On-Map Bullet System - (Commercial Use)

ZeroRyoko999

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Just to let anyone know about this, you WILL be credited.


Also, a lot of people probably requested this and there may be some that are completed even to the point of using events instead of scripts. If there are any, please link me to it.

What I'm looking for is a bullet system that is integrated with Yanfly's Button Common Event System and uses MP.
Gameplay example: Something of the likes of Silent Hill.



Example: If I press the 'Z' key, it will shoot a projectile. It damages the enemy when the projectile makes contact. And it uses MP every time you shoot and you can't shoot when MP is at Zero. I guess, for a better demonstration, it's like Falcao Pearl ABS Liquid for RMVXA. Except I want the capability of shooting only the projectile. http://www.rpgmakervxace.net/topic/8809-falcao-pearl-abs-liquid-v3-update/


SCREENSHOTS:







That is pretty much it. A projectile system that I can use with Yanfly's Button Common Event System while using MP.
You will be credited to whoever makes it.


Thank You.
 
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ZeroRyoko999

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THIS awesome plugin by Quasi may help!
Tested this from its demo. It looks more confusing and a bit messy, but that's just my opinion, however this is still in Beta.

UPDATE:
Added Screenshots for better reference.
 
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Vandeliar

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Have you tried to Event this what you want ?


Because, all i can say..it looks easy what you want o.o


Just with some Conditional Branches if the Player has MP or not.


Sorry for being Rude, but i think you can event this Thing without ah Plugin.


My Next Question is, do you have already a AKS System ?
 
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ZeroRyoko999

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My Next Question is, do you have already a AKS System ?
I did find this for the ABS system: [RMMV Plugin] On-Map Bullets


However, there really isn't much of a demo to show us how it works. I'm trying to get into contact with the creator of that script to give me some advice.
 

gilgamar

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Turns out you just need a single static image of a projectile, set event to highest priority so it smoothly animates, direction fix, set speed as you like for projectile speed. Then you can use a projectile event as a projectile.


Now when you use the Yanfly Button Common Event you can have it activate the bullet event and teleport it in front of the player.


Inside the bullet event you will have it autonomously move forward and run a script at the end of each movement to check if enemy is in the way such as in the following example:

var eventId = $gameMap.eventIdXy(this.x, this.y)
if (eventId !== 0){ // if event exists on our position
var eventName = $dataMap.events[eventId].name // lookup event name in database
if (eventName === name){ // Check if event is called something, i.e. 'Enemy'
// Code what happens if enemy is hit here, use $gameTemp.reserveCommonEvent(id) to call a common event
}
}



This is probably the easiest way to do this and will probably also look terrible and unnatural.
 
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ZeroRyoko999

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I tried the Quasi ABS system and it won't let me use certain plugins and just those unless I use another plugin within the same system.

Update:


Described the gameplay example a bit better: More like Silent Hill, and if I have to, More like Amnesia. 
 

gilgamar

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I managed to get some type of projectile system working, though I'd hardly call it a system.


Demo Video


https://drive.google.com/open?id=0B8xGgxim_gkbWGZaRGpwVEdLREk


The system is clunky and error prone. I run into issues with timing if I speed up the projectile too much. It's also not very scalable in its current implementation. But it sure is fun lawn bowling with orcs.


Update:


After further testing it seems tile based collision detection is fairly error prone. If the enemy is mid-step forward at the same time as the projectile is mid-step forward passing over the enemy, it will not detect a collision.


I can see now why Quasi is creating a pixel based ABS system. It seems like I'll have to try to find a way to do pixel based collision detection to avoid the mid-step bug.


Right now I've added 2 more projectiles for a total of 3 projectiles at a time. If the projectile hits an event or cannot move forward it will disappear and the player can then reuse that projectile. Only 3 projectiles can be in transit at a time. The current iteration is very space invader-y. Not sure if this is the type of script you need but I'm having fun working on it anyways.
 
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