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An Eldritch Age, a Forum RPG
"Lets hope you can save those bullets for deer or whatever you've been hunting. It's not my first time in Wilder, but where is this concert being held?"
I take my leave of the two men and head off in search of a concert ticket.
I take my leave of the two men and head off in search of a concert ticket.
An Eldritch Age, a Forum RPG
"Her actions say one thing, if all that charity work it anything to go by. Unless she's trying to atone for something, even then perhaps. Still, a feral were is a dangerous thing to have around. In an ideal world, we'd have more of this 'Nicole', and less of the beast."
I gesture in the direction of one of the ancient ruins that pokes out of the forest.
"We don't live in an ideal world, so I'd be inclined to give her the benefit of the doubt, but also to lock the shutters and bar the door come the full moon."
Perhaps self control can be taught.. but a were with the knack would surely conceal their nature.
I gesture in the direction of one of the ancient ruins that pokes out of the forest.
"We don't live in an ideal world, so I'd be inclined to give her the benefit of the doubt, but also to lock the shutters and bar the door come the full moon."
Perhaps self control can be taught.. but a were with the knack would surely conceal their nature.
An Eldritch Age, a Forum RPG
(Recollection of lore: Wisdom: 8+2=10)
Chimera? I think they're a different beast to the were-folk. But this sounds interesting...
I lean more heavily on my stick, drawing the cloak close about me. A small change but I look a little older now. Passing close by the two men, I mutter: "A halfer, here in Wilder?"
(Fishing for information: Wisdom: 7+2=9, a hit with consequences)
The old timer's eyes flicker towards the bulletin board and I catch sight of the youth with the clawed hands. Jim, however gives me a look...
Chimera? I think they're a different beast to the were-folk. But this sounds interesting...
I lean more heavily on my stick, drawing the cloak close about me. A small change but I look a little older now. Passing close by the two men, I mutter: "A halfer, here in Wilder?"
(Fishing for information: Wisdom: 7+2=9, a hit with consequences)
The old timer's eyes flicker towards the bulletin board and I catch sight of the youth with the clawed hands. Jim, however gives me a look...
[Event] RMN Mascot
author=Liberty
May I suggest adding these to the resource section of the site? I'm sure people would love to use them in games~
Done, I put it in the MV section since that's where they'll work "out of the box"
An Eldritch Age, a Forum RPG

The snows are are turning to slush, grey brown dirt reveals the robin's tracks across the drifts. I sniff the air... the musty grain store, wood smoke, less rat than last year - old tom has been earning his keep - and something else. This smell is unfamiliar, maybe important.
The shadow of the radio tower tells the hour well enough. I have a little time yet, and browse the stalls casually.
[Event] RMN Mascot
I made sprites for a few of these.
From left to right, top to bottom:
Aremen (based on a character design by Hunibear)
Gammak (based on a character design by Dudesoft)
Golem (based on a character design by Dwart)
Remina (based on a character design by Testament)
Slime knight (based on a character design by Visitorsfromdreams)
Tskuri (based on a character design by Roden)
Characters are in a 48x72 frame, but mostly fit in 48x64 so you could try scaling 50% for use with the older makers.

From left to right, top to bottom:
Aremen (based on a character design by Hunibear)
Gammak (based on a character design by Dudesoft)
Golem (based on a character design by Dwart)
Remina (based on a character design by Testament)
Slime knight (based on a character design by Visitorsfromdreams)
Tskuri (based on a character design by Roden)
Characters are in a 48x72 frame, but mostly fit in 48x64 so you could try scaling 50% for use with the older makers.
[RMMV] Any "Talk" Command Plugins?
For this, you want some kind of conditional loot plugin.
e.g. http://yanfly.moe/2015/12/19/yep-47-extra-enemy-drops/
(You could use the "change armors" event command, but that would mean writing loads of conditional branches)
Adjusting the EXP reward would be possible with a plugin too.
e.g. http://yanfly.moe/2015/12/19/yep-47-extra-enemy-drops/
(You could use the "change armors" event command, but that would mean writing loads of conditional branches)
Adjusting the EXP reward would be possible with a plugin too.
[RMMV] Any "Talk" Command Plugins?
I've prototyped some of this using Yanfly's "skill core" plugin.
First let's look at our basic social combat skill "Intimidate".
The damage formula is "a.mat * 2 - b.mdf", which is one of the default settings.
The Type is "MP damage", and the element is "Intimidate"
(This way, enemies can be made more or less resistant by setting their element rate, the same as fire resistance in ordinary combat)
In the notes, I have these tags:
What does this do?
The "post-damage eval" gets run after applying damage.
First set variable number 1 to the enemy's percentage of remaining MP. This will be used in the skill's common event to choose a response to show.
Then defeat the enemy by adding their death state if they have no MP remaining.
The common event part:
◆If:#0001 ≥ 80
◆Text:None, Window, Top
: :Keep talking, fool\.\>
◆Exit Event Processing
◆
:End
◆If:#0001 ≥ 50
◆Text:None, Window, Top
: :More than me jobsworth, mate\.\>
◆Exit Event Processing
◆
:End
◆If:#0001 ≥ 25
◆Text:None, Window, Top
: :I see where you're coming from, but\.\>
◆Exit Event Processing
◆
:End
◆If:#0001 ≥ 1
◆Text:None, Window, Top
: :You have a good point\.\>
◆Exit Event Processing
◆
:End
This just shows a message window with a different message depending on the remaining MP (from variable #1)
Next, a skill that uses notetags on the enemy.
This one is called "A favour", and only works on guards. Perhaps it could be a consumable item instead.
The skill note tags are the same as Intimidate.
The damage formula is changes to be this mini script:
If b (the target) is an enemy (in battle everything is either an Actor or an Enemy)
AND b (the target)'s enemy() object in the database has "type" metadata equal to the string "guard"
THEN do 9999 damage
ELSE do 0 damage
In the database, all guards have <type:guard> in their notetag.
First let's look at our basic social combat skill "Intimidate".
The damage formula is "a.mat * 2 - b.mdf", which is one of the default settings.
The Type is "MP damage", and the element is "Intimidate"
(This way, enemies can be made more or less resistant by setting their element rate, the same as fire resistance in ordinary combat)
In the notes, I have these tags:
<Post-Damage Eval>
v[1]=Math.floor(100*b.mp/b.mmp);
if(b.mp <= 0) {
b.addState(b.deathStateId())
}
</After Eval>
What does this do?
The "post-damage eval" gets run after applying damage.
First set variable number 1 to the enemy's percentage of remaining MP. This will be used in the skill's common event to choose a response to show.
Then defeat the enemy by adding their death state if they have no MP remaining.
The common event part:
◆If:#0001 ≥ 80
◆Text:None, Window, Top
: :Keep talking, fool\.\>
◆Exit Event Processing
◆
:End
◆If:#0001 ≥ 50
◆Text:None, Window, Top
: :More than me jobsworth, mate\.\>
◆Exit Event Processing
◆
:End
◆If:#0001 ≥ 25
◆Text:None, Window, Top
: :I see where you're coming from, but\.\>
◆Exit Event Processing
◆
:End
◆If:#0001 ≥ 1
◆Text:None, Window, Top
: :You have a good point\.\>
◆Exit Event Processing
◆
:End
This just shows a message window with a different message depending on the remaining MP (from variable #1)
Next, a skill that uses notetags on the enemy.
This one is called "A favour", and only works on guards. Perhaps it could be a consumable item instead.
The skill note tags are the same as Intimidate.
The damage formula is changes to be this mini script:
b.isEnemy() && b.enemy().meta.type == "guard" ? 9999 : 0
If b (the target) is an enemy (in battle everything is either an Actor or an Enemy)
AND b (the target)'s enemy() object in the database has "type" metadata equal to the string "guard"
THEN do 9999 damage
ELSE do 0 damage
In the database, all guards have <type:guard> in their notetag.
[RMMV] Any "Talk" Command Plugins?
MV does basic notetags for you, if you were to write <type:beast>, then scripts can access that as object.meta.type (press F12 in test play and look around in the javascript console)
You might be designing a "social combat", where you're simply attacking a different type of hit points through talking. You could ~maybe~ use elemental resistances to setup how susceptible each enemy is to different approaches in that case.
Have a look at Yanfly's battle plugins, I know there's a "barrier points" one, and might be there is one for defining your own health bars.
If your game doesn't use MP for enemies, you could just use MP as the hit points to attack with social combat. Change the name to "resolve" or "morale" or something that makes sense for your game.
You would need to check in your skill's common event or a battle event whether to eliminate an enemy by MP exhaustion.
Alternatively if you wanted a dice roll chance of success, common events could do it.
Damage formulas in skills are actually tiny scripts, so you can do funky things there.
a.atk - (b.meta.type=="beast" ? 1 : 4) * b.def
(disclaimer: not tested)
You might be designing a "social combat", where you're simply attacking a different type of hit points through talking. You could ~maybe~ use elemental resistances to setup how susceptible each enemy is to different approaches in that case.
Have a look at Yanfly's battle plugins, I know there's a "barrier points" one, and might be there is one for defining your own health bars.
If your game doesn't use MP for enemies, you could just use MP as the hit points to attack with social combat. Change the name to "resolve" or "morale" or something that makes sense for your game.
You would need to check in your skill's common event or a battle event whether to eliminate an enemy by MP exhaustion.
Alternatively if you wanted a dice roll chance of success, common events could do it.
Damage formulas in skills are actually tiny scripts, so you can do funky things there.
a.atk - (b.meta.type=="beast" ? 1 : 4) * b.def
(disclaimer: not tested)
[RMMV] Any "Talk" Command Plugins?
Have you considered doing this with skills and common events?
You've probably seen the default database has skill types "Special" and "Magic".
You could add "Talk" as another category, and a "skill" for each approach you might take. (For the sake of argument: persuade, intimidate, charm and fast-talk).
Each of those skills can call a common event that displays speech windows or whatever you want. If the approach is successful, use the "end battle" event command to immediately end the fight.
You've probably seen the default database has skill types "Special" and "Magic".
You could add "Talk" as another category, and a "skill" for each approach you might take. (For the sake of argument: persuade, intimidate, charm and fast-talk).
Each of those skills can call a common event that displays speech windows or whatever you want. If the approach is successful, use the "end battle" event command to immediately end the fight.













