How could I replicate Blade Mode from MSG:Rising?
BMM_Archive · July 15, 2026
Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.
Original Source
- Original title: How could I replicate Blade Mode from MSG:Rising?
- Original author: Praygon
- Original date: December 16, 2016
- Source thread: https://forums.rpgmakerweb.com/threads/how-could-i-replicate-blade-mode-from-msg-rising.72354/
- Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker MV Support
Summary
Hello everyone. I'm looking to replicate the blade mode from MSG:rising which if you dont know what that is its a system where the player can aim a sword stroke which will do much more damage if it hits a certain part of an enemies body. Basically its an amiable sword attack. (Ill put a Picture and in the spoiler below as an example) Spoiler
Archived First Post
Hello everyone.
I'm looking to replicate the blade mode from MSG:rising which if you dont know what that is its a system where the player can aim a sword stroke which will do much more damage if it hits a certain part of an enemies body. Basically its an amiable sword attack. (Ill put a Picture and in the spoiler below as an example)
I'm not planing anything as ambitious as in MGSR were body parts can be cut off but I have an idea on how such a system might be executed in a RPG maker battle system in theory. Here's a brief run down of what i'm thinking.
1. The player selects Blade mode as a skill
Protected download
2.After selecting Blade mode the actor steps forward, The aiming line appears (which can be moved with WASD or arrows and rotated with QE or another two buttons) along with a countdown. If the countdown reaches 0 That attack will miss or just do 0 damage.
Protected download
3.During the countdown the player can press the confirm button again to attack, If the center of the aiming line (the black line in the middle) is over a enemies weak spot (Which i imagine you'd define via X,Y coordinates in the enemies notebox) Then you will deal massive damage.
Protected download
4.If the player hits any other area than the weak spot the attack will hit for a low amount of damage. (Maybe a possibility of a counter or way less damage if a strong point area gets hit? but that might be a lil to over ambitious)
Protected download
5.Finally If the player attacks on a spot outside of the selected enemies model or time runs out then the attack will miss.
Protected download
6.Maybe also Have upgraded versions of the skill with a longer timer,The attack animation rotated the same as the aiming line, more than one attack before the mode ends and maybe weak points that move after being hit.These are all optional though id be overjoyed just to have the skill working without any shiny bells and whistles.
Now the tricky part is I have next to no idea how id execute this kind of skill. So i'm reaching out to people much more experienced than I to ask what kind of plugins,code and/or events id have to use to make a system like this work? I'm not asking someone do all the work just point me in the right direction
Thanks for your time.
I'm looking to replicate the blade mode from MSG:rising which if you dont know what that is its a system where the player can aim a sword stroke which will do much more damage if it hits a certain part of an enemies body. Basically its an amiable sword attack. (Ill put a Picture and in the spoiler below as an example)
Protected download
I'm not planing anything as ambitious as in MGSR were body parts can be cut off but I have an idea on how such a system might be executed in a RPG maker battle system in theory. Here's a brief run down of what i'm thinking.
1. The player selects Blade mode as a skill
Protected download
2.After selecting Blade mode the actor steps forward, The aiming line appears (which can be moved with WASD or arrows and rotated with QE or another two buttons) along with a countdown. If the countdown reaches 0 That attack will miss or just do 0 damage.
Protected download
3.During the countdown the player can press the confirm button again to attack, If the center of the aiming line (the black line in the middle) is over a enemies weak spot (Which i imagine you'd define via X,Y coordinates in the enemies notebox) Then you will deal massive damage.
Protected download
4.If the player hits any other area than the weak spot the attack will hit for a low amount of damage. (Maybe a possibility of a counter or way less damage if a strong point area gets hit? but that might be a lil to over ambitious)
Protected download
5.Finally If the player attacks on a spot outside of the selected enemies model or time runs out then the attack will miss.
Protected download
6.Maybe also Have upgraded versions of the skill with a longer timer,The attack animation rotated the same as the aiming line, more than one attack before the mode ends and maybe weak points that move after being hit.These are all optional though id be overjoyed just to have the skill working without any shiny bells and whistles.
Now the tricky part is I have next to no idea how id execute this kind of skill. So i'm reaching out to people much more experienced than I to ask what kind of plugins,code and/or events id have to use to make a system like this work? I'm not asking someone do all the work just point me in the right direction
Thanks for your time.
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