
Usage Example: projectile icon 161: start user, goal target You can use as many projectiles on the screen at once as you want. Goal Offset: lets you adjust the x and y offset of the goal position Start Offset: lets you adjust the x and y offset of the starting position Icon Scale: replce i with the scale you want to increase your icons byĪngle: If you want the projectile to "arrow head" towards its goal, use this Spin: replace s with how fast you want the projectile to spin. Default: 20Īrc: replace the a with the maximum arc height in pixelsĮase: replace type with an easing type from the Move Type list above Source and each goal, a projectile will be made.ĭuration: replace the d with the number of frames of duration. One member, projectiles will be made for each target. If the starting targets have more than one member in them, projectiles willīe spawned from each target as a source. You want, but I'll go through each of them. The rest of the parameters are optional and can be used in any order Then choose a goal X and Y position or link that to a target

Choose a starting X and Y position or link Replace id with either the icon index or the battle animation graphic you PROJECTILE ANIMATION id: START target, GOAL target PROJECTILE ANIMATION id: START x y, GOAL x y PROJECTILE ANI id: START target, GOAL target PROJECTILE ICON id: START target, GOAL target Usage Example: move user offset: +100, +0 This is done this way to not have absolutes making trickyĬalculations depending on which way the battler is facing You can use negative numbers, too.Ī positive number will mean further past the goal. Location goal of the target by +x and +y. Usage Example: move type: user, InOutBack Bounce increasing in velocity until completion Slow start and end, two bounces sandwich a fast motion Fast snap to backwards point then slow to finish Slow movement backwards then fast snap to finish

Fast increase in velocity, fast decrease in velocity Start fast, decreasing velocity until stop Exponential acceleration and deceleration Initial exponential acceleration slowing to stop LV5 Acceleration until halfway, then deceleration LV4 Acceleration until halfway, then deceleration LV3 Acceleration until halfway, then deceleration LV2 Acceleration until halfway, then deceleration

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Slight acceleration from zero to full speed Replace 'easing' with any of the following: For types, replace that word with any of the following:Ĭhanges the way the target moves (until the end of the skill/item is done) Plays a balloon emote that you normally see on the map scene but in battle This part of the document will now be formatted like Yanfly's Action Seq help file to bring about a sense of familiarity. You know the parts where you put in "user" or "targets"? Now, during the phase, you can use either "Prev Target" or "Next Target" to grab either the previous one or the next target in the list. Action Sequences: Prev Target, Next Targetīefore I begin on the Action Sequences, I want to say there's two new additions to the targeting mechanism. If you can get Olivia's plugin here:Īfter that, you could use the Acton Sequences in the sections below. Some of the action sequences added in this pack also require Olivia's Battle Impact plugin to use, but those are optional.
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If you don't have those plugins, you can download them for free from here: InstructionsĪs mentioned before in the introduction, this plugin adds new Action Sequences to Yanfly's Battle Engine Core. This is left as a constant for all projectiles to keep the math done properly during its calculation mid-Action Sequence.
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If you want to know how to convert degrees to radians, use this math formula below: If your icons or animations are made differently, you can adjust the radians to your liking. If a projectile is angled, then the "arrow head" will be the upper left corner of the icon and the lower left corner of an animation. These are used for projectile Action Sequences. This plugin is made compatible with Olivia's Battle Impact plugin:

This plugin adds new Action Sequences to Yanfly's Battle Engine Core (so make sure you have that plugin and the Action Sequence Packs installed) to add a couple of new effects such as balloons, move adjustments, easings, projectiles, and if you have Olivia's Battle Impact plugin, the special impact effects, too!
