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[RMMV] Change timing of Regen effects?
In Standard Turn Battle, all of the regeneration occur after the last players turn. Is it possible to change this so these effects occur separately for each character, at the beginning (or end) of their turn?
[RMMV] Darkest Dungeon DoT System
How would you go about re-creating the DoT system from Darkest Dungeon? If you are not familiar with the game, DoT damage stacks each time it is applied, but each stack also wears off after 3 turns independently from each other.
There is a great Yanfly tips & tricks page for stacking DoT:
http://www.yanfly.moe/wiki/Damage_Over_Time_Stacking_(MV_Plugin_Tips_%26_Tricks)
But the problem with this script is that if you keep re-applying, the DoT amount continues to stack and never wears off or decreases. I want each stack of DoT to be removed 3 turns after it is applied.
There is a great Yanfly tips & tricks page for stacking DoT:
http://www.yanfly.moe/wiki/Damage_Over_Time_Stacking_(MV_Plugin_Tips_%26_Tricks)
But the problem with this script is that if you keep re-applying, the DoT amount continues to stack and never wears off or decreases. I want each stack of DoT to be removed 3 turns after it is applied.
Add "Attack State" to Skills with Items
I would like to use an item that adds an "Attack State" to certain Skills.
Ex) Using an item to add a "Poisoned Weapons" state that adds a chance to cause a "Poison" effect on an enemy. The "Attack State" modifier only applies to the normal/default attack. I would like this to also apply to skills that deal physical damage, but not spells or buffs.
Any ideas?
Ex) Using an item to add a "Poisoned Weapons" state that adds a chance to cause a "Poison" effect on an enemy. The "Attack State" modifier only applies to the normal/default attack. I would like this to also apply to skills that deal physical damage, but not spells or buffs.
Any ideas?
[RMMV] Display Attack Hit Chance
I am planning on accuracy and dodge being a big part of my game, with some attacks having lower accuracy but better damage, and some enemies having higher dodge chance. I want the player to be able to see the chance to hit, so they can make a decision about which attack to use (I am using yanfly's Hit accuracy plugin so chance to hit = skill accuracy - target dodge).
How would I go about this? Ideally the hit chance would display when an attack is selected and an enemy is hovered over, but I am open to other ways. I would be interested in showing enemy defense, and/or other stats as well but my primary concern is hit chance.
How would I go about this? Ideally the hit chance would display when an attack is selected and an enemy is hovered over, but I am open to other ways. I would be interested in showing enemy defense, and/or other stats as well but my primary concern is hit chance.
Death's Door / Last Stand Mechanic (RMMV)
Trying to use a system where characters at 0 HP can still act normally, but if they are hit again when at 0 HP they die.
I changed state #1 to "last stand" and set restriction to "none". I gave my enemy a skill with a 100% chance to add the "dead" state, and gave my actors a 0% state rate for "dead". The "last stand" state adds a state rate of 100% for "dead". "Last stand" is removed by healing skills.
When I tested this, my characters get the "last stand" state when they reach 0 HP, but their turns are still skipped over and the enemy no longer targets them. Eventually all characters have the "last stand" state and the battle ends saying my party was defeated. How to I make the game understand my characters are not dead at 0HP?
I changed state #1 to "last stand" and set restriction to "none". I gave my enemy a skill with a 100% chance to add the "dead" state, and gave my actors a 0% state rate for "dead". The "last stand" state adds a state rate of 100% for "dead". "Last stand" is removed by healing skills.
When I tested this, my characters get the "last stand" state when they reach 0 HP, but their turns are still skipped over and the enemy no longer targets them. Eventually all characters have the "last stand" state and the battle ends saying my party was defeated. How to I make the game understand my characters are not dead at 0HP?
Change Accuracy of Certain Skills
I am using Yanfly's Hit Accuracy plugin and the formula I would like to use for hit chance is skill accuracy + user accuracy - target evasion. I would like different skills to have different base accuracy, but I cant find a way to modify the accuracy on the skills tab. Is there a plugin or script way to do this?
Ideas for Quirk system (similar to Darkest Dungeon)
I was inspired by the “quirks” system in darkest dungeon and I would like to do something similar. I would like to give permanent passive quirks to my actors that affect their stats and add other interesting factors to combat. I want to be able to view each actor’s unique quirks from the status menu, ideally with description tooltips as well.
So far I have tried doing this using “states” but I’m having trouble because I can’t seem to view them from the menu. Any ideas of another way to do this, or possibly some plugins that would help?
So far I have tried doing this using “states” but I’m having trouble because I can’t seem to view them from the menu. Any ideas of another way to do this, or possibly some plugins that would help?
Script for "get" CharacterImage
Using RPG Maker MV - I'm trying to use animations (shaking head, laughing, etc) for my party members, but my party members are going to be selected from a large pool of actors so I need to be able to do this without referencing specific files for the animations.
Is there a script that could return the filename and index number of a certain actors CharacterImage? Alternatively, is there a way to change the index number of an actors CharacterImage within the same file?
Is there a script that could return the filename and index number of a certain actors CharacterImage? Alternatively, is there a way to change the index number of an actors CharacterImage within the same file?
Making party members speak depending on their "STATE"
Using the conditional branch tool, is there a way to search an entire party for anyone who might have a particular state and make them speak, without repeating the conditional branch for each possible actor in the party?
Example - If ANY actor in current the party has STATE #1, say "Blah".
I do NOT want to do this:
if actor 1 has STATE 1, say "blah"
if actor 2 has STATE 1, say "blah"
if actor 3 has STATE 1, say "blah"
if actor 4 has STATE 1, say "blah"
if actor 5 has STATE 1, say "blah"
etc... I'm trying to avoid repetitive/tedious branching.
Example - If ANY actor in current the party has STATE #1, say "Blah".
I do NOT want to do this:
if actor 1 has STATE 1, say "blah"
if actor 2 has STATE 1, say "blah"
if actor 3 has STATE 1, say "blah"
if actor 4 has STATE 1, say "blah"
if actor 5 has STATE 1, say "blah"
etc... I'm trying to avoid repetitive/tedious branching.
Display photo for random character
I would like to show my characters photo on the side of the text string when they talk. Because I have in-game character selection, the character photo needs to be different depending on which character is being used. Is there a way to choose the photo based on a variable, or by some other way besides manually selecting it?
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