Galv's Map Projectiles

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Started by Galv 197 posts Page 6 of 10 View original ↗
  1. If you want to do a workaround without altering the plugin, you can always make those monsters into two events - one invisible one that does all the monster stuff (and can be hurt), and a visible one that does nothing, but follows the invisible one around on a higher layer.
  2. Frogboy said:
    @Hillarien
    No. You'll have to alter the code of the plugin to do this. I had to do something similar to this in my game Eremiel to get the ghosts to work. They're set to Above so that they can fly through walls and structures so I had to make the hero's blasts be able to hit them. There's a function called something like isSameLevel that checks for this. Add in || level = id of level corresponding to Below. If you need to know exactly where to find it, download the source to my project and run my version of Galvs plugin against an untouched one in a text compare to see where I made the modification and that should show you pretty much what to do.
    Thanks, I will try that!
    @Restart More like it is about single projectle to be able to do different things, so event workaround won't work most likely, from what i was thinking at least.
    Edit: That worked! I see that you made made every projectile to hit every level, i made it so instead it hit every level if Z value is exactly 7 xD
  3. @Hillarien
    Awesome! I must have just said "heck with it" and made it hit every level instead. Glad this worked for you.
  4. Perfect for my zombie survival game where the player has a gun he shoots zombies with
    xD
    thumbs up
  5. Is there a way to make it fire in the mouse direction without having to click the mouse button first?
  6. Galv said:
    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
    Hey Galv, love your Map Projectiles, Really happy with how it's performing! Do you know if it's possible to have projectiles collide with each other and destroy? I want to be able to shoot them as they come at the player. Thanks for all your hard work!
  7. Unfortunately I don't believe I coded collision with other projectiles, sorry.
  8. Galv said:
    Unfortunately I don't believe I coded collision with other projectiles, sorry.
    No worries, if I were more savvy I'd take a stab at figuring it out, but thanks regardless, it's a great plugin!
  9. I use this Script Call:
    Code:
    Galv.PROJ.atTarget(0,11,5,4,'orb',1,'|s(A:on)',[9],[],3,7,60);
    and its not work. What is the problem?
    VPeglGN.jpg
    But its work with premade, not with script call.
  10. Jufry_A said:
    I use this Script Call:
    Code:
    Galv.PROJ.atTarget(0,11,5,4,'orb',1,'|s(A:on)',[9],[],3,7,60);
    and its not work. What is the problem?
    VPeglGN.jpg
    But its work with premade, not with script call.
    Read the plugin notes, you have to have <projEffect> for it to affect your events.
  11. PKirkby said:
    Read the plugin notes, you have to have <projEffect> for it to affect your events.
    its for target events. not for start events.
    The start event does not do anything when I call the script above from the event.
    Code:
    Galv.PROJ.atTarget(0,11,5,4,'orb',1,'|s(A:on)',[9],[],3,7,60);
  12. Jufry_A said:
    its for target events. not for start events.
    The start event does not do anything when I call the script above from the event.
    Code:
    Galv.PROJ.atTarget(0,11,5,4,'orb',1,'|s(A:on)',[9],[],3,7,60);
    I'll check next time I'm on my pc. You have your file name and location correct?
  13. PKirkby said:
    I'll check next time I'm on my PC. You have your file name and location correct?
    FIX, You are right PKirkby.
    just add any event comment code to event page, although a start event.
    I think that comment code is just for target events only.
  14. Jufry_A said:
    FIX, You are right PKirkby.
    just add any event comment code to event page, although a start event.
    I think that comment code is just for target events only.
    Oh good, glad you got it. It's a great plugin, I'm using it for action RPG elements.
  15. I have another question about your plugin. Can I set it so projectiles still hit an event, and keep going through them? So it doesn't destroy the projectile, but continues to affect events? Thanks again
  16. I don't believe I thought of that when coding it, sorry.
    But generally if it doesn't say how to do it in the plugin description then it wasn't coded to do that.
  17. Galv said:
    I don't believe I thought of that when coding it, sorry.
    But generally if it doesn't say how to do it in the plugin description then it wasn't coded to do that.
    Ok, I'll figure something out, thanks!
  18. Galv said:
    I don't believe I thought of that when coding it, sorry.
    But generally if it doesn't say how to do it in the plugin description then it wasn't coded to do that.
    Hey, I hope I'm not annoying you. I have at least one more question, it's about showing an animated picture. When I put 'bullet1(8,5)' for example, it shows an error message. I've checked all spelling for the file, and have use an animation template to make sure my frames and whatnot should be the right size. Any thoughts? I know it's probably been a while since you've written this plugin, but I thought I'd ask. Thanks!
  19. Where did you put 'bullet1(8,5)'?
    Is there an image in your projects /img/pictures/ folder with that same filename?
    What was the error message?
    When did the error message appear?
  20. Galv said:
    Where did you put 'bullet1(8,5)'?
    Is there an image in your projects /img/pictures/ folder with that same filename?
    What was the error message?
    When did the error message appear?
    I'll get you the error, I do have the file in there, and a regular image works, but as soon as I put the frames in there it doesn't work. The error comes up as soon as the projectile is to be fired.

    Edit: That error message says "Failed to load: img/pictures/grenadeAnim(8%2C5).png"
    Looks like it's reading the frames as part of the filename for some reason. And here's my plugin command:

    Galv.PROJ.atTarget(001,-1,5,9,'grenadeAnim(8,5)',183,'c(19)',[],[],3,2);