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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!
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?
author=Marrend
What that screencap reads for it's condition is "Turn 1" (ie: triggers on Turn 1), not "Turn 1*X" (ie: triggers on turn 0, and each turn afterwards). Huge difference!
*Edit: It should just be a matter of flipping where the "1" is.
Sorry about that, me just being a goofball and getting it wrong!

So I flipped the numbers, it's set to Turn 0 + 1 * X right now. The state is still not being removed after he's being revived. Everything seems fine though. I don't know what I'm doing wrong now.
Edit: I played around a bit, and also ticked "Turn End" on in the Conditions tab. Now if he gets revived, the state does get removed. Only that it happens, well, at the end of the turn. But I still can't get it to go away, once he's actually revived before the turn ends. That is what I'd like :(
[RMMV] Remove buff after a character is resurrected?
author=meteomage
Marrend's second idea should work, because I know I've done something similar except opposite and with enemies (You kill 1 enemy to remove a state from another).
I tried setting it up, but it didn't work. I must be doing something wrong.
I went to the troops section and made a new event page. Set the condition to turn 1. As for the rest:
CONDITIONAL BRANCH: If [Yamato] is affected by [Death]
ELSE
CHANGE STATE: [Zephyr], -[BUFF STATE]
The span is set to "turn" just like Marrend suggested, but when Yamato is revived, the state is not going away.
Here's a screenshot to show what I have:

[RMMV] Remove buff after a character is resurrected?
author=Marrend
The other idea I had was to use a Common Event that's used in each battle that contains something like...
CONDITIONAL BRANCH: [Yamato] is [Death] Inflicted
ELSE
CHANGE STATE: [Zephyr], -[BUFF STATE]
...this.
Trying to do just that, but I don't think I'm doing it right as it's not working. Though I do get the idea behind it. Let me know what you find.
[RMMV] Remove buff after a character is resurrected?
author=Marrend
I'm certainly no expert on the matter, but, it seems to me that the state that is being applied to Zephyr when he uses the skill in question could have it's own custom requirement. I don't know if custom requirements can be applied to states, but, if they can, it might look like...if($gameActors.actor(1).isStateAffected(1) { value = true; } else { value = false; }
...this?
It's from Yanfly's Skill Core plugin, so I believe this is strictly for skills and not states. The only thing the state is for, is to give all of the buffs.
I'm thinking another Custom Requirement needs to be added to the skills' note, but just to remove the effect IF Yamato is resurrected. I don't know what needs to be written specifically for it to recognize that though.
author=meteomage
have you tried adding something to the damage formula for Zephyr's skill?
e.g. a.removeState(32); <rest of the damage formula>
I have not actually, the skill has nothing in the damage formula. Cause it is a skill that applies to the user. Meaning if I were to add a.removeState(32), it would just remove the state from himself without having used it.
Unless you have another idea to make it work? I'm all ears to solutions really.
[RMMV] Remove buff after a character is resurrected?
The title really doesn't make sense without context, so hear me out. I made a skill which can ONLY be used by one character and can only be USED if another specific character is dead during battle.
One character is called Zephyr, he's the one that uses the skill to get a buff.
The other character is called Yamato, he's the one that needs to be dead for the skill to be usable.
When Yamato faints during battle, Zephyr's skill becomes active and gives him a buff (atk, def etc.).
But what I cannot figure out, is how to make it so the skills' buff goes away, once Yamato is resurrected again during battle. Cause what happens right now is:
Yamato faints -> Zephyr uses skill to get buff -> resurrect Yamato -> Zephyr still has buff
Hope any of you understand what I'm trying to say here. In any case, I have no clue as to how to fix this as someone else helped set this up for me at one point in time. But this was 2 years ago or so.
Here is what is written on the Skills' note:
<Custom Requirement>
if ($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!
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.
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!
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!
Whatchu Workin' On? Tell us!
While working on ideas and writing the story of the third sequel to my games, I am trying to improve from the last game.
I just wonder what others think are the top 5 things that are a MUST have in an RPG game.
Like what are some basic things every game should at least have?
Could be anything!
I just wonder what others think are the top 5 things that are a MUST have in an RPG game.
Like what are some basic things every game should at least have?
Could be anything!














