MZ Map Projectiles

FEATURES
Create projectiles that can interact with player and events using script calls.
These projectiles can be fired from the player or an event and set to shoot in a direction, at a target or toward the mouse position. Settings can be used to control which projectiles will hit or run an action on other events, which terrain tag or region id tiles block them, different actions they will do when then hit the player or an event and more.

VERSION 1.1 – RPG Maker MZ
Download Plugin file


Download my master demo to view examples of this plugin from:
Galv’s MZ Plugins Home


70 thoughts on “MZ Map Projectiles

  1. Galv's avatar Galv says:

    Updated to version 1.1 to fix a player hit collision y offset issue.

    • Lerv's avatar Lerv says:

      Would appreciate some help. Thank you so much in advance.
      Let’s say I want to make an specific type of enemy which can be affected by the certain type of projectile. Moreover, the enemy should die only if it gets three hits by a projectile. How do I make the system realize that a certain event is that enemy? I guess I will have to use Galv.PROJ.ceTargetId(); in the common event but have no idea how to implement it.

      • Galv's avatar Galv says:

        I recommend asking this in a forum. The plugin isn’t a full ABS system, but someone there might be able to help you do what you are after.

      • The way I set it up was it switches on a self switch (A), the page adds +1 to a variable “Enemy1”, then turns A off. Repeat until you have hit it as many times as you want with an IF statement. I can show a screenshot if you need.

  2. Lady's avatar Lady says:

    the distance the image travels goes further than 1 tile when I fire

    my settings
    [“{\”name\”:\”Shot\”,\”sid\”:\”-1\”,\”tid\”:\”d0\”,\”speed\”:\”8\”,\”dist\”:\”1\”,\”graphic\”:\”\”,\”anim\”:\”6\”,\”eAction\”:\”s(A:on)\”,\”pAction\”:\”\”,\”regions\”:\”\”,\”terrains\”:\”\”,\”z\”:\”3\”,\”pid\”:\”1\”,\”size\”:\”30\”}”]}

    I tried setting it to .01 like I did in MV (which worked btw) but it doesn’t in MZ. at 1 iy goes about 4 spaces.

    • Galv's avatar Galv says:

      It fades out after that distance. Try changing the fade speed if you want it to disappear quicker. 255 should disappear instantly.

  3. Mooseboythe1st's avatar Mooseboythe1st says:

    Hey man, thanks for the plugin. Any idea why my character can shoot in any direction with the mouse…but now cant move with the directional keys.

    • Galv's avatar Galv says:

      Sounds like you’re doing that using an autorun event. Autorun stops all player controlled
      movement.

      • Mooseboythe1st's avatar Mooseboythe1st says:

        Thanks! you were spot on. Now the trouble im having is the mouse click is firing the shot but also moving the character. in your demo the mouse movement stops. how did u do that?

        and thanks again :D

      • Galv's avatar Galv says:

        Check out the demo and the plugin description. It’s a script call :)

  4. Mooseboythe1st's avatar Mooseboythe1st says:

    ahh, got it now. Thanks again :D

  5. Kipa_Tiki's avatar Kipa_Tiki says:

    Why does it say “cannot read the match prprety” when i use it ?

  6. Arker's avatar Arker says:

    Hello I am asking if I can use this plugin for
    my commercial game.
    My game is not out yet I am just asking because it is polite to ask before using something for commercial use.

  7. Ulysses's avatar Ulysses says:

    Hi, Galv, Thank you for the amazing plugins. About this one, I want to get the event ID of the projectiles. So, could you please tell me how. Thanks again!

  8. Leo's avatar Leo says:

    Hi Galv,I am kinda confused on how to make my enemies die from the projectiles?

    • Galv's avatar Galv says:

      This plugin doesn’t make enemies or enemies die – it makes projectiles. But check out the demo to see a way you could use it for that. If you cannot work it out, I recommend asking in a forum to see if someone can assist with what you’re trying to do.

  9. Mike's avatar Mike says:

    Hello Galv, I try to use “dX” as a direction of projectile, but I want to use variable to determine the direction. Tried with “Galv.PROJ.atTarget(this.eventId(),’d’+$gameVariables.value(52),5,9,’bullet0′,2,’c(6)|s(C:on)’,[5,6],[6],3,2);” but with no luck…. any help, please?

    • Galv's avatar Galv says:

      Provided your variable is set correctly, that looks like it should work. Check what the value of your variable is, it would need to be one of the cardinal directions.

      • Mike's avatar Mike says:

        Thank you for quick reply. It was problem with “self switches and variables” plugin. It works now!

  10. Mike's avatar Mike says:

    Dear Galv, is there an option to make the bullet (one bullet) go through the event and activate them at the same time, without breaking the bullet after touching the first one? I can’t figure it out… Events are “same as player”.

  11. Hey Galv,

    Love the plugin. I was wondering, what format should animated images be in (3×1 @48px per frame)? Also, is it possible to have two effects (such as a self switch and run CE on impact with enemy?

    Thank you!

  12. KUBATAIGA Dynamic Worlds's avatar ctrlstudios says:

    We’ve made an abs system with this plugin.

  13. kipatiki's avatar kipatiki says:

    Hello, is there a way to detect the ID of a projectile touching an event ?

  14. RinostarGames's avatar RinostarGames says:

    Is there a way to have the projectiles interact with each other? I’d like to make it so the player’s projectile can counter the enemy’s projectile, or if a trap shoots a projectile, the player can knock it back with their own projectile.

    Also, when I use d6 it only semi-works. If the player moves up and down, the projectile fires at an angle. Any solution for this?

  15. drekex's avatar drekex says:

    Is there a way for a projectile to hit an event but not collide ? lets projectiles go through but they won’t activate

  16. Regeta Wayne Brown's avatar Regeta Wayne Brown says:

    Whenever I use
    Galv.PROJ.dir(9,’d4′,3,6,’bullet0′,1,’c(7)|e’,[5],[],3,1);
    The “D(x)” direction does not change the direction of the projectile. I even tried it with the demo with the same result.

    • Galv's avatar Galv says:

      Are you setting the right event Id? It works in the demo. Look at the orbs that shoot across the bridge on the Map Projectiles map. In their custom move route on page 2 of those events, they use the direction and set their own event as the id.

      ‘d4’ would be shooting the projectile left.

      • Regeta Wayne Brown's avatar Regeta Wayne Brown says:

        hey sorry for the delay, its weird, D4 is suppose to shoot left but all it does is shoot right for me. I will look at it more and maybe do a vid to link the results this weekend sometime.

  17. Seed Spreader's avatar Seed Spreader says:

    Hey Galv,

    I love the plugin. However, I was wondering if you know of any fix for collision with larger sprite sheets (like bosses). I could make the projectile pixel size larger, but idk if that would look the best. Any ideas? Maybe somehow using the sliced spritesheet cell dimensions as an offset to check after collision?

    • Galv's avatar Galv says:

      Unfortunately, I didn’t include functionality for large collisions. That’d need some modification to the code.

      • Seed Spreader's avatar Seed Spreader says:

        I tried using Visustella’s Event Core plugin to change the hitbox size, but that did not seem to work.

      • Seed Spreader's avatar Seed Spreader says:

        Would I have your permission to try and fix this issue in the code, or would you like to take a crack at this? I’m not too familiar with JS, but will take a shot.

      • Galv's avatar Galv says:

        You can edit the plugin as much as you like for your own project.

      • Seed Spreader's avatar Seed Spreader says:

        How would I use an image within a subfolder of image folder? I tried using “\” but had no luck

      • Galv's avatar Galv says:

        I don’t believe you cannot do that by default in RPG Maker. I believe you’d need an update to the plugin or default code to do that.

  18. lu's avatar lu says:

    Hello! Is there a way to prevent the projectile from passing through events that have ?

  19. Seed Spreader's avatar Seed Spreader says:

    Do you think there is a way to get this plugin to work with Visustella’s Event plugin for self switches?

  20. Blindedjourneyman's avatar Blindedjourneyman says:

    shame to hear no updates planned.. still, with alot of finagling I managed to make a rudimentary danmaku with event spawning (making sure events spawn in the right order was suffering but worth XD) thanks to your plugins so thank you! only came by to say this lol.

  21. theextrovert's avatar theextrovert says:

    Hello Galv! Is there a way to freeze the projectiles? This could be used in an autorun custom main menu to prevent the projectiles from continuing to move.

  22. sohwagi's avatar sohwagi says:

    Hello, I Want to Change This Projectile Plugin System’s
    “Player Shoot Projectile” Function Change As

    “when Player Press (C)”

    Can You Help Me How Can I Do That??

    • Galv's avatar Galv says:

      I recommend asking in a forum this question.

      • sohwagi's avatar sohwagi says:

        I Used to Write an Question on Forum, But I Lost My Old Account, and The Forum Says,

        .

        “YOU HAVE INSUFFICIENT PRIVILEGES TO REPLY HERE。”

        .

        So, I Cannot Write an Question on Forum.

        Can You Help Me On Here??

  23. Seed Spreader's avatar Seed Spreader says:

    Use a plugin or script to change key inputs. When the input is pressed, run a common event that triggers the desired projectile.

  24. sohwaman's avatar sohwaman says:

    dear galv, can you update this projectile plug in as

    Projectile Can ‘Spin’??

    I Made a Event that “Throwing Axe”, But The Axe Projectile is Just Throw Away, Not Spin It.

    Can You Update The Plug in that Add ‘Spinning Projectile true/false’ on Projectile Option Please?? :O

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