Version 1.4.5 is here with more news!


It's time for another big update again and this update brings you the most changes to performance. Trailer and changelog below.

New feature

  • New Parameter: Change player real collision rect
  • New Conditional Branch: checkName, used to check the name of an event ID
  • New Conditional Branch: checkNameOnMap, used to check if there’s an event named x on current map
  • New command: Pause & Resume events, which can be used to pause all activities of events on map
  • Command SpawnEvent and Create Dynamic Event: X Y to support random(a,b), which will generate a number between a and b
  • Command Local Variable: Value now supports expression
  • Command Destroy Dynamic Event: Now supports <notetag> near: this/player/eventId, which only deletes the nearest event with notetag near X
  • Conditional Branch: checkRange to support checking a region ID
  • Formula Upgrade:  Add support for v[x], using a variable value
  • Formula Upgrade: Previously, formula only applies if Player’s skill hit Enemies. Now, it’ll also support if enemies’ skill hit player. All automatically, no need for additional work
  • New map: Auto Tree Fade. Fade trees if player is behind them.
  • New map: Pause & Resume Events

Bug fixes

  • spawnEvent position <notetag> near: X to not require comma
  • Show Hitbox (debug) for rotating event to not shift Y position when rotated to 0 degrees.
  • Fixed an issue that caused rotation <notetag> didn't work
  • Fixed a wrong trail code for Evasion of player, which made Critical Rate be treated like Evasion Rate
  • Fixed HUE issue from Animation Solution
  • Fixed skipCollisiondid  not take into account of map ID, which makes strange collision behavior, like sometimes events won’t collide
  • Various memory leak fixes

Adjustment

  • Added more cleanup to unSpawnEvent function
  • Spawn Event command: If to spawn an event that is outside of map bound, it’ll spawn at the edge of map instead of not spawning
  • Pause commands (including Freeze Time) will also pause <passive: x> feature
  • Performance Optimization: Slightly improved performance of command spawnEvent
  • Performance Optimization: Improved checkCollide to use a new method of checking events. Now it will filter events that it’ll scan. This will improve FPS slightly
  • Performance Optimization: Temporary removed checkPassMass from Dotmove to improve performance
  • Performance Optimization:  Improved Dot Move. This should improve FPS slightly

Aside from version 1.4.5, 2 new DLCs are also available now. Click on the titles to go to the pages.

Game Template: Idle Tower Defense

If you've ever wondered what else you can do with the RPG Maker Action Combat plugin, here's one answer: Tower Defense. This sample project will guide you through creating an Idle Tower Defense game. 

What does "Idle" mean? It's a popular trend in mobile and PC gaming where most actions are automated. Players only need to use their strategic thinking to make upgrades and plan strategies.

Add-on: Difficulty Scaling

Difficulty Scaling - Add-on for RPG Maker Action Combat

This add-on introduces a new feature: Difficulty Scaling. Enemies will adjust their stats based on the player's level or your configured difficulty settings. This is an essential add-on for RPG Maker Action Combat if you want to incorporate dynamic difficulty into your game. 

Best of all, it takes less than two minutes to set up, saving you valuable time to focus on learning RPG Maker MZ, mastering RPG Maker Action Combat, and creating your games.

Files

Hendrix RPG Maker Action Combat MZ (v1.4.5).zip 74 MB
24 days ago

Get RPG Maker Action Combat - RPG Maker MZ Plugin

Buy Now$39.99 USD or more

Leave a comment

Log in with itch.io to leave a comment.