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eharper256

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A member registered 72 days ago

Recent community posts

That would be nice as a custom remove effect or something, yes, just as a safeguard. It's possible its one of the other things that's slightly altering sprite_battler having a fight with your effects.

(2 edits)

Standard Front-View DBS, with Yanfly plugins

Regular state (12) with a custom apply effect which is added by a Passive state  (state 11 and 13 work in conjuction to apply it). 

State 13 is the passive control state, and 11 is the counting up state (neither 11 or 13 have the glow; the player doesn't see 13, and 11 acts as a warning with a minor bonus). I tried to post a screenie but itch has a hissy fit at it, so here's the comment boxes instead I guess.
-----

13 adds 12 when it's counted up enough stacks of 11. Monsters get 11 before they take an action each turn. Here's 13's effect :

<Custom Initiate Effect>
if (!user.isStateAffected(11)) { user.addState(11);}
user._tactical = user._tactical || 0;
user._tactical += 1;
user._tactical = Math.min(user._tactical, 3);
user.setStateCounter(11, user._tactical);
if (user._tactical >= 3) { user.addState(12);}
</Custom Initiate Effect> 

----
12 just makes sure 11 is gone (and has the glow of course):

<Custom Apply Effect>
user._tactical = 0;
user.setStateCounter(11, user._tactical);
user.removeState(11);
</Custom Apply Effect>
<State Filter: glow, 200, 0, 0, true>
----
And 11 just adds turn counter to actually tell the player how many stacks it has, and removes its own stacks if player interrupts it. Should overall be a flawless loop and it does work correctly, just the glow remains if the player is late addressing the issue.

<Custom Apply Effect>
target.addStateTurns(11, 1);
</Custom Apply Effect>

<Custom Remove Effect>
user._tactical = 0;
user.setStateCounter(11, user._tactical);
</Custom Remove Effect>

Sorry it's me again (bet you're sick of me lol). 

One thing I've just noticed: I have a glow effect set to a state that is 100% removed on damage (showing a monster charging up, player wants to interrupt it or be shot with a powerful AoE attack).

Unfortunately, when that state is blown off by damage (no other states left) the glow effect remains glowing and seems stuck.

I actually re-tried this with the pre-fix version I still had and it was the same, so yeah I guess that one's out. Sadly, pixi 5 is kind of needed for the performance boost since I'm making a 3d DRPG in MV3D; without it I chug on 20-30 FPS in my 3D dungeon spaces. 

But no worries, the other stuff is still worth the price, especially the glowing auras for my enemies in specific states, so thanks for your support and plugin. 

Thanks for the prompt response, the new one does indeed work fine. However, it now seems like Godrays is broke.

Whilst it does additively blend into the sprite, the background seems to be stuck on normal blend: Leading to the black box on my test dummy. The other effects all seem to work perfectly though.

(2 edits)

I just bought this in the end. However,  I got "_0x32be66 is not a function" as an error when a battle starts, no matter my load order, throwing an error on my RPG_Core and referencing basically every other sprite changing plugin in the process (Yanfly, Mog etc.).

By investigating where this is and commenting out the section from: Imported[_0x4d4a63(0x346)]&&(Sprite_Battler
down to 
['y']=_0x2344cb+_0x3060e6;}});;

I am able to get into battle and see the Outline Glow I set as a test fine (though oddly, it does make state icons on the enemy glow as well) and all seems to work, so can you let me know what I'm losing out on here? updateFloat appears to be the function that explodes?

This may be because my game is updated to pixi 5.3 (and NWJS 0.94.1, of course, to support it).

EDIT: Extra bizarrely, though, it does fully work without commenting out if (and only IF) I also happen to have Yanfly Animated SV Battlers on (I accidentally enabled it during a different test). Very weird.

I do like these; but how AI are we talking here?

Personally I'm ambivalent about using a bit of AI (most stuff in my game is going to be by my own hand, and I'd probably further edit these), but I'd have to know how much is AI if I wanted to pop my game on Steam~ as it's a point of contention for a lot of people.

Additionally, are you aware of how compatible your MV plugin is with Yanfly stuff?

Identified a bug when using Animated Portraits (MV version, but probably applies to MZ if it's the same?).

If you have a face used at the end of a conditional branch, then drop out of it, and have that same person/face talk once more, they disappear.

Quickly tried it in your Hakuen Studio MV Demo as well, just to be sure; and yep, it's the same, portrait flies off never to return on the third message, so it's not my plugins. 

Also definately confirming that a Choice also loses the face under the same situation (i.e. continuing to repeat the same animated face after the choice).

Adding Waits, Labels, Comments, Showing a blank animation on player, a Loop that instantly breaks itself, or Jump to Labels will not fix, or change this. So tried a fair few weird non-intrusive buffer actions too in an event. It even remains lost if the event ends its processing entirely and I start the conversation again.

Actually impressed no-one managed to find this already, but maybe everyone was either not testing complex conversation trees, or maybe no monologues were ever used (lol).

See the same posts in RPGMaker forums for images (itch doesn't allow much size):  https://forums.rpgmakerweb.com/index.php?threads/eli-face-window-show-the-face-i...

No worries. Probably because MV3D basically re-writes the tilemap class then in order to make everything 3D as it does then, lol. I have to basically avoid most map/tileset altering plugins for obvious reasons.

Funnily enough, had it of worked, that function could have been handy for me last week; as I actually tried to implement icon labels for autoruns and 3d model events then but they become too much hassle to hide away (I need to sink them beneath the ground in 3d).

Thanks for the prompt reply.

Just a note: Gimmer_Core's Game_Event_prototype_setTileImage (638-649) function causes a critical fighting error with lots of plugins (notably MV3D, several Yanfly plugins, and such from the trace report) and instantly crashes my game.

I've commented it out and all seems fine; can you inform which of your plugins actually requires this?


Emotions text seems to be fine with it gone (and is really cool, thanks for providing this).

Quick query: would this work with front-view, and with MOG_Battlehud?

Bought your bundle since your art style is nice for my new project. I would appreciate some more men to use, mind you! (lol)