RPG Maker Action Combat 1.6.5 is released!

A big update for RPG Maker Action Combat is here. Please watch the video below to see some major
 new features.

Changelog

New features


Plugin Command
  • Change Priority: Change Priority of a character.
  • Mount: Sit on anything you see and ride them.
  • Gain Item Randomly: Gain item/weapon/armor/gold randomly, similar to other ARPG.
  • Display Weapon: Display a sprite around player and point to mouse cursor.
  • Game Mode: Change between Top-Down or Beat 'em Up dynamically.
  • Reset Event Pages: Reset all events in game with a certain name to their first page, undo all control self switches and extra self switches that have been turned on.

Parameters
  • Item Gain Notification: Show what item/wapon/armor/gold amount you just received.
  • Input Support: Allow to disable certain control method like keyboard or touch or gamepad.
  • Clickable Options: Allow to change color, thickness, opacity of <clickable>.

Conditional Branch
  • hasState: Check if a target is affected by a state.
  • MAXHP: Return max hp of an event

Comment
  • <lock rotation sprite>: A comment to Rotate to a degree without rotating the sprite.

New Supports for existing Features

  • A new case for checkRange condition: "passable" - Check if there are passable tiles around the target.
  • A new support for checkRange condition: Source now support <notetag>.
  • Case ‘detected event’ from condition checkRange: Now support checking for detected player. It now can also be written as ‘detected target’. Both 'detected event' or 'detected target' work, they're the same.
  • A new case for checkCollide condition: "map boundary" - Check if the event touches map boundary.
  • A new case for checkCollide condition: "passable" - Check if the event has touched a passable area.
  • Default "Change States" RPG Maker command: Now also trigger <state common event> and sync with menu.
  • HP condition: Add support for event name and event notetag.
  • Movement Route "rotateTo": Now support an animation duration, which control how long it takes for rotation to complete.
  • Plugin command Create Dynamic Event: Now support naming the event.
  • Plugin command Create Dynamic Event: Rotation Degree now support <notetag>.
  • Plugin command Spawn Event & Create Dynamic Event: New option - Turn Toward | Allow event to turn to another character or share the same direction as the character
  • Plugin command Spawn Event & Create Dynamic Event: A new case for Position (x,y) - target front| Spawn in front of the target.
  • Notetag <hp: x>: Now support <hp: v[variable id]>
  • Notetag <dmg: x>: Now support <dmg: weapon> for using main hand weapon traits and <dmg: 2nd weapon> for using second hand weapon traits. This is similar to plugin command Increase/Decrease Character HP "- player weapon" and "- player 2nd weapon".
  • Parameter Drop Loot from Enemy: Now having the third option which combines the previous methods, which
  • Drop Item new option (Auto + Template): A new method for controlling behavior of dropped items - Auto generated from enemy database but still use a template event to control how all generated loot behaves.
  • Hotbar: Now support a different set for each actor id.

Adjustments

  • Nearly everything will now use database traits, such as State, Enemy, Actor, Skill, etc.
  • Added a new plugins load order in Hendrix Action Engine description.
  • Demo Adjustment: Removed "<weaponAttack>" check in Enemy Collision Check common event and reduced complexity of the demo in other minor places.
  • Demo Adjustment: Balanced all enemies stats in the database.
  • Plugin command Control Local Variable: Removed Max Number parameter. Instead, Random Value now can be written in Value with format: Min Number:Max Number
  • Critical text color for Pop Text Value: Now only change if it’s truly Critical instead of using a threshold.
  • Movement Route rotateTo: Replace rotateTo(number) from targeting an event ID to a rotation degree
  • Hover Outline feature: Now use a different method that is more performance optimized.
  • Added some safeguard for spawning on “this” event to avoid Cannot read property 'centerPositionPoint' of null.
  • Changed several functions to use deltaXY instead to get the right value when map is a scroll stype.
  • Simplified: moveToPosition(‘forward’, ‘tile’). Now it purely relies on Dotmove to calculate moving per tile.
  • moveToPosition(‘forward’, X tile): X now support a number. Meaning the amount of tile it’ll move.
  • Remove RESET button from HUD Element: HUD elements now show a green border when in DnD mode. Changed HUD Element default position from 0, 0 to center of screen
  • Parameter Drop Loot (Auto Generate method): Now all dropped items have the same name "Item Template". You can create an event with this name in template map to modify Loot behavior through that.
  • Damage Calculation: If the result is gonna be 0, it’ll be 1 instead.
  • Block Wall and Region: Now events with priority Above Characters will be excluded from this feature.
  • Plugin command Increase/Decrease Character HP: Case ‘player weapon’ now by default will use skill id 1 from database. If you create a new project, you’ll see skill 1 is called “AttacK”
  • Improved: Impassable collision spawning accuracy.
  • Optimized Performance: Slight Performance Optimization in several functions.
  • Optimized Performance: The performance of Easy Conditional Branch feature.
  • Optimized Performance: Pop Text Value from redrawing every frame when the value doesn’t change.
  • Optimized Performance: checkRange for case this checking against player.
  • Optimized Performance: Break Event plugin command.
  • Optimized Performance: Platform events.
  • Optimized Performance: Event scan all switches when being destroyed.
  • Optimized Performance: HUD flashing and Hotbar Creator plugin.
  • Optimized Performance: Database skill and enemy name look up.
  • Removed: In several commands like Update Character HP, ‘mdef’ and ‘def’ no longer supported.

Bugs fix

  • An issue related to Hotbar function name that caused confliction with Hendrix Action Engine.
  • An issue that skip passive features from being called if the map has a scroll type.
  • Setting up enemy using Enemy Name from Database without notetag will cancel HP data from the enemy if open/close menu.
  • Hotbar Creator: Fixed an issue with visibility switch still visible for a frame when open/close menu.
  • Event Effect “Spin” not supporting 8 characters spritesheet.
  • Standing on platform makes character act as "moving" .
  • A compatibility issue with plugin Hendrix Realtime Event Effects Builder, related to scale property not found on a null event.
  • A compatibility issue with plugin Hendrix Realtime Parallax Map Builder tilemap painting. Making event overlapping the tilemaps.
  • A compatibility issue with plugin Hendrix Map Zoom, causing <clickable> not showing outline and click area correctly.

Please visut RPG Maker Action Combat website to learn how to use new features via Text Tutorials or how to use new cases for all conditional branches or movement route via Manual page. Video Tutorials will also be in the work to introduce these features.

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