Ace of spades game 0.419/20/2023 Plus, maps are randomly generated, giving you even more variations! FeaturesĮvolving Battles:Each fight is different as players place and remove blocks across the map. Since the battlefield is constantly being changed, every battle offers something new and exciting. You choose between rifle, sub-machine gun, and shotgun, and you get a shovel to dig tunnels for strategic getaways and as a melee weapon. Levels are randomly generated, however, you can also generate your own maps for play. Game_ of Spades is a creative MMOFPS that features Minecraft-like gameplay, except it trades the swords and picks for guns and shovels. Var Galv_Game_Interpreter_pluginCommand = Game_ INCLUDED IN ALL GALV PLUGINS THAT HAVE PLUGIN COMMAND CALLS, BUT ONLY RUN ONCE. Galv.CA.useJump = PluginManager.parameters('Galv_CharacterAnimations').toLowerCase() = 'true' ? true : false Galv.CA.ceventRepeat = Number(PluginManager.parameters('Galv_CharacterAnimations')) Galv.CA.ceventTime = Number(PluginManager.parameters('Galv_CharacterAnimations')) Galv.CA.ceventId = Number(PluginManager.parameters('Galv_CharacterAnimations')) * // i = idle index (0 for first character) * using another note tag (the first is still required): * For events, you can set which poses are used for idle, walk, dash, jump by * example in cutscenes for events that have charAnims on. * NOTE: When exiting/re-entering the map or changing scenes, this will * this.disableCharAnims = status // true to disable, false to re-enable * You can temporarily disable an event's character animation functionality * This will make it when they move they will use the dashing pose or walking * this._isDashing = status // status can be true or false * a way to dash/run by default, you need to use in a move route the script: * Events will use idle, walk and jump automatically but as they do not have * Event functionality is now also possible for any event with the note tag: * CHARANIM FALSE // Disables the character animations * CHARANIM STATUS // STATUS can be TRUE or FALSE * The plugin command below can be used to turn functionality on and off. * has been idle for a certain amount of frames. * The settings in the plugin allow you to run a common event after the player * while stopped, the idle pose will be stepping). * While this is happening, the player's step animation is active (meaning * Left = start of jump, mid = middle of jump, right = end of jump The jumping graphic will use each frame in * If you have "Use Jump Graphic" set to true, they will use the forth * While not moving (idle) they will use the first character. * the map, the characters will change their appearance within their sheets. * actors that will be in the party (the full 8 character sheet). * To use this script, you will need a character spritesheet for each of your * every time the Common Event Time passes. * Amount of frames the player is idle until above common event * The common event ID that runs when the idle time expires If true, when jumping, player will use 4th character slot in their character sheet * (v.1.7) Make the player and follower characters use different Var Galv = Galv || // Plugin Command manager Imported.Galv_CharacterAnimations = true - Version 1.1 - added Galv plugin command efficiency code - Version 1.2 - Fixed a bug with idle not activating in event - Version 1.3 - Added graphic change when jumping - Version 1.4 - Fixed bug when event running idle not working - switching between idle, run, walk, jump - Version 1.5 - Changed to reset animation frame to first when - Version 1.6 - Added ability for events to use char anims - Version 1.7 - Fixed follower dash bug I made with last update This also looks to be the same source of the characters-disconnect-on-map-seams bug, but I don't have confirmation that this is fixed.įree license, it's MIT, so don't pretend you made it yourself. It does look like a bug in MV and I've identified the source of it, so I will investigate further and then make a bug report in the official MV github project. I also improved the characters wobbling on the map issue. The teleportation logic has been improved too, so followers will only teleport to "catch up" when they are off the screen, rather than a certain distance to who they are following (fixes being able to see them teleport away). Whilst the cause of the "falling behind" was not solved, the followers will now be more strict about keeping up with the player. This also has a re-write of the follower logic. This brings a re-write of the mouse/touch input system, so it is now far more reliable than it was before (please give it a test) and fixes a bug related to interacting over counters. Yes XML defines extra frames and sprites can be any size you want. Click to expand.Free license, it's MIT, so don't pretend you made it yourself.
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