Galv

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Does it lag for you in the demo? It might be a combination of plugins?
 

fizzly

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Hey @Galv,maybe you can create something like "pop out" particles in your plugin? It would be so cool, I mean effect like this in the link below. I know it's a little offtopic, but... You're talented, so I wanted to ask.

 

EndlessGame

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Does it lag for you in the demo? It might be a combination of plugins?
No, the demo doesn't lag. If it's a combination of plugins, is there any way to quickly find the problem? I'm assuming I have to disable each and every one manually and figure it out.
 

classlion1

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258147_600.png

Hi. Bullet its rotate and i dont need that. My sprite is nonstandart. Can you say me, haw i can fix it?
 

KotoYama

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Hi. Bullet its rotate and i dont need that. My sprite is nonstandart. Can you say me, haw i can fix it?
What do you mean rotate? They won't "rotate" unless having a specific animation for it. Could u maybe send us a gif? Or just explain it better
 

classlion1

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What do you mean rotate? They won't "rotate" unless having a specific animation for it. Could u maybe send us a gif? Or just explain it better
when i shoot in left, bullets move from leds, but when i shoot in right - its normal. Its happend just because my bullet has spase in bottom.
 

Bryanh

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For the life of me I can't figure out how to make individual events self switch when a projectile hits when I have <projEffect> the event just disappears

Edit: Nevermind think I worked it out now :)
 
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SpritesOnInstinct

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I have an event running parallel with inside
If : Button [Pageup] is being pressed
Script : Galv.PROJ.quickTar(1);

End

And a projectile doesn't fire when I hit Pageup

Now if instead of the script call I have...

Transfer Player : Caves of the Beast (27,45)

After I run playtest, when pageup is pressed, the main character transfers to the same map at 27,45.

Therefore it's the script call that doesn't work. I assumed that script fires the projectile in the manner of premade projectile 1 (that one can set in the settings).

Could someone please help me figure out how to use this plug in correctly and make my main character launch a projectile.
 

Shaz

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I have merged your thread with the thread for the plugin



Nobody ever said Plugins were Plug'n'Play - in fact we always emphasize that they're NOT. The term Plugin simply refers to the way in which you add them to the game - you do not have to edit any scripts or copy/paste anything to get them in there.

Please show us your parameter settings for Premade 1.
 

EthanFox

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Hey @Galv, question - could I be a pain and trouble you for a very small extension in functionality?

The function you added, Galv.PROJ.ceTargetId() - it's extremely useful, as it allows me to group the effects of projectiles together in one common event.

However, in my game, I have projectiles with different damage values; e.g. a small proj may deal 1 damage while a big proj may deal 10, and at present, I don't have any way of grouping this - I would need to have a different common event for each projectile type.

I could really do with a Galv.PROJ.cePID() , which returns the PID of the projectile that did the damage. Then, I can do IF statements on the TargetID to see what was hit, and within those, IF statements on the PID to see what actually hit them. With that, I can have a master "onProjectileHit" common event that functions kinda like a callback.

I'm sure this is a ~5 line change, but I'm not much of a scripter and I've been trying to add this functionality for several hours this morning with no luck.

EDIT: Also Galv, are you aware of any plugin which would allow enemies to have a larger hitbox size that works with your plugin, that just does that, and doesn't involve an entire movement system?
 
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Bryanh

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Hi is there a plugin command to disable the plugin on certain maps?
 

EthanFox

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Hi is there a plugin command to disable the plugin on certain maps?
Hey, not Galv but I've used this plugin a lot.

I don't think there's a way to disable it. However, you have to actually script players/enemies to fire projectiles, so you could just have a switch to enable/disable that functionality in situations where you don't want it to happen.
 

Skurge

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Just out of curiosity, I may work on a side project using this plugin but is there a way that projectiles themselves can produce a light source in align with lighting plugins such as Terrax's and Khas's ones?

Also a side note, I know most RPG developers tend to use the one tile rule due to the graphics the RTP tends to follow, but are there options for developers using this plugin for games that use taller graphics and tiles?

Me for example, I like to use the whole RPG XP format where terrain and events are two tiles taller than what VX,MV,MZ use, I wonder if the hitbox collisions can differ for walls when it comes to corners and such.

I hope I make sense of this btw.
 

Galv

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Lighting likely won't work on projectiles without major compatibility coding.
The hit collision is based on tile position, not how tall the sprite is. So if you had a really tall sprite, you'd only hit the tile it is standing on.
 

retrofiction

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Hey. A quick question: I was having lots of trouble with the collision as I'm using big characters in my game. However, after doing lots of testing and trial-and-error with the hitbox size, I reached a satisfying solution by raising the tile size in the plugin options from 48 to 150. My game however still runs with 48px sized tiles. Will changing the value to 150 in the plugin cause any issues down the road that I might not foresee .. ?
 

Galv

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Difficult to answer that one, depends on how you build your game. The only thing I can think of is if you ever want a projectile to hit a smaller sized object, you won't be able to.
 

IntoTheDrink

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My projectile is supposed to fire a common event, I have <projEffect> on the event that I'm shooting. Yet it's still not being activated.
Galv.PROJ.dir(-1,0,8,3,'swordproj',1,'c(7)',[],[],4,null,null)
This is my projectile as well.

Edit: Nevermind figured out what the problem was.
 
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How is your script now? Can you show me? I need to see, if you please.
My projectile is supposed to fire a common event, I have <projEffect> on the event that I'm shooting. Yet it's still not being activated.
Galv.PROJ.dir(-1,0,8,3,'swordproj',1,'c(7)',[],[],4,null,null)
This is my projectile as well.

Edit: Nevermind figured out what the problem was.
 

EthanFox

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Hey @Galv, question - could I be a pain and trouble you for a very small extension in functionality?

The function you added, Galv.PROJ.ceTargetId() - it's extremely useful, as it allows me to group the effects of projectiles together in one common event.

However, in my game, I have projectiles with different damage values; e.g. a small proj may deal 1 damage while a big proj may deal 10, and at present, I don't have any way of grouping this - I would need to have a different common event for each projectile type.

I could really do with a Galv.PROJ.cePID() , which returns the PID of the projectile that did the damage. Then, I can do IF statements on the TargetID to see what was hit, and within those, IF statements on the PID to see what actually hit them. With that, I can have a master "onProjectileHit" common event that functions kinda like a callback.

I'm sure this is a ~5 line change, but I'm not much of a scripter and I've been trying to add this functionality for several hours this morning with no luck.

EDIT: Also Galv, are you aware of any plugin which would allow enemies to have a larger hitbox size that works with your plugin, that just does that, and doesn't involve an entire movement system?
Hey @Galv; did you see this a while back? I've come back to this project and would still find this snippet really useful.
 

Galv

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Sorry, I don't have any plans to update this one as of now.
 

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In the end I choose near over shoulder resembles RE4. Tight close window better. The correlation between battleback, monster style and battler should also be observed and merged.
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