Galv's Map Projectiles MZ

Galv

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Map Projectiles
RPG Maker MZ Plugin
Galv

Introduction
Shoot stuff on the map.






Features
Create projectiles that can interact with player and events using script calls.
These projectiles can be fired from the player or an event and set to shoot in a direction, at a target or toward the mouse position. Settings can be used to control which projectiles will hit or run an action on other events, which terrain tag or region id tiles block them, different actions they will do when then hit the player or an event and more.


How to Use
- Copy the "GALV_MapProjectilesMZ.js" file into your project's /js/plugins/ folder.
- Create graphics for your projectiles in /img/pictures/ folder
- Activate plugin using the 'Plugin Manager'
- Read the 'HELP' documentation (also found in plugin manager) for more details and try the demo if you don't understand.


Plugin
Get it here


Credit and Thanks
- Galv


Terms
Free to use in any RPG Maker MZ project including commercial. Please credit "Galv".
:)
 

BrentBAM

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Yes! Happy to see this one. So much use in puzzles. Thanks Galv!
 

Galahad

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Thank you Galv! This is exactly what I needed.
 

ImaginaryVillain

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One step closer to my game being able to work in MZ, thanks! :LZSexcite:
 

Heartless_Angel

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@Galv YES! I was waiting for this one! Now all I need is Magic Shards Menu, the orb thingie ^^
And I can finally make some progress in my game again.
Thanks for porting your Plugins to MZ, Galv <3
 

cabanas_ds

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whaat? so i can make my player shoot npcs on screen now?

no waaaaay!!!!!!!!
 

cabanas_ds

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is there any way to take a HP hit when u get hit by the bullet?

i wanna be able to die when uve been hit a few times
 

Galv

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You could do that with common events and variables. The demo has an example of the enemy projectiles calling a common event when the player is hit. That common event raises a variable, which could be used in a conditional branch to check if player has taken x number of hits.
 

Celestrium

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Galv - all I can say is that this is an awesome plug-in and you are very talented.

I was just using another one of your plug-ins, and you had made notes in it as to how negative values would affect the position of the image layer in the plug in command itself, maybe a simple detail but made my life so much easier. You really do explain how to use your stuff very well, and wanted to take the time to thank you for that!
 

cabanas_ds

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You could do that with common events and variables. The demo has an example of the enemy projectiles calling a common event when the player is hit. That common event raises a variable, which could be used in a conditional branch to check if player has taken x number of hits.
yeah that’s the one!! i’ll do that.

so far i have this implimented in a 5 star police chase system with 3 police shooting at me & 2 cars that crash into you and take damage.

this is basically the alpha abs i needed for mz to get my game going.

ur plugins are so dope. i will sign up to ur ******* because i’m using a few of yours now & they work fantastically.

a pathfinding event movement would also be super super dope
 

shaylina

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This is freaking awesome! Thank you so much. Although, I was wondering, is there a demo like the video you showed, we can download to check how it was all setup?
 

Galv

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Yes - download my master demo (linked to from the plugin page under the download link). The video was recorded from the demo.
 

Neo Soul Gamer

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Hey Galv,

I know the goal was just to port the plugin, but I figured I'd mention this anyway.

It'd be nice to have a feature where the Event Comment tags can allow projectiles to pass through, but still register as a hit. Not sure if that would require a major overhaul or not.
 

Galv

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It's a good idea - will add it to my idea bucket for possible future update.
 

Platsch

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I love your plugin.
if I shoot a switch, then I want the switch to change to self switch A.
how do I do that?
 

Galv

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In the projectile's action for events, you need to put:
Code:
s(A:on)
 

Platsch

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Thank you for your prompt reply.
does it also work with 2 effects?
c(93)|s(A:on)
 

Galv

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Hmm, no but that sounds like a good addition
 

Nekohime1989

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is it possible to make a project spawn another (basically make projectile explode into smaller ones?)
 

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