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[RMMV] possible to do link skill passive setup?

Hi all, I'll try to explain what I'm trying to figure out. Cause if it is possible to do this, I sure would love to have it in my game.

So it's essentially an entire party getting a buff based on who in the party shares the same "link skill", as I like to call it.

Let's call the first link skill "Warriors".
The current party consists of member A,B,C and D, and they all possess the "Warriors" link skill.
And so if there is a way of having the game check that they're all in the party at the start of battle, they all get a 5% attack buff.

Essentially if you remove one party member and replace it with someone who does not have the link skill, it doesn't get activated.

So then begs the question, is it possible to do something like this? And would it simply require eventing, scripting or a plugin of some kind?
If anyone understands my explanation and knows of a way, please let me know!

[RMMV] Remove buff after a character is resurrected?

The title really doesn't make sense without context, so hear me out. I made a skill which can ONLY be used by one character and can only be USED if another specific character is dead during battle.

One character is called Zephyr, he's the one that uses the skill to get a buff.
The other character is called Yamato, he's the one that needs to be dead for the skill to be usable.

When Yamato faints during battle, Zephyr's skill becomes active and gives him a buff (atk, def etc.).

But what I cannot figure out, is how to make it so the skills' buff goes away, once Yamato is resurrected again during battle. Cause what happens right now is:
Yamato faints -> Zephyr uses skill to get buff -> resurrect Yamato -> Zephyr still has buff

Hope any of you understand what I'm trying to say here. In any case, I have no clue as to how to fix this as someone else helped set this up for me at one point in time. But this was 2 years ago or so.

Here is what is written on the Skills' note:

<Custom Requirement>
if ($gameActors.actor(1).isStateAffected(1) && !user.isStateAffected(32)) {
value = true;
} else {
value = false;
}
</Custom Requirement>


gameActors.actor(1) = Yamato
isStateAffected(1) = Knockout (obviously)
user.isStateAffected(32) = the buffs being given to Zephyr when the skill is used.


Simply put now that you know the story, how can I make it so that Zephyr loses the buff when Yamato is resurrected? Hope any of what I wrote makes sense and that anyone can help me fix this.
Thanks in advance for anyone who can offer me some help!

[RMMV] Passive states based on actors?

Is it possible to give passive stat boosts to actors depending on which actors are in your party?

For example if actor A has actor B and C in the party he gets an atk boost, but if it is actor B and D he gets a def boost.

[RMMV] Need help with moving backgrounds

So I've used this plugin for moving battle backgrounds before, but for some reason I can't get it to run anymore.
This is the plugin

So it is very simple to use.
All you need to do is select whatever background you want, put what speed you want it to scroll at the Troop's name which I've clearly done here :



But it just doesn't seem to work for some reason.
This here is the error I get.


Anyone think they could help me out here or perhaps know any other alternatives?
Thanks in advance!

[RMMV] More of a question regarding opinions & thoughts about this problem

Hi all.

I've been asking myself what the best option would be with this, and I'd like to ask around cause I can't really figure out what the best thing to do is here.
What I need help with is that I'd like you to state your opinion on this issue of mine.
So onto what I'm stuck on.

When you're playing an RPG Maker game, would you prefer to have cutscenes and just regular talks in between characters to have the text boxes state their thoughts & emotions or would you rather not?

Here is a visual example.
When characters are engaging in a conversation.


And then it shows how the character reacts to what he has said as example.


It's a quick example I whipped up, but I'm sure you get what I mean.
I'm just curious as to hear what other people think of this.
It's not some technical issue by any means, but I've given it some thought and while writing the draft for a game I was just wondering if this would be a good route to take.
I am by no means an expert at making cutscenes and what not and I don't think there are any ways of having characters share emotions and such other than by making use of balloons.
However there is only so much balloons can do, while I do plan on making use of them still.

Apologies in advance if I have repeated saying the same thing multiple times, but I did my best to get my point and my problem across here.

What do you guys think?
If you have any suggestions, by all means I'm all ears.

[RMMV] Is it possible to have this type of EXP gain?

So I was thinking if it was possible to have some type of EXP gain where the amount of EXP you gain is actually being counted up and added to what you have.
This is the example
I know this is not in RPG Maker, but I was wondering if this is somehow possible with a scrip of some kind or something?
I'm just trying to widen my knowledge and thought this would be pretty neat if it was possible.

New member incoming!

Greetings everyone, I'm ZerkerXror and I love working with RPG Maker!
I've created and released one game 3 years ago and am working hard on its sequel!
Hoping to share my creativity and lots of laughs with you all!

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