Rpg maker mv custom battle system
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From here on out, you've got a fleshed out, realistic character with a background, and a real sense of history. It should give you a specific area with which to work with. With any hope, your characters background will have pointed towards a particular personality style. These are just a few of the questions you should be asking. What kind of mundanely interesting stories would your character have for the water cooler? Is he/she popular? Does he/she have any special skills? What kind of music does your character like? Can they play an instrument? What kind of education did your character receive? Did they graduate? What social group did your character most identify with in high school? College?ĭoes your character like to keep fit? What does he/she do to keep fit? Does your character play any sports? Can they swim? How was your character raised? In a family envorinoment? An orphanage? With a single mom? Single Dad? Two Dads? There are a number of factors to consider. It will decide how your character thinks and acts. The background is the most important aspect of your character. Usually just a concoction of the author's mind, sometimes with a basis in history. Is the family name paternal or maternal? Does he/she have any nicknames?įantasy names, on the other hand are somewhat easier.
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RPG MAKER MV CUSTOM BATTLE SYSTEM FULL
You can choose to either stick a name to a character and base their personality on your perception of that name, or create the character first, and the name later.įor contemporary names, imagine your character's full name. They can give a subtle hint to the reader (or in this case, the player) on the nature of the character. In order to make your character feel real, you have to put the work into it. The process of developing a character is a lot more complicated than many people realize. This wiki intends to completely replace them as a medium for RPG Maker information and inspiration.Ĭharacters are the sentient beings, human or other wise that the plot in an RPG revolves around. Articles regarding RPG Making have been written since the time of Don Miguel's site. the gauges will hide and show depending on the conditions so it’ll appear as one gauge at all times but really its 3 for each part of the atb system, atbRate, atbChargeRate, and one for when your atbRate is at max to signal the player they can attack, this one (Gauge #2) should be a different color or glowy/shiny whatever you want.The counterpart to tutorials, articles serve to inform and inspire rather than to instruct on methodology. You just need to stack those 3 gauges on top of each other and do a set of those for each actor in your party. This may not be 100% perfect but its really close. Anywho this is what i did.Ĭondition: $gameParty.battleMembers().atbRate() 0 One correction from earlier is would actually be the 2nd member in your party (indexing) is your first actor in your party is 2nd, is 3rd, is 4th.
RPG MAKER MV CUSTOM BATTLE SYSTEM CODE
If this doesn’t work hopefully someone who knows the plugin better than my few minutes of skimming through the code shows up with a correct answer ?Īlright so i had some time and did some testing so this was what i came up with. The answer seems to be somewhere between lines 22 in the plugin file. if you go into a battle and your basic default ATB gauge is 30% full and one of those values shows in console as something like 0.3 you likely found your answer for current value.
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Or maybe use $gameParty.battleMembers().atbChargeRate() as current value i’m really not sure without seeing the values in console during a battle. would be your first actor, your second etc etc. If i had to throw a guess out there it seems like the max rate is 1 and one of those two values may be your current atb rate (a number between 0 and 1).Ĭurrent Value: $gameParty.battleMembers().atbRate() I would try using $gameParty.battleMembers().atbRate() and/or $gameParty.battleMembers().atbChargeRate() I’ve never used this plugin before and don’t really want to set up a test project but i’ve looked at the code and it seems the answer is likely within this function Window_ on line 2259.