Galv's Map Projectiles

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Started by Galv 197 posts Page 1 of 10 View original ↗

  1. Map Projectiles - Version 1.7
    RPG Maker MV Plugin
    Galv



    Introduction
    Make puzzles, traps or whatever with projectiles.


    Screenshot
    map-projectiles_zpsic81ehjs.jpg


    Features
    Create projectiles that can interact with player and events using script calls.
    These projectiles can be fired from the player or an event and set to shoot in a direction or at a target. Settings can be used to control which projectiles will hit or run an action on other events, which terrain tag or region id tiles block them, different actions they will do when then hit the player or an event and more.


    How to Use
    - Copy the "GALV_MapProjectiles.js" file into your project's /js/plugins/ folder.
    - Activate plugin using the 'Plugin Manager'
    - Read the help file and examine the demo to learn how it works
    - Uses pictures from /img/pictures/ folder


    Plugin
    Get it here


    Credit and Thanks
    - Galv


    Terms
    Free to use in any RPG Maker MV project including commercial. Please credit "Galv". :)


    Updates
    2017-07-18 - Version 1.7 - added size setting to projectiles to mimic larger hitboxes
    2017-04-20 - Version 1.6 - fixed angle of fire when using yoffset and targeting characters
    2017-02-09 - Version 1.5 - fixed a bug stopping effects on the player
    2017-01-25 - Version 1.4 - added ability to specify a list of projectile ids on on an event which will activate the event actions.
    2016-11-09 - Version 1.3 - added animated projectiles, changed hit detection for events to their real x,y instead of their tile x,y, added shooting to mouse location, added fadeout when projectiles reach their max range.
    2016-10-31 - Version 1.2 - fixed a crash if an event has no active event page
    2016-09-25 - Version 1.1 - fixed a bug with the normal Switch changes
    2016-09-14 - Version 1.0 - Release
  2. Nice, can we use animation on projectile.
    Ex: grappin or rotate chinese stars.
  3. Not sure what you mean.


    Rotation is a good idea, though - I will add to my to do list
  4. i think he was taking about using animated projectiles.
  5. This is great! Good work as usual.


    (Yes, animations could be a plus, or some bonuses like leaving a trail behind projectiles)
  6. THIS IS AWESOME.  Even if "animations" in the sense of Battle Animations are complicated, maybe we can use walk sets?


    EDIT: Just wanted to add that my mind just EXPLODED with possibilities over this plugin.  GENIUS WORK, GALV.
  7. I was thinking about a way to enable the possibility to shoot (as the player) when somebody is playing with mouse/touch-screen, and the only idea I had is: quick click/touch to shoot (the sprite would turn in the direction you want to shoot without moving), and a "long" click/touch to move the character.


    This could be "good enough" for people who want to use this function. Not sure how well it would play but I give the "idea" anyway. :)


    EDIT: the death of the "bullets" (when too far away from source) is a simple disappearing, would be better to have a quick fading or some kind of impact (different from when you hit something of course) to be more appealing... I don't know, the 10 last frames could have a size diminution + fading effect (until total transparency) + turning 100% white, and when doing this the bullet would not be able to register any contact (for the last 5 frames at least) just to make sure it's fair for the player, since the bullet was "dying" anyway.
  8. KaYsEr said:
    This is great! Good work as usual.


    (Yes, animations could be a plus, or some bonuses like leaving a trail behind projectiles)

    Trail was awsome idea.
    Maybe need to combine with the pixi-particles from  JavaHut


    I do not study the 2 plugin, but there is definitely something to do in this ways.
  9. Shoot to mouse position from player position can be great
  10. Shooting to the mouse would be cool. Adding that to my to-do list when I can as well.


    Trails/animations also adding to my to do list
  11. Galv said:
    Shooting to the mouse would be cool. Adding that to my to-do list when I can as well.


    Trails/animations also adding to my to do list

    Something like:
     


    Galv.PROJ.atMouse = function() {
    var x = $gameMap.canvasToMapX(TouchInput._x)
    var y = $gameMap.canvasToMapY(TouchInput._y)
    Galv.PROJ.atTarget(-1,{x:x,y:y},8,6,'bullet2',1,'|c(1),e',[1])
    }
    TouchInput._onLeftButtonDown = function(){
    Galv.PROJ.atMouse()
    }


    Can be cool, yeah, thats a lot of frankestein code 
  12. yeah, whit mouse is super fun, ignore the cool particle effects:
  13. Galv, this is genius! I can do so many devious things with this! Beautiful work!
  14. In your demo the switch command dont work. I can not trigger a switch, if player or enemy gets hit...
  15. Thanks for letting me know - just fixed that in version 1.1
  16. Haha just as I am getting progress on my battle system for my project you come out with this ;)


    Tremendous plugin, this would be very good for many games and this might prove very good for driveby/car chase battles :)


    Might I suggest a diagonal option for the player with the use of keys- looking at examples above I can see it can be done with a mouse but I would be interested to see this in a future update.


    Good work :)
  17. The plugin already has diagonal directions :)


    If you are using the 'shoot in direction of character facing' you would need a compatible diagonal movement plugin that make them face those diagonals
  18. just curious, can enemy projectiles do friendly fire or such to other events that might have hp?
  19. Projectiles aren't friendly/enemy based (so it wouldn't technically be 'friendly fire') but they can be set to hit events or player and do different actions for them.


    This isn't an ABS plugin and doesn't include event hp functionality but if you have a system set up for event hp, then yes it can be done.
  20. This plugin is perfect :D


    I just wonder :


    Is it possible to make a projectile go in a certain direction like 80 degres for example (sorry, for my very bad english, I hope you understand what I mean)