I'm glad everything is in order; this plugin still has room for growth. Whenever I have some free time, I'll put more ideas into practice to make the user experience even better (I dream of combined abilities in the best ChronoTrigger style).
Viewing post in Kadajah's Battle On Map for RPG Maker MZ comments
Hey bro,I found a new bug potentially.So when you win a battle and then go into a menu screen and then close it the enemy event's sprite comes back when it shouldn't and acts like a through ghost until you transfer maps and come back.
Also a nice feature to add someday would be an expanded plugin call that lets you change battle bgm,victory bgm and defeat bgm for certain fights such as bosses
Hey bro, unfortunately you found another bug, sorry about that.
I'll start fixing this problem tomorrow and let you know here as soon as it's resolved. I already have the programming to allow changing the BGM and the battle BGM by tags. I'll expand this to work under the conditions of battle on map, including being able to change the enemy and music during the battle, and also the victory music. I thought your suggestion was very good and I'll implement it.
I apologize for the bug, everything will be resolved in a few days!
Thank you for the report and for all the support!
I Am glad to help,really liking this plugin and am excited for the new fix.
I had another question too,maybe I don't understand the documentation well lol but how do you have each characters attack defaults using your cool animations for each actor?I have a swordsman who needs to do standard animation and a hunter who uses a bow who needs arrow animation but I don't know how to make them use your animation tags outside of skill page usage,can you point me in the right direction? Can I assign your tags to weapons?
Also how do we disable escape?
Thanks for the video, I could clearly see the error you described. I've been working on this plugin for a couple of days to release a full update, and I took the opportunity to release the fix for your error, but it involves a change in the enemy event settings.
In the new version 11, the tag for configuring enemies is in the comments and not in the notetags, and the command to start the battle has the option to control escape and self-switch activation, so when you defeat an enemy it disappears completely. Both the help for the new version and the devlog I just released have details on how the new mechanics work, of course, there are other new features, such as custom sprites for enemy actions and a particle system. I hope you enjoy it!
I released a new update today with some more improvements. I didn't say anything yesterday because it was very late at night and I was already falling asleep, but everything in your game looks amazing, the sprites, the soundtrack, and the sound effects, everything is beautiful. Please keep the community updated on this project.
No worries(I'm slow to reply because my dog gave birth to 7 puppies last week) ,you added a ton of cool features and I think you've been working really fast given how many plugins you look after. The combo attacks are very cool and I love the new audio customization and particle system.Also thanks tons about the demo I have,it's still very early in dev concept so someday hopefully I can launch a public demo after one of my older one(A fishing rpg) is out.
I do have a question about the new self switch activated defeat pages though.How do I turn off the self switches for all of the enemies I defeated when I return to an area so that they can respawn? Like in Guardia Forest when you go through fighting to the castle and then come back through the woods fighting to leave?
Congratulations on your 7 puppies! I hope it's a strong and healthy litter.
This is one of my favorite plugins; whenever I have free time, I program something to add to it. It's quite a bit of work, but it's what I love to do, so everything's fine.
Your question is very relevant; this is a problem, and currently there's no easy way to solve it.
I'm working on a free plugin that will do exactly that. Every time you enter the map, events with the tag <Rswitch> reset all switches, returning to the event's native state. This will be useful for handling parallel events for adjusting light, color, or weather when you enter the map, and they will quickly become self-switching to save processing power. This plugin will reset this event so that it always shows the weather correctly when entering the map.
When the plugin is ready, I'll integrate this functionality into BattleOnMap so that it resets the enemies every time you enter the map, with a global setting in the parameters.
One way to get around this is to schedule a respawn timer.
On the second page of the event, you trigger a wait for the respawn time you want, at the end of that time turn off switch A, returning to the original page. This should revive the monster after x amount of time.
In any case, this should be resolved internally within the plugin in a few days. Thank you for bringing this to my attention.
Thanks so much! They are all very healthy. Your suggestion about putting wait frames on the second page is working for now but since I have them on parallel process I do worry about slowdown later on with multiple events but at the moment its good. I am excited to see that new rswitch plugin when it's ready someday. Thanks for being awesome