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(4 edits)

Thank you much  for the update,  great work! However, I did encounter some bugs. For example, the stun effect seems to only affect 'thrown' weapons, I haven't fully tested the knockback effect on non-explosive weapons but I hope that works on others. It would be very useful for it to affect all weapon types in order to create variety of different weapons that have different functions, for example if I want to create a 'flashbang' grenade that deals 0 damage but stuns enemies for 10 seconds or a melee weapon that knocks back enemies or a 'taser' that deals little damage but stuns enemies. Another thing, would you consider adding a body armor system? You could make it so it functions like a second HP source which will protect your real HP until the armor is gone first. The armor could be linked to the 'MP' stat that Rpg Maker Mz already uses. I am honestly impressed with your work, thank you so much, I wish you success in your future projects! :)

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Good point.

I had originally created the knockback system but intentionally disabled its classes. It involves a bit of a challenge regarding trajectory calculations, determining where a shot originates to push the enemy in the opposite direction, or pushing them away from the center of an explosion. I ran into some collision issues while testing it, but I’d rather deal with those problems than sacrifice the functionality.

As for the vest, it’s straightforward: just duplicate all the classes and functions that handle HP and bind them to MP instead.

Regarding the taser, you’ll have to get creative, try creating a slower projectile and increasing its size to cover a few meters. I’m going to add an option to play an animation on impact, so you could create a small-scale lightning animation to simulate the electrocution effect.

All your observations are valid; I’m already working on these fixes, and it should be ready soon.
Edit: https://kadajah.itch.io/kadajahs-hotline/devlog/1635144/the-gore-armor-update-en...

Thanks so much for the changes! You're the best, man! However could you allow grenades and bazookas to use the stun effect aswell, please? It only seems to work on non-explosives weapons. Also could you be able to adjust the points the player gets via event notes so that different enemies give different points and not just 100 points only? Also is it possible to make enemies drop their weapons/items/loot?  I'm sorry if I am asking for too much... it's just I really need these features for my video game project. Thank you so much for everything!

I can adjust the bazooka and grenade to cause a stun effect and tweak the points awarded per tag, that’s not a problem. However, I do not intend to implement item drops for characters in this plugin; it falls outside the original scope. Adding item-handling classes complicates support due to the various edge cases that often arise with that type of class and interactions with other plugins, making it commercially unviable at the price point I charge for this solution.

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Oh ok, I understand.  How about this, would it be possible for you add a small white loading reloading bar that appears as a hud icon when reloading your weapon so the player knows when a weapon is ready to use after reloading it?

Ok, done.
https://kadajah.itch.io/kadajahs-hotline/devlog/1635665/update-reload-indicators...

(3 edits)

Thank you so much for the wonderful update! But I did notice a small bug in which enemies with explosives like bazookas and grenades will hurt themselves if they shoot close to themselves, they also do friendly fire againts other enemies, would it be possible to prevent them from hurting themselves and their allies by their own projectiles? Also could you enable the stun effect to also affect the player?

Sure, I added a function to allow the stun effect to be applied to the player, and a parameter to toggle friendly fire on and off.
https://kadajah.itch.io/kadajahs-hotline/devlog/1637846/update-11-friendly-fire-...

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Great work as usual! Sorry for the late reply, I was very busy this past days. However, after using this plugin and testing everything it has to offer. I still think it would benefit a lot if enemies would be able to drop their assigned weapon/ammo so that the player could use them. Your deleted plugin called Action Battle System and your FPS system plugin had the feature where enemies drop ammo/weapons, so that's why I thought it wouldn't be difficult to implament. I wouldn't mind paying for a "expansion" or part 2 of this mod so this features would be available.

Hey bro, thanks,  It’s not particularly difficult; my main concern is the support aspect. Since developers often use my plugins alongside others, especially when working with classes that handle inventory, the number of tests and scenarios I have to cover (particularly with VisuStella) increases significantly. However, add me on Discord; we can discuss your needs and try to find an arrangement that works well for your project without placing an undue burden on my development time. my discord: kadajahbr