Press Turn Battle

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Started by ATT_Turan 91 posts Page 1 of 5 View original ↗
  1. Press Turn Battle 2.8
    ATT_Turan

    Introduction
    In this combat system, modeled after the Shin Megami Tensei games, the party starts with a number of turns per battle round. By default, this number equals the number of actors in the party.

    When an offensive skill or item critically hits or strikes an elemental vulnerability (e.g. the target's Element Rate for that element is greater than 100%), it triggers a Press Turn. That causes only half of a turn to be consumed by the action, rather than the full turn.

    Half turns are taken as normal, except there is no further benefit to triggering a Press Turn if only half turns remain. All actions will consume half turns when available.
    The plugin allows for a graphical representation of the remaining turns via images in the corner of the screen. These can be a game icon or an image in the pictures folder. Half turns are represented by the image turning grayscale and half opaque.

    Features
    Press turns are automatically triggered by landing a critical hit or hitting a target with an element they're vulnerable to. Plugin parameters allow you to toggle the critical hit implementation as well as define the element rate that needs to be hit in order to trigger a press turn that way.

    There are also plugin parameters to customize the turn display via choice of icon, using a custom image, or no display at all.

    Screenshots
    1755359504115.png

    Notetags
    <press>

    A skill or item with this notetag will always trigger a press turn. Note this notetag is case-sensitive.

    <free turn>

    A skill or item with this notetag will not consume any of the party's turns when used. Note this notetag is case-sensitive.

    Script Calls
    These script calls are provided to be used in conjunction with troop events or other plugins like Yanfly's Skill or Buffs & States Cores to give greater control over the turns.

    Code:
    BattleManager.pressTurn(X)

    Converts X full turns into half turns. If there are no remaining full turns, half turns will be consumed.

    Example: BattleManager.pressTurn(2)

    ----------------------------------------------------------------------------

    Code:
    BattleManager.consumeHalfTurn(X)

    Consumes X half turns. If there are no remaining half turns, full turns will be consumed.

    Example: BattleManager.consumeHalfTurn(3)

    ----------------------------------------------------------------------------

    Code:
    BattleManager.consumeFullTurn(X)
    Consumes X full turns. If there are no remaining full turns, it has no effect.

    Example: BattleManager.consumeHalfTurn(2)

    ----------------------------------------------------------------------------

    Code:
    BattleManager.addHalfTurn(X)
    BattleManager.addFullTurn(X)

    These will add X full or half turns. Existing turns will be unaffected.

    Examples:
    Code:
    BattleManager.addHalfTurn(3)
    BattleManager.addFullTurn(2)

    ----------------------------------------------------------------------------

    These script calls are provided to aid with skill requirement notetags or other conditional effects.

    Code:
    BattleManager.numTurns()

    Returns the total number of turns, whether full or half.

    Code:
    BattleManager.numHalfTurns()

    Returns the total number of half turns.

    Code:
    BattleManager.numFullTurns()

    Returns the total number of full turns.

    Terms and Credits
    Free for non-commercial and commercial use. Credit ATT_Turan.

    I have tested the basic functionality, please let me know if you encounter any errors. I will consider making compatibility patches if the other plugin is free to use (or one I own, such as a Yanfly product) and unobfuscated. Otherwise, other authors are free to modify this code to make it compatible with theirs so long as I am still credited.
  2. Congrats on this release!!!
  3. Oh my god, I've been held up for the past three months straight trying to modify the ITB plugin to make a proper press turn system for my game. This is incredibly exciting. I honestly never thought I'd see a release like this for MV. Thank you so much.
  4. @switchrose You're very welcome!

    Please download the latest version I just uploaded - it adds a few more features and fixes some bugs.
  5. I have, thank you. It fixed one of the issues I'd been encountering while testing last night. I am still encountering three issues while testing in both a vanilla 1.6.2 project and my game's project:
    The enemy party getting a surprise attack seems to double the amount of full press turns the player party starts their phase with.
    Edit: This was an error on my part, please disregard.

    If the player party gets the advantage in the vanilla project, the game crashes when the player runs out of turns and the enemy's actions would begin. I have attached a screenshot of the crash log. This and the above were tested with both vanilla+YEP Core/Force Advantage and vanilla with "Raise Preemptive." (In my personal project, the game hardlocks with no error instead of crashing, but I expect that this discrepancy in how the error presents is plugin-related and will investigate further myself).

    Lastly, and I may have admittedly overlooked or misunderstood something in the usage of these calls on my part, but the "addHalfTurns" command appears to be functioning identically to "addFullTurns", and only adding full turns instead of halves. For context, I ran into this while trying to create a skill that calls "addHalfTurns" through either YEP custom execution or a vanilla common event, in order to try to recreate the 'Beast Eye' skill from SMT (which consumes one full turn, then adds two half turns). Although, I was able to achieve a similar effect by calling addFullTurns and then immediately calling pressTurn after.

    Please let me know if I can provide any additional relevant information, and I apologize if this is a lot to report at once or if I have missed anything. Thank you again for your time.
  6. Do anyone know how to use this plugin and have switching party members mid battle be a possibility? I have been trying to use this and other press turn plugins, but all have the issue in that the first battle screen where you would order a switch dissapear. So I am kinda caught in a situation where I must choose to either have a press turn battle system or the ability to change party members mid combat and the abillity to bring up the status screen. I can't seem to find a way to do both.
  7. Darkmoon9 said:
    I must choose to either have a press turn battle system or the ability to change party members mid combat and the abillity to bring up the status screen. I can't seem to find a way to do both.
    How have you been doing it before? Turan's plugin doesn't disable the party command window, so plugins like Yanfly's party system that adds a formation command there should still be usable. Then similarly, plugins like Yanfly's actor switch place the commands in the actor command list and would also have been unaffected.
  8. Darkmoon9 said:
    Do anyone know how to use this plugin and have switching party members mid battle be a possibility? I have been trying to use this and other press turn plugins, but all have the issue in that the first battle screen where you would order a switch dissapear. So I am kinda caught in a situation where I must choose to either have a press turn battle system or the ability to change party members mid combat and the abillity to bring up the status screen. I can't seem to find a way to do both.
    Do you mean the Party Command Window (the one with Battle, Escape, etc) isn't showing up? None of the ITB or Press Turn plugins should be causing that window to not appear. If you're using YEP Battle Engine Core, look inside the plugin settings for "Lower Windows", and make sure "Start Actor Command" is set to "false." You should also be able to right-click/cancel during the battle to access the Party Window.
    If none of that works, another plugin you have likely disabled the window entirely. You could also use YEP Actor Switch instead, since that uses the Actor Window. I'm assuming you're referring to YEP Party System+Actor Switch, anyway. I've extensively tested both plugins in the past, and cursory testing with them and this plugin also appears to work as intended so far.
  9. switchrose said:
    The enemy party getting a surprise attack seems to double the amount of full press turns the player party starts their phase with.
    are you sure youve updated the plugin? a previous version had that issue but its fixed in the current one.

    switchrose said:
    If the player party gets the advantage in the vanilla project, the game crashes when the player runs out of turns and the enemy's actions would begin
    i cant replicate that myself, but the lines the functions are being called from dont match the current version.

    switchrose said:
    in order to try to recreate the 'Beast Eye' skill
    that seems to be a slight oversight. in the current version of the plugin, youd go to line 549 and change it to say
    Code:
    turns.push(.5);
  10. Robro33 said:
    are you sure youve updated the plugin? a previous version had that issue but its fixed in the current one.


    i cant replicate that myself, but the lines the functions are being called from dont match the current version.


    that seems to be a slight oversight. in the current version of the plugin, youd go to line 549 and change it to say
    Code:
    turns.push(.5);
    I was certain I'd updated it, especially since one of the issues had gone away as I'd mentioned, I downloaded the file straight to my plugin folder after removing the old one, and I looked at the new patch notes inside the js file.
    I completely deleted the plugin file in both projects and redownloaded one more time it to be safe.
    The "Double full turns if enemy advantage" issue is gone now, so something was definitely wrong on my end there, and I must apologize for the confusion. However, the "game crash on player advantage" remains, with a similar crash log. I'm really not certain what happened...
  11. switchrose said:
    Do you mean the Party Command Window (the one with Battle, Escape, etc) isn't showing up? None of the ITB or Press Turn plugins should be causing that window to not appear. If you're using YEP Battle Engine Core, look inside the plugin settings for "Lower Windows", and make sure "Start Actor Command" is set to "false." You should also be able to right-click/cancel during the battle to access the Party Window.
    If none of that works, another plugin you have likely disabled the window entirely. You could also use YEP Actor Switch instead, since that uses the Actor Window. I'm assuming you're referring to YEP Party System+Actor Switch, anyway. I've extensively tested both plugins in the past, and cursory testing with them and this plugin also appears to work as intended so far.
    Thanks, turning start actor command to false and using the YEP Party System and Actor Switch plugins did the trick, didn't have either enabled earlier, didn't need to, I just backed up to formation to change party members, which was no longer possible with Start Actor command set to false. Kinda had this issue with both this plugin and the Next Level Gaming press turn battle plugin. Both works after I did what you suggested, thanks.
  12. switchrose said:
    the "game crash on player advantage" remains
    Thanks for the reports - as @Robro33 mentioned, the adding half turn was a copy/paste error, and I plumb forgot to account for preemptive battles.

    A new version has been uploaded which corrects both issues.
  13. I messaged you this already but I really think you should have called this Press Turan Battle System. Missed opportunity to immortalize yourself!
  14. Version 1.4 adds optional sound effects to be played when triggering a press turn or gaining turns.
  15. i dunno if i'm just an idiot for trying to combine these, but this doesn't seem to be compatible with yanfly's battle engine core, if I have both enabled the enemies just go "nuh uh" and never give me my turn, even if they aren't getting press turns.
  16. DogVTF said:
    i dunno if i'm just an idiot for trying to combine these, but this doesn't seem to be compatible with yanfly's battle engine core, if I have both enabled the enemies just go "nuh uh" and never give me my turn, even if they aren't getting press turns.
    It's been tested with some combinations of Yanfly plugins (note the Instant Cast compatibility) - including Battle Engine Core.

    It works fine for me.

    Make sure you're not trying to also use any of the other Yanfly battle systems, double check parameters of any plugins you have active.

    If you don't see anything that looks like it would conflict, try disabling all plugins except Battle Engine and this, confirm just those two plugins work correctly. Then add other plugins back in gradually until you find the combination that causes a problem.

    Always remember to save your project and start a new game (not loading a save) when changing plugin settings.
  17. Hello again. Does this plugin have compatibility with autobattlers? Many Shin Megami Tensei games have an autobattle toggle, so I had hoped to recreate this aspect. Having tested a project on a new save file with only this plugin, YEP Core + Battle Engine Core, and applying the autobattler flag via either the editor or a skill that sets a state with the auto flag, the autobattlers seem to either act as normal battlers, or the enemy party continually acts while the autobattlers never act, unless I may be missing something. Thank you again.
  18. switchrose said:
    Hello again. Does this plugin have compatibility with autobattlers?
    I didn't touch any of the code regarding autobattle at all, which I would guess means if the autobattling actor happened to get a press turn they would not choose another action because that's not a normal part of the battle system.

    I'll put it on my list to take a look at sometime.
  19. I'm really liking this plugin, great job :D Is there any way to return straight to the skill list after using a skill while still having turns instead to select command?
  20. gambitben said:
    I'm really liking this plugin, great job :D
    Thanks!

    gambitben said:
    Is there any way to return straight to the skill list after using a skill while still having turns instead to select command?
    No, this plugin doesn't modify anything with the actor command windows. You can get a plugin written that will do pretty much anything you'd like, but I've never seen one like that so you'd probably need a custom commission.