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Puppet Knight

14
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A member registered Aug 21, 2022 · View creator page →

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(1 edit)

Correct. There's a bug Im working thru where the "above" layer still shows behind the enemies for some reason. But otherwise functions fine 

Perhaps it's a milleniaang

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Boomer Aang gang. I'm working on the notetag for objects to return lol 

Yo yo! As promised some feedback/observations.


  • Element Name is case-sensitive. Would be nice if it wasn't from a User experience stand point, just to avoid potential errors
  • Hexidecimal requires '#' in front of the hexidecimal but that isn't made super apparent. Would be helpful to update the @desc for that parameter to include an example of formatting

Awesome plugin otherwise! Looking forward to fleshing this out in my project 

Interested in using this, but can't seem to get into your discord. Is there an updated link?

Checking in here, was the follower issue ever addressed? Its glitching hard

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Hey hey, as a general FYI, you didn't update your @plugindesc to reflect the latest version number 1.2.1 in the Pro version. Also added this in the VS discord but asking here as well. 


I'm building in some targeting stuff thats based on the enemies columIndex However the columnIndex being set doesn't seem to be correct? 

I have an enemy set directly as Ranged, whos columnIndex becomes 0 in battle. Another set directly as Melee whos columnIndex is 1. However when using Boss or a Random notetag its a bit wonky. 


Ex: Using Random1 for an enemy. One Enemy is Up front as Melee and the other is Ranged position as intended. However the Melee one is set to columnIndex 0 while the Ranged positioned one is set to columnIndex 2. Boss is set to columnIndex 0 as well.

Ideal would be if the positioning determines the columnIndex a little more absolutely. 

So any enemy in the Ranged Column should always end up with "columnIndex 1", All bosses should always be considered "columnIndex 4", etc.

So apparently there was a simpler solution that just works without extra work involved. (Sorry) 

removing the Permanent Skill Prefixes made the skills fall to the rules of being equipped via the other plugin without the patch needed. 


Sorry for the extra work mate!

Hey hey! love this plugin a ton. One suggestion I'd make is an alteration I made myself for using the plugin. 


For the setActorControlID command, set @type actor


That way you get a drop down with the actors names instead of having to remember ids. Makes life so much easier and would probably help other users if it made it into the official release.



Happy RPG Making!

Hey hey, long time.

I am currently using Moogle Xs Equip Skill plugin to drive battle skills and wanted to set the skill needed to be equipped by the dual tech actors as an additional requirement for dual techs showing in battle. 


I am pretty sure I've identified the function `Game_Actor.prototype.eqsSkillEquipped = function(skill)` in their plugin that I would need to hook to, but I am uncertain how to add that to your plugin to make it a part of meetsSkillConditions. 



Any help?

All good. I'll work something out ^_^

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Something came to mind while I had my daughters testing their characters' dual techs out last night. 

 Is there a way to have multiple "teams" set up for one skill?

For Example, The Skill is "Wildfire" and can be used by Team A consisting of Actors 2+5 as well as Team B consisting of Actors 1+3.

The idea is that developers can designate specific actors that always work together, rather than any actor working with the whole team set in a <Dual: > note tag ; and without having to create duplicate skills as well. 

Is this a heavy lift? If so I can just go the duplicate skill route, I only have 4 actors anyhow haha.




Additional/Alternatively, is there a way to restrict the existing skill to only be usable as a Dual Tech if they are listed in the note tag? (possible another prefix or a new operand before the Actor IDs?) so something like 

<Dual: linked, @, 5,!Slash,6,!Cross>

where @signifies that any actor not apart of this dual tech would use this skill solo with the damage calc

I actually love this. It's even more flexible than my original request which is perfect for other users and saves you building out plugin parameters. Win-Win.

If this isn't difficult to implement, I'd say go for it. To confirm, the idea would be that this should also work with skillIds, right?

So  <Dual:1,!99,2,!100>

Would also be valid with this feature?

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Hey Jay!

Loving this plugin SO much right now. I wanted to see how hard it would be to implement  an additional plugin parameter. 

In my project Actors master skills through use. The skills are assigned to specific equipment as traits and the Actors can only use the skills while they have those items equipped until they have permanently learned the skill. 

As such, if any member of a dual tech has actually learned the dual tech skill, they are able use it in battle even if all members of the tech haven't yet mastered the skill, but do have the a traited equipment. 


Would it be possible to add true/false boolean as a plugin parameter along the lines of:

Skills must be learned to be counted for Dual Tech?

with the default being false for common users //actor.hasSkill() //, 

and true making it so that skills added from traits don't allow dual tech use? so Skill must be learned by the Actor //actor.isLearnedSkill()