Sorry but... this game is really confusing. After I put the red rose into the painting and got the key I had no idea what to do. And Spiegel Ei translated into german spells "fried egg", I don't know if that's intentional or not, just thought I'd put that out there. I'd like to continue this game but I don't know what to do afterwards.

How to make a Skill that makes you immune to other certain Skills?

I've made something similar to this in a project where a character could be inflicted with vampire status and therefore can't be healed using healing items or magic.

It's done as a status effect, so it can easily be set to wear off in a number of turns. I know it's not absolutely perfect for what you're doing as they can still be targeted, but it will have no effect on the target.

Make the status effect, and then under traits put in

SP-Parameter: Recovery Effect 0%

This way, no healing items or healing magic will have any effect.

Hope this helps.

Thanks for the help, I guess this will do for now.

How to make a Skill that makes you immune to other certain Skills?

This is for RPG Maker MV, forgot the tag.

I want to know how to make a skill that when used, you can't be targeted by a certain skill, specifically a healing skill from the party. Basically you would gain TP at the cost of life, but then won't be able to be healed for a certain amount of turns. Any help will be appreciated.

Whatchu Workin' On? Tell us!

Working on a mostly-event-based TBS. I'm happy with what I got so far. The red haired guy is player controled, and the blue cap guy is AI with working pathfinding. The move range is adjustable. Now I just need to test targeting.

is that a plugin or did you code that yourself?

Please Help with My Story

I think that the story is only as good as the game. It doesn't matter what kind story you tell, it just has to be fun for the player. Sometimes the player doesn't really care about the story so you have to start slow and simple, reward the player meaningfully. The story, how you want it to progress, should actually progress how the player wants to. Doesn't mean you have to make multiple choices or different endings, it means that whatever the player did it was for enjoyment. This requires a lot of playtesting so remember that. A player shouldn't feel like they're being forced to watch an hour long movie they don't want to see. The sooner you get the player to "play" instead of watching cutscenes and reading things they don't understand, the better.

[RMMV] Best way to implement gun mechanics?

I started to make a new game about a week ago and I'm not sure how to go about making gun combat. My game will be like Fallout and Chrono Trigger. Do people find the default RM maker combat but with guns or like top-down kind of combat?

How to check the amount of an item using a script?

Nevermind, I found it. It's

Seeking Feedback

First of all, I thought the entire intro sequence was confusing and too much. If the game started around when you first start playing would be more enjoyable.
Then the HUD looks nice but maybe a little too flashy. It's kind of hard reading the text especially since the window background kind of blends in with it.
I wasn't able to leave the bar because the guy was in the way so that's a huge problem. Also, I was just randomly talking to the old people inside and coincidently found the pistol I needed. This just seems very unobvious and could get other player's stuck.

How to check the amount of an item using a script?

Basically I want a skill to be usable if I have certain amount of an item, like bullets for example. If I don't have enough bullet "items", I can't use the shoot "skill". I really want to know what the specific call is to get an item amount?

What I've tried is (using Yanfly Skillcore):

What this is trying to do is if I don't have enough of the item in my inventory, the skill I want to use (this code is pasted in the skill's notes section which can be called) is hidden and can't be used,
being the itemID number I want to check. This didn't work, of course.

edit: sorry the code i posted didnt show correctly so i just put a screenshot
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