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RPG Maker MV: Class Skill Tree
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Global Achievements. Showing 1 - 4 of 4 comments. Sabi View Profile View Posts. I see what you're trying to do and ran into the same problem. Decided to fix it myself. The problem is states can only hold traits and what we want to modify set value is only through params.
I made a small script to do just that. Not really polished but it works. It basically does the same thing except you add armors instead of states. Armors have the added effect of params in addition to traits. This script keeps the passive armors separate from regular armors, so they don't show in equips. They also do not follow the same limitations; it doesn't care if the actor has the skills to equip the armor Since I don't have a site to post it, I'll just paste it here.
Copy it into a. Name doesn't matter but I just called it PassiveArmors. It worked perfectly! No problem. Glad it was helpful. I'll work on cleaning it up so it plays well with others. In particular, allow you to use it's new script commands with Yanfly's lunatic mode commands.
As it is, it should work with other plugins but it can't interact with them. Took a little coding structure inspired from Yanfly's scripts.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page.
Global Achievements. Azrik View Profile View Posts. I get that if I make the regen effect into a state it would be easy to do this, but I'd prefer not to. Last edited by Azrik ; 19 May, pm. Showing 1 - 15 of 17 comments. If the regen is a buff, you can just make a spel with the effect: Effects: Param: Remove Buff. Now this spell should cancel the regen buff.
It's easy enough to remove a state. I was wondering if it were possible to disable a passive trait. Like if the enemy had a regen effect that wasn't based on a state. Caethyril View Profile View Posts. By default there's no way to remove traits from a list, and unfortunately Regen traits combine additively so you can't just multiply by zero to "remove" it, as you've discovered.
You'll need a state representing the regen-suppression effect, which I assume you already have: Extra Parameter Formula [yanfly.
Last edited by Caethyril ; 20 May, am. Okay, a buff is not the same as a state, though. Originally posted by Caethyril :. Last edited by Azrik ; 23 May, am. Didn't work. I'll have to try something else. I tried the second method you sugjested Caethyril, but the conditional script doesn't seem to work.
The state is appling, but it doesn't get removed when I apply the appropriate debuff.This plugin allows game authors to create a tree of skills for each class, with dependencies and requirements that must be unlocked. Skills also now have levels, so instead of having Fire 1, 2, and 3 which are only useful for a small part of the game, you can just use one Fire spell that increases in potency.
The player is allocated skill points as they progress through levels that they can use to buy these skills. The game author can also use the new helper functions to test if the player has a given skill, creating more robust plots and stories. The author can also customize the damage, healing, and cost to use the skill based on the level. One thing I found interesting about games like Planescape and Geneforge is having multiple methods for a player to deal with a particular plot point - say, if you have a skill of a particular level or your intelligence is high enough.
In the demo below, the player starts with plenty of skill points but no skills. The NPC is in need of healing, so the player will have to buy some points in Heal to help them out!Download Now Save to Dropbox. RTP is a short, fast-paced RPG, with a heavy focus on battle encounters that forces players to think about their every move. Recruit two Heroes at the start of the game that will help you beat the big, bad monsters!
With nine different, playable classes, all with their own unique skill sets and specialties, multiple playthroughs are encouraged! Battle against the forces of evil that invaded your hometown!
But don't get over confident, as even the weakest of enemies are able to take big chunks of your life if you aren't careful! Use your skills wisely and manage your resources correctly, and you shall emerge victorious!
RPG Maker MV: Customizable Class Skills Plugin
Random Hero selection and starting location at the beginning of every new game allow you, the player, to create your own story! No pesky dialogue boxes or long, drawn out cutscenes to slow you down!
Defeat the evil monsters, and ultimately, their all-powerful overlord to win the game and rescue the people! However, beating just the big boss is not the final challenge of the game! Can you achieve the fabled 11 star score at the end of the game by completing all the achievements in a single run!? Semi-randomised starting locations and maps.
Fast-paced, challenging turn-based combat. A built-in achievement and scoring system. His playstyle largely revolves around drawing the attention of the enemies and reducing most of the incoming damage. Ranger: The Ranger excels in hindering the enemy from doing large amounts of damage. But if needed, he can dish out large amounts of damage against big groups of enemies.
Mage: The Mage makes for an excellent support fighter, thanks to her ability to grant MP to every Hero in the party. She's also great at dealing damage, whether that be single-targeted or hitting every enemy on the field. Paladin: The Paladin isn't afraid to take damage, instead, it fuels her own skill, allowing her to strike back at all enemies with part of the damage she has taken during a fight. When not taking damage, the Paladin can also shield herself and her allies from getting hurt!
Alchemist: The Alchemist is all about using crazy potions and likes to experiment with all sorts of things. But don't let the random nature of his skills fool you. The Alchemist has plenty of tools at his disposal to make himself a valuable ally at your side! Cleric: The Cleric does what you'd expect her to do.
But on top of healing her allies, she can also prevent her enemies from powering up, making her an outstanding support fighter. Berserker: The Berserker likes to hit things hard, and so that's what he does best.
Simply power him up at the start of a fight, and watch him proceed to slaughter his enemies with ease. Assassin: The Assassin feels most at home in the shadows, where he's less likely to take hits from monsters. He also likes to wait for the best moment to strike, such as when an enemy is already bleeding, or when they lower their guard when charging an attack. Warlock: The Warlock can summon a Minion at his side, giving you a 2 for the price of 1 kind of deal. While the Warlock can steal his enemy's fury to use for himself, his minion can power up itself and either assist in battle or return to dust and restore the Warlock in dire situations.
I've also included a fair number of plugins for better playability and quality-of-life improvements that the vanilla editor couldn't provide. Another aim with this project was to create a game completely devoid of any dialogue, as I wanted the story to tell itself through gameplay and player imagination.
It's just one of those things I've always admired of games that managed to achieve such a thing, and so, I wanted to try my hand at making one such game, myself. Passive skills are skills that cannot be actively used, but they will automatically activate during combat when certain conditions are met such as when a certain skill is used, or once at the end of each turn. Each class has 3 unique passive skills, which help boost their performance in combat, or open up different playstyles.I will try as much as I can to compile their plugins into one post here on my blog.
All of these new traits are very flexible. Most of these new traits are inspired from other games that I played. Customize how much AP gain for each enemy. Adjust different AP requirements for each skill. Restrict ability learning based of actors or classes. Add custom effect whenever AP is gained. Give each actor different AP requirement for the same skill.
Equip skills using custom scene or plugin command. Make each skill has different Equip Cost. Make exception on some skills. Prevent some skills to be equipped when certain skill is already equipped. Learn new skills by increasing friendship level.
Easily change in-game variables using plugin command. Run any common event at specific Friendship Level.
Last edited by a moderator: Nov 22, You just need to learn it. If you use that plugin, you need to equip the passive skill first. MikeMakes I love DeSu! It's one of my favorite game ever. Yes, that's correct. Static increase is the main reason. In Ragnarok Online which also a game that I lovethere are plenty of passive skills that give static increase instead of percentage. Being able to only use percentage increase will be too limiting. MuteDay Mutation Engine. MuteDay Did you mean editing the script?
Feel free to do any edit you want to suit your project. I don't mind. Sol Rising Veteran. Does your element booster stack element bonuses between multiple elements? Sol Rising Hmm Let me try to rephrase it first so both of us are on the same page.
Actor has Fire and Earth attack element traits. Then, actor use "Attack" skill which has "Normal Attack" element on enemy.
First, the default engine will check actor's attack element list Fire and Earth. This is what currently worked. Do you prefer the plugin use the combined boost from Fire and Earth instead?
Suzio Uwabami Veteran.