- Joined
- Mar 27, 2020
- Messages
- 1,365
- Reaction score
- 731
- First Language
- German
- Primarily Uses
- RMMV
I made my first fully Selfmade SRPG Plugin,its called "SRPG_BattleUnits".
The basic function is to store Variables and Switches
and to check if a battle Unit has a state and to trigger an Animation on map (which can be looped),if the checked state is affected.
The Variables where the Event Ids for every Map are stored can be used for any script where u need the event ids (for revive skill for example) ,that makes it easier if the Event Ids of your maps are randomly used..
The Variables that store the Animation and CheckState Ids can also be changed by using other Variable Value.
There are switches for every BattleUnit to disable the BattleUnit connection to the Plugin trigger .So its easy to control every single battleunit if needed.
This plugin can be used, to show all states, on all Battle Units on Map for Example.
BattleUnit = Actor or Enemy ;.. by default its not easy to adress the enemy with Event Commands in SRPG ,but this plugin uses the scriptcall=> "$gameSystem.EventToUnit(eventID)[1]"
..which only needs Event Id and adresses 1 Unit out of all BattleUnits.
Note:this script can cause error if the unit is not active on the battlemap
--this plugin is made for50 100BattleUnits but can easy be extended with a bit JS knowledge--
Updated the SRPGDemoVersion2.8 and added the Plugin and a Event setup example(on default map only) to manage switches and variables (and Variable Values that insert Event Ids ,Animation Ids and CheckState Ids)..links to the "UpdatedSRPGdemo" and a link to the "Plugin only" in my Signature Spoiler.
-> and of course its free to use, credits are welcome but not required on SRPG_BattleUnits.js
The basic function is to store Variables and Switches
and to check if a battle Unit has a state and to trigger an Animation on map (which can be looped),if the checked state is affected.
The Variables where the Event Ids for every Map are stored can be used for any script where u need the event ids (for revive skill for example) ,that makes it easier if the Event Ids of your maps are randomly used..
The Variables that store the Animation and CheckState Ids can also be changed by using other Variable Value.
There are switches for every BattleUnit to disable the BattleUnit connection to the Plugin trigger .So its easy to control every single battleunit if needed.
This plugin can be used, to show all states, on all Battle Units on Map for Example.
BattleUnit = Actor or Enemy ;.. by default its not easy to adress the enemy with Event Commands in SRPG ,but this plugin uses the scriptcall=> "$gameSystem.EventToUnit(eventID)[1]"
..which only needs Event Id and adresses 1 Unit out of all BattleUnits.
Note:this script can cause error if the unit is not active on the battlemap
--this plugin is made for
Updated the SRPGDemoVersion2.8 and added the Plugin and a Event setup example(on default map only) to manage switches and variables (and Variable Values that insert Event Ids ,Animation Ids and CheckState Ids)..links to the "UpdatedSRPGdemo" and a link to the "Plugin only" in my Signature Spoiler.
-> and of course its free to use, credits are welcome but not required on SRPG_BattleUnits.js
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