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Rakon

52
Posts
1
Followers
16
Following
A member registered Aug 14, 2020

Recent community posts

Hello! Nice tools you made there.
Maybe some kind of refresh button would be cool, because right
now I close and reopen the tool to get the refresh.
Or do I miss something obvoius? 

And would it be possible to implement a global terrain tag for every animation?
It is a little bit tedious to set the tags for every map.

~Rakon

Hello!
Is there a script call to force a animation to play?
I have a sprint mechanic and want to play a dust animation every 2-3 steps.
Thank you in advance.

Hey Ramza!
I´m really thankful that you are always implement my suggested features.
That is really awesome of you and I hope I wasn´t to pushy at times.

I took a quick look at the new features and it seem to work without errors.
I will let you know if I find anything.^^

Hello Ramza!
Do you have time for the suggested feature?
It would really help me out^^

Have a great day!

Exactly! I want to use your plugin as you descripe. ^^

Omg I soooo stupid... I know exactly why you can´t replicate my issue, because there is none. It was all a huge misunderstanding on my part.

Back when I purchased the plugin it was on version 2.69. I set it up and it was perfect for my needs, because a dual wielding char with 2 weapons in his hands was attacking only ONE time. That was exactly the behavior I was looking for. I just wanted one damage pop-up regardless if the char is one-handed, two-handed weapon or has two weapons in his hands.

Time went by and I was working on other parts on my game where the dual wielding character was not important and I think I never tested it again. Now that wrong behavior from version 2.69 is fixed and my brain thinks it´s wrong... there is a bug.. and so on...  Completely blind by the fact that this was never an intended feature...

To finalize my post of stupidity I would like to suggest such a feature. An option to not attack twice, even if the character is holding two weapons. 

Sorry for the confusion I have caused!

The bp are like boost points from octopath traveler. They are used to get more hits from your basic attack.

But I think it is more confusing than helping for to include them in my post. I´m almost 100% sure it´s not my action sequence, because my character still attacks twice, if I remove it entirely.

I placed the plugins in your order, but no change.

It is the default attack and not a clone and I´m not using the weapon unleash plugin.

But I use action sequences. Here the target section:

<target action>

if user.isActor()

move user: target, base, 22, offset x +100

else

move user: target, base, 22, offset x -60

end

motion escape: user

face user: backward

wait for movement

motion thrust: user, no weapon

face user: forward

wait: 8

action animation

ACTION EFFECT

if user.bp >= 1

wait: 15

motion swing: user, no weapon

face user: forward

wait: 8

action animation

ACTION EFFECT

end

if user.bp === 2

wait: 15

motion missile: user, no weapon

face user: forward

wait: 8

action animation

ACTION EFFECT

else if user.bp === 3

wait: 15

motion skill: user, no weapon

face user: forward

wait: 8

action animation

ANIMATION 4: target

ACTION EFFECT

end

</target action>

No monkeygrip plugin. All of your plugins are close of the bottom of the list.

*note: I haven´t used the bock chance plugin, thats the reason its disabled.^^

I just found out that now a two handed char will always attack twice, when he does NOT wield a shield. Unfortunately even if barehanded attacks are turned off.

(1 edit)

Thank you for your quick update!^^

Unfortunately the second issue is still present and the character double attacks when he wields only one weapon and nothing in the other hand.

I just noticed another thing.  When a two-handed character only wields a weapon in his main hand, he will attack twice, even if barehanded attack is turned off.

I get an error on an dual wielding char only if she uses a sword and a shield and performs a skill. When she uses two weapons, the error does not occur. I think it has something to do with checking the weapon type of the offhand, but since it´s a shield, it throws the error.  I hope I explained it enough^^

Hello Ramza!

It would be cool if the recipe list shows you the current amount of the item you have in your inventory. This way it´s easier to keep track how many items you wanna craft. Maybe you have time to implement that!^^

I don´t know if you have the Yanfly library, but here is the link to the one I mean: http://www.yanfly.moe/wiki/Item_Menu_Categories_(YEP)

Hello Ramza!

Really cool you implemented it and it works great^^

Would It be also possible for you to make it work with Yanfly Item Menu Categories? You can basically setup as many categories as you want and it would make navigating even more comfortable. With this you could seperate all the armor types like shields and helmets.

Maybe you like my idea!^^

Hello Ramza!

Any updates on that feature?

And is there any way to tip you? You have updated this plugin so many times and I want to honor that my friend!^^

Hey Ramza,

would it be possible for you to add the item types like hidden item A and B to the "Use Item Category Window" option? I would like to use the category window, but some of my important ingrediants are items with the type hidden item A. Would be cool if you consider it^^

Uiuiuiui! I just tested it and so far it works great. Thank you very much Ramza!^^

Hello Ramza! Do you got time to look at the problem?

Hello Ramza,

Unfortunately the <Forbidden wtypes: x, y, z> do not work anymore for weapons. I tested it on the previous version and it worked, on the new update don´t.

The new features work fine, thank you for that!^^

Awesome that you wanna add this function, thank you!

I took a look at the <Forbidden Wtypes: x y z> function and it turns out when you have a claw in you your offhand equipped, you can only select claws for the mainhand. This works fine as the description of the function says, but wouldn´t it be nicer if you could select also all the other weapons the character could equip?

Lets say you have a claw in your offhand, it still let´s you equip all the other possoble weapons in the mainhand, but if it´s not a claw ether, it should clear out the offhand. With this version the player could always see all the weapons he can use on the character.

Maybe this is an interesting mechanic you wanna add? But it is not really an important one xD

Hey Ramza! Dipped my toe into this plugin and it works well so far. But there are two little things I want to do with it.

I have a character who can eqip 3 different weapon types, these are swords, claws and chakrams. The sword is a one handed weapon and can be equipped with a shield. everything fine.

The other two should be weapons for dual wield like 2 metalclaws etc.

Now to the problem. If I equip just one claw, I´m able to equip a shield, but I just want to give the option to just equip another claws. Is this possible? Maybe I´m overlooking something^^

Hello! Is it possible to use the offset in an move route script call, like in yanflys offset plugin? I ask, because your plugin is more compatible with my other plugins I´m using.

Hello! Would it be possible to hide some of the stats? I don´t use MDF and LUK in my game^^ And I would like to change the "Press Z or X to continue" text to another language.

Have a nice day^^

Hello! I really like the function of the plugin. I want to suggest an extra function. Maybe you know skill like libra or scan. It would be cool to show the enemyinfo only when using one of the above written skills.  And if you want the enemyinfo again, you have to use the skill again.

-Have a nice day^^

Hello!

Would it be possible to modify it a bit? I would like to use this as a goodlooking choice system for a bunch of different thing. Like choosing a new character or just activate a switch or variables. The possible uses would be endless!^^

Ah good then I found it xD

Thanks for your fast replay, as always!^^

Hey ramza! Thank for your Update! Works like a charm!^^

The conformation window for crafting an item displays at the bottom of the screen. It´s not a problem. I was just curious if it was intentional.^^

Hi Ramza! There is a small problem with the new feature. When you craft something, the cursor stays in position, but you can´t just craft another one. You must move your cursor one more time. I hope you get what I mean!^^ Have a nice day.

Also, there is a little bug when you enter the recipelist via plugin command. You press ok to craft something and you can still move the cursor in the recipe list. After one buggy menu cursor thing, it normalizes.

Hey Ramza! I found something!

In DQ11 Mode, when you only have 1 ingredient, you can still craft from the recipe list, with an recipe that uses 2 of the same items.



And maybe another quality of life feature would be, to let the cursor stay at the recipe position when you craft something. That would make it easier to craft multiple of the same items in DQ11 Mode!^^

have a nice day!

Awesome! It works like a charm now. I only found that bug, because I was preparing a new version of my game with the craft system. I heavily tested it and found this bug. 

It´s a little bit odd, nobody noticed it by now...

Your plugin is awesome Ramza!
Thank you for the good work and your great support!

They are not selectable at all. I selected the shield, because it´s the only armor-type that are working.

Thank you and have a good sleep!^^

(1 edit)

Hey Ramza! Great update, but sry to bother you again.

I think I found a major bug. You can´t select body and head "armor types" in the scene, they are greyed out. It also happens in your demo project. YEP item core causes the problem. At first I thought my plugin setup or ther plugins are causing the trouble, but as I said it also happens in the demo project.

Maybe you have time to take a look at it. Have a nice day!

I need the relock ability for an tutorial. In this tutorial you craft an "Awakening Potion", but later on in the game, the "Awakening Potion" is called differently because they didn´t know the right name for it right away. Renaming a recipe should do the trick too.^^

To unlock the recipe by name gives the advantage to not mess up you recipe unlock books. In my game you can find recipes in bookshelfs, but when I mess around with the position of the recipes in the plugin, the index to unlock might change and cause maybe trouble.

Thank you for your quick reply as always.

(1 edit)

Hey Ramza!

Is it possible to relock a recipe? 
And can you unlock a recipe with a name? (example: UnlockRecipe Potion)

And the update 1.15 is really nice. Maybe you could remove the "/" for the DQ11 mode, because it doesn´t show the recipe cost.

Have a nice day^^

(2 edits)

That was fast! Thank you very much!^^


I don´t know if it´s too much to ask, but can you do a "Weak" (in red) and "Immun" (in blue) text in the same size like the "Miss" text? It would fit so much better in my game.^^

Hello!

Really like these numbers, but they are a little small for my taste.

Do you have time to make a Version like the size of Olivia´s modified version of the octopath numbers?