I'm creating a an RPG Maker MV game whereas the main protagonist is a scientist who has to gather info on specific cryptids, time travel to where the legends started and gather info on them to add to a lorebook and after all the right conditions are met must travel to the last known location where the currently targeted cryptid was seen and trap it. Then she time travels back to her lab and places the cryptid in containment and conducts final tests on it and creates a scientific genus, etc etc... long story short... would this plugin work in this scenario? I don't wish to add the cryptid, after capture, to the party (so to speak)...Can't have a wild werewolf following her around! Hehe... It should only reappear when she is back at her lab and places it in it's own containment pod.
I just uploaded a new version 1.0.2 (I was working on that anyway).
With this update, please follow this procedure:
In the Plugin Manager -> MK_Capture, set "On Capture Action" to "just disappear"
right below, assign "Actor -> Variable" to a fresh new Variable
then, assign "Run Common Event" to a new Common Event
This Common Event is now run each time you capture an enemy. The Variable holds their ID. So, inside this Common Event, you can do anything you need, e.g. flipping a Switch "Werewolf captured" to ON.
Would it be possible to make successful captures teach a corresponding summon skill with limited uses, then make it go away once all uses are expended?
I can add an option to make captured creatures instantly join your party, then you can combine it with my pet summon system.
Game mechanics that contain something with "limits" or "counters", however, are more difficult to implement. Not necessarily the programming part, but to bring it into a handy shape that does not overload or pollute the core plugin.
Please remove and re-add the plugin to ensure the default plugin parameters are used.
When the game displays a 100% success rate but capturing still doesn't work, then you already did everything just right, and my plugin was probably blocked by another plugin. When the "capture status HUD" is not even shown at all, then the plugin didn't start successfully at game launch.
In both cases, disable all other plugins and try again.
A demo is not planned right now. A demo is great for larger plugins, but IMO it's a bit overrated for smaller plugins where a demo doesn't provide any additional information. It is also additional work for me that, when you want to make it right, goes beyond simply uploading MV&MZ zip files.
The "How to" section already demonstrates everything you need to know to use my plugin: https://aerosys.blog/capture
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I'm creating a an RPG Maker MV game whereas the main protagonist is a scientist who has to gather info on specific cryptids, time travel to where the legends started and gather info on them to add to a lorebook and after all the right conditions are met must travel to the last known location where the currently targeted cryptid was seen and trap it. Then she time travels back to her lab and places the cryptid in containment and conducts final tests on it and creates a scientific genus, etc etc... long story short... would this plugin work in this scenario? I don't wish to add the cryptid, after capture, to the party (so to speak)...Can't have a wild werewolf following her around! Hehe... It should only reappear when she is back at her lab and places it in it's own containment pod.
I just uploaded a new version 1.0.2 (I was working on that anyway).
With this update, please follow this procedure:
This Common Event is now run each time you capture an enemy. The Variable holds their ID. So, inside this Common Event, you can do anything you need, e.g. flipping a Switch "Werewolf captured" to ON.
Awesome! Thanks for the work you put into this and thanks for the fast reply.
Would it be possible to make successful captures teach a corresponding summon skill with limited uses, then make it go away once all uses are expended?
I can add an option to make captured creatures instantly join your party, then you can combine it with my pet summon system.
Game mechanics that contain something with "limits" or "counters", however, are more difficult to implement. Not necessarily the programming part, but to bring it into a handy shape that does not overload or pollute the core plugin.
For some reason is impossible to set it out, can you make a demo or check if the plugin is working correctly?
I found an error that only occurred in MV. I uploaded a new version (1.0.1), please try again.
I use MZ, and i tried everything but doesnt work
What exactly is (not) happening?
When i try to capture a enemy even with 100% of chance in the item and no conditions not work the capture, can you add a little demo to the plugin?
Please remove and re-add the plugin to ensure the default plugin parameters are used.
When the game displays a 100% success rate but capturing still doesn't work, then you already did everything just right, and my plugin was probably blocked by another plugin. When the "capture status HUD" is not even shown at all, then the plugin didn't start successfully at game launch.
In both cases, disable all other plugins and try again.
A demo is not planned right now. A demo is great for larger plugins, but IMO it's a bit overrated for smaller plugins where a demo doesn't provide any additional information. It is also additional work for me that, when you want to make it right, goes beyond simply uploading MV&MZ zip files.
The "How to" section already demonstrates everything you need to know to use my plugin: https://aerosys.blog/capture