RPG MAKER WITH's Skill Database allow users to create or edit Skills. Read on to learn more about creating or changing Skills using the Database.
RPG MAKER WITH's Skill Database allows users to create or edit Skills. Read on to learn more about creating or changing Skills using the Database.
List of Contents
Though you can use the pre-existing Skills from the RPG MAKER WITH's Skill Database, there is also an option to create new ones. This is helpful when you want to create Skills with different effects, damage calculation, and animation.
You might also create a new one to fit with your RPG. For instance, the Skills in your game might not need a TP. You can create new Skills or edit existing ones to remove their TP Gain. Let's learn how to create Skills in this guide.
1 | To create or edit Skills, press the ZL Button and select "Go to Database." |
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2 | From the Database screen, select "Skills" and choose an empty slot. For this example, we chose "0004." |
3 | Starting with the "Basic Settings," you can edit the "Name," "Icon," "Description," "Type," "MP cost," "TP cost," "Range," and "Occassion." For this example, we made a basic healing spell with a 5 MP cost, which only targets allies. |
Correct Speed | The Correct Speed or casting time is set to 0, which means there is no added multiplier to a character's agility when determining the turn order. |
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Success Rate | The Success Rate or hit rate is 100%, since this is only a basic spell. A more powerful Skill might have a lower hit rate to balance its power. |
Repeats | This indicates the number of times a Skill will activate. In this case, Healing Pulse will activate once. |
TP Gain | Some actions gain TP. Healing Pulse's TP Gain is set to 0, which means there is no TP gained after using this Skill. |
Hit Type | This determines the probability a character can hit an enemy. Healing Pulse is set to "Certain Hit," which means this spell will always hit. |
Animations | This determines the animation of a Skill during a battle. Healing Pulse's animation is set to "0045 Cure One 1." You can choose various animations depending on the spells or Skills you design. |
You can also set a message when a character uses a Skill. The three boxes below allow you to automatically create a message. For instance, %1 casts %2!. In battle, %1 will be replaced by the character using the Skill and %2 will be replaced by the Skill name.
For example, we manually set the message "Honey uses Healing Pulse!"
You can set one or two weapon types to use a Skill. For example, Healing Pulse can only be used when a character equipped a Staff.
Types | This indicates the Skill's type of damage. You can set it to "None," "HP Damage," "MP Damage," "HP Recover," "MP Recover," "HP Drain," or "MP Drain." Since the example is a healing spell, its damage type is none. |
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Element | This sets the elemental type of a Skill. You can choose between fire, ice, thunder, water, earth, wind, light, and dark. You can create your own element in the Database by selecting "Types" and adding it under the "Element" section. |
Formula | This sets the formula for damage calculation |
Variance | This sets the value of the final damage according to percent. For example, setting it to 20% will cause a Skill to deal between 80% and 120% of damage. |
Critical Hits | Enables a Skill to critically hit a target. If you enable it, critical hits will happen based on the attacker's critical hit rate and the target's critical evasion rate. |
Recovery | Sets the type of recovery and the amount a character can recover. For example, Healing Pulse will heal 20% of the target's max HP + 10 HP. |
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States | Sets the Skill to add or remove a status effect i.e. burn, paralyze, or blind. |
Parameter | Sets the Skill to add or remove a buff or a debuff. |
Other | Sets a Skill to activate a "Special Effect," "Grow," "Obtain Skill," and "Common Events." |
Preparing your Skill list in advance can save time during Skill creation. You can get easily bogged down by the numerous ways of editing and creating Skills. For example, you might spend some time on the name or elemental attribute of a single Skill while editing in the Database. You can write down your list of Skills and then put them in the Database to save time and effort.
Creating a simple Skill first will help you understand how to create and edit Skills. This prepares you for making more complicated Skills in the future. For example, you can initially use an "Attack Enemy" formula for your sword attack to understand damage calculation, then create your own formula once you get the gist of it. This helps you familiarize yourself with creating and editing Skills.
All Intermediate Guide Articles
Core Guides | |
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Intermediate Guide Part 1 |
Intermediate Guide Part 2 |
Tips and Tricks | |
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How to Make a Switch | How to Use Map Foregrounds and Backgrounds |
How to Change Event Text Color |
Core Guides | |
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Beginner's Guide Part 1 | Beginner's Guide Part 2 |
Tips and Tricks | |
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Map, Event, and Switch Naming Tips | How to Use the Flood Fill Tool |
Core Guides | |
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Advanced Guide Part 1 | Advanced Guide Part 2 |
Skill Creation Basics
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