stronger from town to town. I like the idea of having a set amount of weapons, all of them different and useful in...
I gave my class the regen trait, and when i switched to a new class, they still retained regen.
so to combat this, i made them start as a different class, that doesnt have regen.
Once they change to the class with the regen trait, the regen doesnt actually carry over.
Thats when I realized none...
So I had the idea of a staves for my mages where each staff buffed its respective element on the attack side. I see how to buff the actor to be resistant to the specified element, but what I'm looking for is essentially the reverse.
Jeff has the skill "Blizzard" which does 10...
What I'm trying to achieve is a shield that resists attempts at debuffing the user's Def.
If I give the shield 50% DEF Debuff Rate, does that mean the user has a 50% chance to be Def Debuffed, or that def debuff skills the user uses has a 50% chance of working?
ICF-Soft Main Utility - Version 1.03
This is a plugin with a lot of functionality making scripting easier.
There are some recurrent functions inside my plugins so it is made to englobe all I will need.
It's required for the mayority of my plugins.
Note: This is...
I'm relatively new to making RPGs in VXAce and MV (I'm now using MV), and as part of my pre-planning process for a game I'm working on, I wanted to ask a question regarding class skills and traits. Also, I apologise if this has been asked before.
I have a Paladin/Holy Knight class...
This is a new plugin I am developing. It's an usefull sdk with some features that can be used by another plugins.
I made this to englobe some functions and features to avoid repeating throught plugins.
Traits Extension Bundle v1.02
This plugin expands the traits option in your database by adding entirely new kinds of traits that you can use to increase the amount of customization in your project.
All of these new traits are very flexible. They can be...
Whenever I go to Database/Enemies/Traits, the second I try to edit values for any parameter type (pressing backspace or any number key) MV will instantly freeze and require termination. I have tried with both parameters and ex-parameters, different types, doesn't matter if I am just...
I found where it happens for the Battler. But I can't seem to find where this happens for an actor. Say I equip a weapon and it has a trait that increases max_hp by 5%, where is the code located that actually adds this 5%? Same for unequipping.
I ctrl-f-ed through the files but no success :( ...
Element rates determine the multiplier effect on skill or item damage.
For example, if you have 200% element rate towards fire, any fire damage inflicted against you will be 200% effective, or double the damage.
Similarly, if you have 0% element rate towards fire, any fire damage inflifcted to...
Author: Mr. Trivel
What does it do?
It's a perk system. Actors get perk points on specific levels when leveling up or on every level up.
Perk points can be spent in Perks Scene which can be accessed from menu.
Hi! I Realy enjoy falcao's mana stones script (https://falcaorgss.wordpress.com/2012/10/20/falcao-mana-stones-enchantment/) unfortunately it only covers the basic parameters. My game uses the ex parameters in a way the player will see them as normal parameters (with several fully customized...
So I'm experimenting with lots of scripts at the moment to try to get a feel for different ones and different features that work well in my system. In the future I am going to be building the game I'm working on from the ground up with all my own scripts but it's nice to get a feel for how other...
The Dark Toon art style is now available as Steam branches. (Both for the main game and the demo)
There are 2 versions. One only affects combat, cutscene, and portraits. The other one changes more.
So, technically, the game now has 7 versions on steam.