Underserial

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No problem, can u give me a example for the


<projY:x> // y offset for where projectiles start from.

No number i put into this seems to work.

Thanks!
 

Galv

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I've just gone in to test this and seems it is currently broken. I've added to my list to fix that bug.
 

Underserial

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ok thanks =)
also the question is when u insert a Offset, its not working for the hit detection.
Now its going through the enemies and didnt recognize the hits.
 

Skwis

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Hi Galv, I'd like to let you know of a possible bug with this plugin.

I added the projectile graphic to the img/pictures folder and it works perfectly in testing.
However when I deploy the game, I select the "Exclude Unused Files" option, the graphic does not deploy with the rest of the game and I have to manually add the graphic into the deployed game's img/pictures folder.

If this is not a bug and instead something I'm doing incorrectly then please let me know what I have to do to.

Hope you can help. Great plugin otherwise.
 

Galv

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ok thanks =)
also the question is when u insert a Offset, its not working for the hit detection.
Now its going through the enemies and didnt recognize the hits.
I have this on my list to check and fix if it is a bug.


Hi Galv, I'd like to let you know of a possible bug with this plugin.

I added the projectile graphic to the img/pictures folder and it works perfectly in testing.
However when I deploy the game, I select the "Exclude Unused Files" option, the graphic does not deploy with the rest of the game and I have to manually add the graphic into the deployed game's img/pictures folder.

If this is not a bug and instead something I'm doing incorrectly then please let me know what I have to do to.

Hope you can help. Great plugin otherwise.
The way I have done the settings for this plugin, I don't believe I can include the image in the check for excluding unused files. You will have to put them in manually if you use that functionality.
 
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cabanas_ds

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is there anyway to set the mouse click "shoot" to a letter on your keyboard? I just want my player to shoot straight probably just using the C key. I can't seem to find this in the help file.

edit: and also a way to shoot diagonal, say with the second preset Galv.PROJ.quickTar(2);
 
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Galv

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I believe you'll need another plugin that allows you to map other keyboard keys.
 

cabanas_ds

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I found the answer to my question Is in the parrallel event that you simply change the button from the mouse input to this:

◆If:Button [Pagedown] is being pressed
◆Script:Galv.PROJ.quickTar(3);
◆Play SE:drop (90, 80, 0)
◆Wait:15 frames
◆Control Variables:#0027 Glock 12 Shot Counter +=

:End

now I would like to know if there is a way to instead of having the projectile Target Id as the numpad direction or mouse position. could you have it set by direction of a right joystick controller?

since I can now shoot using R1 on my game controller, it would be great if I could use the second joystick to shoot the target id position.

Would this ever be possible?
 

FiercestPixel

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Awesome Plugin! Is there any way to trigger a common event upon the launch of a player projectile whether it hits or misses? I'm trying to create an ammo system.
 

Galv

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How do you create the player's projectiles? Can you not use eventing?
 

WesdrasLink

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I am using this plugin with Cyclone Movement from Hudell, i shoot the bullets from player direction and it works well, but when i am moving, the bullets doesn't go straight (sometimes), there is a way that i can fix this? And it seems that i cannot shoot in diagonal unless if i use your Diagonal Script, but unfortunaly, i want a more Pixel free movement in map for player and NPCS working well with the map projectiles.

EDIT:

Oh, i found out that the bullet problem is because i created a button that make the player stay in a fixed direction, so i can shoot in on direction while moving sideways or back and front, but if the main hero strafe when shooting, the bullets moves oddly. I can confirm that the problem doesn't have anything to do with Cyclone Movement. Can you help me?
 
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AeroPergold

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Finally! We can make Touhou games in MZ! Bullet hell, here we come.
 

Mr_Petue

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Hello,
after two nights spending, to find out how to give the enemys an individual HP value and a layer to loot, i found out, sign in here and want to share the solution with you.

In the common event called "Map Proj Enemy Killed" there is a script. Change the text to;

const id = Galv.PROJ.ceTargetId();
$gameMap.event(id).start();

Also delete the variable "Enemys killed +1" on this point.

Every enemy(event) needs one variable and one switch. In my project, i recycle them most of the time anyway.
Now after changing the short script, i want to explain to you what it does.
You have to know that any target with the comment <projEffect>, which receives "a bullet", is linked automatically to the common event "Map Proj Enemy Killed".
The changed script will now bring you directly back to the first page of the enemy event, which asked.
Do not forget that, the first page.
I want to show you two examples of enemys. One with a gun and one, lets say a wolf.
The first enemy has two the other three pages.

The gunner:
Make a variable "Gunner1_HP" and a switch "Gunner1_Is_Hit" ( for understanding).
both pages of the gunner have the switch "Warzone projectiles" activated.

Above the script in the common event which we was talking about:
-switch "Gunner1_Is_Hit" on

first page (on the event):
-comment <projEffect> (you need it only at the first page)
-command: If "Gunner_Is_Hit" is on
>
variable: "Gunner1_HP" +1
> switch: "Gunner Is_Hit" off
-event triggert by action ( i have a german rpg maker, so i would guess)
-the gunner in Galvs demo has a route with a script ( he need it to shoot)

second page:
-variable "Gunner1_HP" >5. There you can select the value.
-this page should not have a route
- another (dead)sprite which is fixed

for loot/recycleing, you can also add other things which ends with:
- ( you found an item)
...

-switch "Gunner_Is_Hit" off
-type a script command on your self:
$gameMap.eraseEvent(this._eventId);
-variable "Gunner1_HP" =0

The wolf is exactly like the gunner except that he wants to hunt and bite you.
He had no route.

first page:
-event goes in your direction, speed normal, frequency high
above the command:
If "Wolf_Is_Hit" is on is another command:
- If "Wolf_Is_Hit" is off
>
variable "Player hit" +1 or if you want change party HP
( the enemy would hit us way to often, for this reason we need another page right behind the first)

> -selfswitch A on

new second page:
-parallel process
-selfswitch A is on
( we need to slow the enemy down)
-event is 4x slower, frequency high
-comment <projEffect>
-wait 20 frames
-selfswitch A off

That was it basically. My enemys are much more complex, with animations, sounds e.t.c. If you are smart, make via If commands in the common event, different guns for the player, with extra damage, a levelup system and much more. But before spamming your game with events, make sure they are really as like you whish them to be.

I am not interesstet in coding scripts, so I know only the essentials.
In Galvs plugin-script from line 365 stands:


default:
// Event
const event = $gameMap.event(id);
return event._erased ? null : event;
break;

When I was changed it to following code, it does not had an effect:

// Event
const event = $gameMap.event(id);
return event._start ? null : event;
break;

Wantet to tell that :smile: it confused me
 
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Shaz

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@Mr_Petue, please edit your post and remove any blue and red text.



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