I honestly do not know if this should be here, please tell me if it is in the wrong place.
That said, I do have a query. I have been looking and I have found some good plugins that will serve my other characters very well (the equip skill system by Moogle_X does what I need for them very...
Name: Conjure Weapons
Author: Mr. Trivel
What does it do?
Allows skills to conjure weapons that last for a few turns or until battle ends.
Nothing to really show here.
How to use?
Find a skill...
Made for a request here.
This script allows equip slots to be add/remove automatically simply by adding/removing armour type in the database editor.
Since it's using armour type instead of equip type for slots, you can add as many slot types as you like to your game simply by creating more...
Updated 12/22/2015 08:09 AM ET. If upgrading from version 1.12 or lower, the notetags have changed!
Implements an equipment socket system similar to the one found in Diablo II. You can create pieces of armor that can be socketed into another item that has sockets. All stat...
~ Mana Shield~
For the latest updates please visit my blog. This is merely an introduction topic.
This Plugin is a mere conversion of its RPG Maker VX Ace counterpart. I have taken some optional notetags out, but they will be added back in in a short time.
Mana Shields are...
I did some looking around but I haven't been able to find a decent weapon sprite for a chakram. Since I'm certainly no artist, would anyone be willing to either point me in the right direction or make a chakram weapon sprite for me? I'd be greatly appreciated.
Thanks for reading.
Version Updated 12/17/2015 02:27 PM ET.
Allows a multitude of bonuses to be given to actors (or taken from them!) upon leveling up based on the following critera:
State applied to Actor
Actor is Class
Weapon/Armor is equipped
You set the level up bonuses on...
when I started setting up a new skill type (shooting) for a new class called sharp shooter, I stumbled up on the problem that, when my char uses this skill (type), it plays the default hit animation without any weapon. I searched the whole database but only thing I could find was...
I have made a script that changes your class when you equip a new weapon.
I would like some feedback and suggestions.
This script does the following:
when you equip a different weapon type then your class changes.
You also lose your exp when you changes classes but it isn't gone, when you...
TDW Extra Weapon Requirements - v 1.01
Intro - Allows your skills to have more than the allowed 2 weapon requirements.
- Have as many Weapon Requirements for a skill as you may want. This allows the skill to be accessed by many different weapons.
How To Use - Simply...
So, I looked into the resource folders and found the weapon sheets for the ones that your characters have in-hand when attacking. What I can't seem to find is an image picker(like with characters, faces, and side battlers) to define what a sword, dagger, or bow is, etc. I've looked in several...
Weapon Sprites Enhanced - v1.14b
Intro - Tired of the limitations MV puts on the images you use? Be tired no more!
Using Yanfly's plugins? Consider this instead.
- Enemies should respect their equipment and no longer only use a...
so i found that every sprite is easily replaceable besides the 2 frame weapon animation that happens when your player is attacking in the new side battle view in Mv. i like to make my own sprites and i won't be able to adjust this without attempting to make a plugin, script editor from Ace was...
So I'm trying to make a "minitank" accessory that when equipped:
1. Automatically unequips all other equipment.
2. Replaces it with a "minitank gun" weapon, "minitank armor" armor, etc.
3. Is automatically unequipped and removed from your inventory (along with the other minitank equipment...
Hey, I'm wondering if anyone is capable of making a very simple HUD for use in my game - I'm looking to display my current equipped weapons icon in the top right corner - with all active state icons shown to the left of it like in the image I've made:
I honestly do not know how much work is...
I'm going to start off with a short description of the game mechanic and why my game is presenting a problem.
First off, I'm making a sequel to a cult rpg game known as twewy or 'the world ends with you'. In twewy you fight using pins as weapons and each pin comes with its own attack...
Hi, for my game I have a side quest where you can go out alone and get a weapon for your follower, the weapon is never added to your inventory though. I want to have it when you turn in the quest the follower's default weapon changes to that one so I can have it if you did that quest every time...
I wonder if it's possible to call the weapon parameter to be displayed in the item description part by text tags?
"A wooden sword. Increase attack by [the text tag for ATK parameter]"
The reason I want something like this is because I am using a weapon upgrade script...
I'm trying to set up a system where, depending on the class currently in use, the player will get bonuses when the uses a weapon type that the class they have is proficient in. In my game, any class can equip any weapon type, but certain classes prefer certain weapons (this is shown to the...
Author: Mr. Trivel
Name: Conditional Drops
What does it do?
Allows enemies drop an extra item if a condition is fulfilled. (killing it with elemental attack, or having some state on death, etc)
Enemies can have multiple conditional drops and different...
My tutorial is live! It covers using Yanfly's weapon unleash to replace the basic attack skill with a more dynamic version depending on which weapon type the actor has equipped. It also includes how to import a custom function used to generate a random number within supplied minimum and maximum values, used in the replaced skills, to give weapons a set damage range.