![]() Each actor's default class and initial and maximum level can also be changed, as well as initial equipment, and the traits that they have. The sprites that are used by each actor, and the names of them of course, are the most common things to be changed in this way. However, these amounts have an upper limit, which can reach 5000 in RPG Maker 2003, but are lower in other RPG Maker programs, such as 2000 for most types in RPG Maker MV, or 999 in RPG Maker VX Ace.Īctors can be changed in many ways by using the database. This fixed amount can be changed in the database. Most sections are about items which have a fixed amount of kinds of that type of item. The database is separated into many sections, and the selection of sections are different for each release of RPG Maker. Scripts or plugins may also add an interface in the game that can be used to modify features of the plugin or script. ![]() ![]() Features added by scripts and plugins are usually not able to be modified by editing the database, and the scripts may need to be modified or the plugin parameters edited in order to customize features introduced by the plugin or script. Pokémon Essentials does not use the database for battles as it has its own battle system that is drastically different from the basic RPG Maker XP battle system. For example, a game that does not use battle mechanics will likely not have a need for modification of the enemy or troop data found in game. In RPG Maker 95, the database does not exist, and its functions are separated into various tools such as "Character Editor", "Monster Editor", and "Item Editor".ĭatabase elements may become invalid depending on the scripts or plugins used in the game. This allows for easier design for traditional role-playing games. Settings in the database can be changed by the developer of the game. In RPG Maker 2000 and its successors, the database stores information on things like actors, enemies, tilesets, terms used in the game, and more. ![]() This is what currently worked.The Actor tab in the RPG Maker MV database. Do you prefer the plugin use the combined boost from Fire and Earth instead? In that case, the total multiplier will be (200% * (300% * 400%)) = 2400% Rising The total damage will be multiplied by (200% * 400%) = 800% total multiplier. Then my plugin will also do check the actor's element boost traits from Fire and Earth and return the one with the highest number (in this case 400%). Next, the default engine will check the enemy's element rate from Fire and Earth and return the one with the highest number (in this case 200%). Then, actor use "Attack" skill (which has "Normal Attack" element) on enemy.įirst, the default engine will check actor's attack element list (Fire and Earth). Let me try to rephrase it first so both of us are on the same page.įor example, enemy has 200% Fire element rate and 150% Earth element rate.Īctor has Fire and Earth attack element traits.Īctor has 300% Fire Boost, 400% Earth Boost, and 500% Thunder Boost traits (just an example). After that, add this notetag inside the skill's notebox.Īny actor that learns the passive skill will automatically inherit both the traits bonus and parameter changes bonus from that "dummy" Rising First, you need to create a "dummy" weapon with all the traits and parameter bonus that you want to carry over to the passive skill. Can increase actor's main parameters both by percentage or static amount.Įach passive skill is "linked" to a weapon's data in database. Passive skills can be hidden from battle window if you so choose. Create skills that grant the actor unique properties. Passive skill can increase actor's parameters, give status resistance, increase damage output, adding extra skills, etc. Passive skill, unlike offensive skill, is a skill that grants permanent traits bonus to the actor who learn it. This plugin allows actors to learn passive skill.
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