RMMV Having trouble setting up pseudo-ABS combat with Galv's Map Projectiles

MrPepeLover44

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Hi there! My game is not ABS combat based, but I wanted to include a little dungeon where it turns into a bullet hell just for the fun of it. I was trying to set it up using Yanfly Self Variables and Switches and the Galv Map Projectiles plugins, a bit like this:
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1692796938789.png
1692796969162.png
Phew, sorry for the screenshot dump, but I cannot for the life of me find out what I did wrong, although I am very rusty on my JavaScript.
Any help would be appreciated, thanks in advance :)
 

Latest Profile Posts

I know these are all simple things for experienced users, but working on this Game Jam I have officially learned how to:
  • Use my own title screen image
  • Use scrolling text
  • Fade in a picture
  • Use any image for the Face in a dialog box
Probably silly for many people, but observable progress for me!
So i was looking at Lufia The Legend Returns Mapping Style in GBC. the Players view is a 9x9 square. MV has a more modern pixel art. As long as the environment is comprehensible, this mapping style is still good.
1701251621214.png
Kes
You have no idea how much time I spent last night trying to get a Santa hat to fit on my avatar's head. Failure. Head's too small.
I realized recently since my game is still a turn based game, that something like the card game Yomi is a lot closer to what I should try to aim for combat wise. Should also help for those who don't really play fighting games to make things a bit easier to understand. ugh the struggles of trying to show love for my 2 favorite genres in 1 go lol.
Did a bit of work on the chemistry tiles I want.

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