![]() ![]() Added compatibility functionality for future plugins.Shake Flinch will be kept disabled by default and only turned on when you want it to be.These new plugin parameters will cause targets that take HP damage to shake (in addition to a regular flinch) to provide better visual feedback to the player.Plugin Parameters > Actor Battler Settings > Shake Flinch > Max Duration.Plugin Parameters > Actor Battler Settings > Shake Flinch > Max Power.Plugin Parameters > Actor Battler Settings > Shake Flinch.How many frames should gauges animate themselves? Default: 20 frames.Plugin Parameters > HP Gauges > Settings > Animation Duration.Fixed a transformation of a sideview enemy to a static enemy and back not working properly. ![]() ![]() Strength used for menu background snapshots.Plugin Parameters > Menu Backgrounds > Blur Strength.Added "Water Tile Bug" section to the "Important Changes: Bug Fixes" section of the help file.Added "Skill List Active After Party Member Change" section to the "Important Changes: Bug Fixes" section of the help file.Pay attention to it and do one of the following two steps above to fix the problem. This plugin, however, will also send out an alert message when coming across such a tile.The plugin will not fix the problem itself since flag data is delicate and should not be tampered with midgame as the changes made by the plugin might not match the desired settings.You'll have to reapply any different properties like passabilities and terrain tags, but the water tile flags should now be working properly. If you're on RPG Maker MZ version 1.5.0 or above, select a working un-bugged tileset (usually a pre-existing tileset when a new project is made), click the "Copy Page" button, go to the bugged tileset and press "Paste Page". This will make sure the water-passability tiles get copied over correctly. Copy a working un-bugged tileset onto the currently bugged one and reapply the tile features like passability, terrain tags, etc. We cannot fix it through code in this plugin as it's a problem that involves the tileset json data there are ways to work around it so that you can get the proper water-flags to go where they need to be at. You can find this out by turning off all the plugins in your project, putting a Ship or Boat on what are normally ground tiles, and then seeing the Ship or Boat traverse through it. It seems like there's a new bug that occurs if you create a tileset from scratch in RPG Maker MZ version 1.5.0+ and version 1.6.0+! What this bug does is it causes many tiles to become water tiles without intending to.Upon pressing direction buttons, the cursor reveals itself and both the skill type window and skill list window are both active, making way for lots of potential problems to happen. the player can move the cursor around) and the party member currently being viewed is changed via the button commands, then previously, RPG Maker MZ would still have that window be active despite having the cursor hidden temporarily. Skill List Active After Party Member Change. ![]()
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