HM Moves Plugin

dpahoe

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Dpahoe_HiddenMoves
Enables Hidden Moves (HM) usages outside battle. For RPG Maker MV.

[Version 1.3]

Introduction

This is a plugin, which allows you to interact with events via skills. This is helpful in creating HM moves like in Pokemon games, where you can cut a tree or move a boulder in the outer world.

Features
  1. Up to 8 HM skills possible. Make sure the skills are Magic/Special type, or any custom type that can be used outside battle from Menu.
  2. Customizable texts to display, while activating and using the skill
Plugin Commands
  1. HMObject skill_id - Added to the interact-able event, like a tree or boulder.
How to
  • In the Plugin screen, Enter the skill's ID and the texts to be shown while using the HM, in the parameters section.
  • Enter Plugin Command: HMObject skill_id on any event that needs to be affected by that skill. This event's Self Switch C will turn ON when the HM is used on it.
  • You can then do whatever you want with the event when it's Self Switch C ON, like show animation, and making it disappear, or make it movable by player.
Link
Link to plugin

Terms
Free for use in commercial games
 
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ShadowDragon

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in the tutorial, you interact with the object, use skill, than interact again.
also possible, interact -> show choice, use cut? yes, no, and animation directly?
or if the player has skill, it will be used instantly?

otherwise, nice plugin, will test it out.
 

dpahoe

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Hi @ShadowDragon,

You don't have to interact with object first. Just use the skill and then interact.

I like your idea for instant use. Will try it out during next update.
 

41728280

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Eight kinds, haha. It reminds me of the eight interactions of Octagon Traveler.
If you only need to define the skill ID in the plug-in parameters, and then use the notes on the event, there is no need to set up additional public events, and use the button to pop up the command selection, it would be great
 

dpahoe

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in the tutorial, you interact with the object, use skill, than interact again.
also possible, interact -> show choice, use cut? yes, no, and animation directly?
or if the player has skill, it will be used instantly?

otherwise, nice plugin, will test it out.
Eight kinds, haha. It reminds me of the eight interactions of Octagon Traveler.
If you only need to define the skill ID in the plug-in parameters, and then use the notes on the event, there is no need to set up additional public events, and use the button to pop up the command selection, it would be great

Thank you for checking out the plugin.

New version (v1.1) is out now. The link is updated on the main post. I've removed the video as it is now obsolete.


These are the changes:
  • Removed usage of external common events. Therefore HMEvent plugin command not required.
  • Added skill usage directly from interacting the HMObject.
  • Fixed a bug, where you use a skill and open menu again, the skill used state becomes lost.


Thanks for the support! :wub
 

ShadowDragon

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I test it out but something is off though, in your plugin it adds a message but also a
a choice which is never visible:
setup use:
Page 1: (action button)
HMObject 1 (attack, for test purpose)
Sefswitch C = ON (this does not automatically so need to be placed)

Page 2 (autorun)
Animation slash physical
Selfswitch A = ON

Page 3: (empty)
blank page

in the plugin parameters "when used skill" use 1%....... is something I left out for test purpose,
so it goes straight to the animation, but the text is still showing,

I can do conditional branch to see if player has the skill, than use the following:

if: script: actor has skill
HMObject 1
Selfswitch C = ON
else
you dont know the skill
end

but the message stays, even if the 2 text param are blank.
 

41728280

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He does not currently create a branch. I use two skills to test an event at the same time, and only one option will pop up.
I hope there are three functions,
1. The plug-in can set the interactive key to any key. (Will not interfere with normal conversation)
2. Press the interactive button to display the interactive menu (according to the skill ID defined by the plug-in parameters, check whether the team has this skill, and automatically add the corresponding interaction type. Maybe we need to write the branch ourselves. If you use the X skill, execute...)
3. The plug-in can customize the interaction type icon, automatically determine the existing skill ID, and automatically display the corresponding icon when approaching the event
Otherwise, if you just cut trees, you should only need two instructions to check if there is item X, and if so, turn on the switch. . .
Keep going!
 

dpahoe

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I test it out but something is off though, in your plugin it adds a message but also a
a choice which is never visible:
setup use:
Page 1: (action button)
HMObject 1 (attack, for test purpose)
Sefswitch C = ON (this does not automatically so need to be placed)

Page 2 (autorun)
Animation slash physical
Selfswitch A = ON

Page 3: (empty)
blank page

in the plugin parameters "when used skill" use 1%....... is something I left out for test purpose,
so it goes straight to the animation, but the text is still showing,

I can do conditional branch to see if player has the skill, than use the following:

if: script: actor has skill
HMObject 1
Selfswitch C = ON
else
you dont know the skill
end

but the message stays, even if the 2 text param are blank.
I will check what's going on with blank text showing messages. Was busy today, will take a look tomorrow.

Currently it will show like "Use Attack?" when you interact. Is that what you are talking about?

if: script: actor has skill
HMObject 1
Selfswitch C = ON
else
you dont know the skill
end

Regarding the above, it is already done in the plugin. It already checks if player team has the skill, and sets self switch c on. Only the plugin command is required in the event. Did you try the latest version?
 

ShadowDragon

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I did, I use the normal plugin command, but switch C is never done on its own.
neither was teh show choices.

if the plugin skips this whole tiny eventing, than I dont know what went wrong,
cant figure it out eiher as well.
 

dpahoe

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@ShadowDragon Can you make sure if it is not due to another plugin? Can you check with a fresh event? Also if there are there any errors in the console?

It is working for me in my project and new projects.

Regarding plugin parameters blank text still showing issue, it's fixed and will be available in next update.

Thanks :)
 

ShadowDragon

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this is a fresh project, has only a few plugins and is OFF, and turn on for compability
check, else I would report that :)
 

dpahoe

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Hi @ShadowDragon

New version is now available. Blank text params will now work.

I would really love to help. I tried a fresh project and Self switch c is working for me via plugin..

What I think is happening -> I realized that the player's class need to learn "01 Attack" skill first. I had to add that to Hero in the Classes section of database for my new project. Else nothing will happen. Are you sure the player has "01 Attack" learned at Level 1?

If that's not the issue, If you don't mind, can you share screenshot of the plugin settings and the event's pages. It would be really helpful!

Thank you :)
 

ShadowDragon

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it seems to work now, but while he knows attack , and prompt is OFF to select, I cant select it.
while only "magic" is visible, when I do always, than use attack before interacting,
it says, "Attack is not useable", but when interact, it does it job.

when ON, and interact, it works instantly. when you dont have the skill, nothing happen.
when having the skill, it says, "use + skillname" ? yes/no which is corect.

I think it's lacking still somethings, while this make an eventing easier from either common event,
or another plugin to copy it's event, it shorten out common events.

there is potential, but I see what's coming or not, but in my opinion, to make it easier,
when player doesn't have skill (custom text in param) "You do not learned %1 yet".
when they do learn it, it switch to "want to use %1 on this "object"?"

object that can read the note from the object like: <rock>, <bridge>, <waterfall> etc
so it has very similair effect to pokemon skill.

----
In short,
Skill cannot be select when in front of the object (when manual (OFF))when the skill is
physical or special (magic) while only magic skill type can be chosen while in battlefield.

while skills say it'snot useable right now, or can notbe used, instantly is better (ON)

but I see what other says that gives feedback and see what you can do about it.

also I cant figure out the event object text "%1 can be used now".

you can create a tiny demo where all the text say something else, and npc to learn a skill
etc for some possibilities how to use it effectively or how to use it in some ways.

Otherwsie, it's a nice setup to use,and can also improve it's feature better and more smoothly :)
 

dpahoe

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Thanks @ShadowDragon ,

I see the issue. When Prompt is OFF, the skill is not used, if skill cannot be selected from menu. Have fixed this in latest update.

The skills need to be a Magic/Special type. Or any custom type that can be used from the Menu screen. Then only the "%1 can be used now" param has meaning. Although, it will still be used when interacting besides the skill type. This unfortunately will have to stay like that. I will add that info to the Help section.

when player doesn't have skill (custom text in param) "You do not learned %1 yet".
when they do learn it, it switch to "want to use %1 on this "object"?"
This can be achieved with existing params. I have modified the plugin, so that Object text param ("Use %1 on this object") is only shown if party hasn't learned the skill. So you can change the param to be "You do not learned %1 yet" or similar. If the party has learned the skill, it will not show that text now. It will skip to the Skill Prompt. If the prompt is also OFF, it will right away activate the skill on the object.


Thank you :)
 
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