Hey there! I dunno if you're still supporting the plugin, but i figured it'd be worth asking.
After reading the comment from the other user and some messing around, I got this to work with the ARPG plugin for MZ. My problem right now is as follows: the player can dodge and hold down the button to seamlessly transition into dashing, so I made animations for both. However, the plugin always overwrites the previous animation with the new one, so the dodge never actually gets to play out; it kinda just bugs out until the dash animation starts.
It would be cool to have a sort of priority system, where animations with higher priority always play and finish before lower priority ones, but I assume that would need a bunch of work- so my actual question is, is there a way to at least temporarily disable the dash animation? So that I can turn it off, let the dodge play out, and then manually enable it again when that's finished? There's a script in the guide to disable the idle animation, but not any other one unfortunately. Thank you!
KyluxWolf
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oh my GOD YES FINALLY
Sorry I have been fighting with this all morning, I am very much a beginner when it comes to javascript, but it actually finally worked! I'll explain in case anyone else needs it:
Unfortunately I couldn't find any script call, BUT, there is a plugin command, Get Battler Status, that gets data like HP or MP from the battler. So I went into the plugin file (ARPG_Core.js) and found the source of the command, at line 1093, which comes with a long list of stats to choose from (HP, MP, ATK, DEF, and so on):
@command GetBattlerStatus @text GetBattlerStatus @desc Get the status of the specified battler.
And then, at 8305, I found the code that gets those stats:
get hp() {
return this.battler().hp;
}
So, by following your advice, I added my own!
get lvl() {
return this.battler().getLevel();
}And then I added "@option lvl" under all the other stats in that list. So now I can use the plugin command to get the level of the enemies!
Also as a little fun fact, I added another one that draws the enemy name:
get nme() {
return this.battler().name();
}Which is when I realized, your plugin writes the level into the name itself ("Lv7 Monster"). So that's an option too!
Alright, thank you so so much for the help, I'll go back to fighting this cursed plugin now
Hey there! Thanks for the plugin, it works great! I'm using the official ARPG plugin and this affects the stats of the enemies just as i needed it to. But unfortunately, since I'm not using the normal battle system, I can't make use of the "show level" feature.
Do you think there's any workaround to show the level in the overworld? Something like a script call that writes it into a variable? Thank you again!
