Press Turn Battle

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Started by ATT_Turan 91 posts Page 4 of 5 View original ↗
  1. Sliver10 said:
    Putting notetags on enemies to give them a non-default amount of press-turns would be nice, if possible
    Iirc, giving the enemy an action times + trait makes their team start with extra turns based on how many actions they would have gotten from the traits
  2. Robro33 said:
    Iirc, giving the enemy an action times + trait makes their team start with extra turns based on how many actions they would have gotten from the traits
    That is true. But he asks for the ability to make a skill that temporarily grants extra press turns (think Rage and Psycho Rage from DDS, otherwise known as Beast Eye/Dragon Eye)
  3. KichiMitsurugi2 said:
    But he asks for the ability to make a skill that temporarily grants extra press turns (think Rage and Psycho Rage from DDS, otherwise known as Beast Eye/Dragon Eye)
    I thought they said they already made this, but as a workaround to not being able to make an enemy have a higher amount of base turns like bosses do.

    If it is what they need, the script call to add half turns is listed in the plugin's help section. You'd just need to run it. Easy with a common event or a plugin like yanfly's skill core / action sequences
  4. KichiMitsurugi2 said:
    Good news, the bug fixes did work. I also noticed that the action dupe happens when after an action, whoever is next is unable to act due to an ailment (so if the first party member uses Fatal Sword, and then the next party member cannot act, then Fatal Sword will occur again after the failed action)
    This is why I keep asking about testing in a new project and troubleshooting with plugins :wink:

    This bug doesn't exist using my plugin in vanilla MV. I was able to duplicate it only when Yanfly's Battle Engine Core is also enabled. I'll work on figuring out why, but it'll have to be later this week.

    KichiMitsurugi2 said:
    EDIT: When I put <press> on skill 2 (which is the Pass skill for me here), it did not eat up half a press turn, but a full turn, implying that <press> doesn't actually work
    This I can't duplicate. I put <press> on Guard and it worked exactly as expected.

    Sliver10 said:
    I do have a feature request that would be nice!
    As far as I understand your request, what @Robro33 said seems to be the case - that's what the script calls for manipulating turns are included in the documentation for.
  5. ATT_Turan said:
    As far as I understand your request, what @Robro33 said seems to be the case - that's what the script calls for manipulating turns are included in the documentation for.
    Ah yes, I had a move similar to Beast Eye already set up, but I didn't notice that it also works on states, so I think I can find a way to have them automatically trigger by giving the boss an invisible state that gives them more turns.
  6. Sliver10 said:
    I can find a way to have them automatically trigger by giving the boss an invisible state that gives them more turns.
    That's a valid way to go about it, but unless theres a condition to when an enemy should start/stop taking extra turns IMO it'd be easier to just give the enemy the trait directly.
  7. I narrowed down the bug reported by @KichiMitsurugi2 regarding actions re-applying when skipping actors due to state restrictions. I've updated the plugin in the first post.
  8. New bug report - Element Absorb does not actually end the turn as intended, even if the modifier is set to "true"

    For reasons unknown, Dekaja Stone triggered a press turn, with no indication as to why
  9. KichiMitsurugi2 said:
    New bug report - Element Absorb does not actually end the turn as intended, even if the modifier is set to "true"
    It does in my test project. Make sure this plugin is beneath the Element Core.

    KichiMitsurugi2 said:
    For reasons unknown, Dekaja Stone triggered a press turn, with no indication as to why
    I don't know what that means.
  10. KichiMitsurugi2 said:
    For reasons unknown, Dekaja Stone triggered a press turn, with no indication as to why
    Youve made an item that only has buff removal effects and its triggering half turns?
    does it happen when there are no other plugins?
  11. ATT_Turan said:
    It does in my test project. Make sure this plugin is beneath the Element Core.


    I don't know what that means.
    About the latter, basically, I made an item that removes buffs, and it triggered half turn without having anything like <press> that causes the trigger
  12. KichiMitsurugi2 said:
    About the latter, basically, I made an item that removes buffs, and it triggered half turn without having anything like <press> that causes the trigger
    again, did it happen with no other plugins? because in a project thats only has the PTB plugin, what I imagine you made doesnt do that. confirm if it happens alone and show screenshots of that youre doing if it does

    1777559360668.png
    1777559536995.png
  13. When I choose a regular Attack after striking a weakness (one half-turn remaining) I get this error:
    TypeError
    Cannot read property 'setAttack' of undefined

    The only other plugin I have enabled is Yanfly Region Restrictions

    Also is there a way to display a graphic (like "Weak!") when a Weakness is struck? There's no feedback for the player at the moment
    mv error.png
  14. atma505 said:
    When I choose a regular Attack after striking a weakness (one half-turn remaining) I get this error:
    TypeError
    Cannot read property 'setAttack' of undefined
    I can't duplicate that bug in my test project. When you get a crash, you need to press F8, go to the Console tab, and provide a screenshot of the full error trace.

    Also, provide any more details if it's some specific situation when it occurs. I booted up my test project, had the first actor hit a weakness, and attacked with my second actor with no error. The Region Restrictions plugin would not be related.

    atma505 said:
    Also is there a way to display a graphic (like "Weak!") when a Weakness is struck? There's no feedback for the player at the moment
    I would suggest one of the popup-related plugins for that. Because many people are already using those for various effects, I didn't want to get into that area of the code and then have to deal with conflicts from that part.
  15. ATT_Turan said:
    I can't duplicate that bug in my test project. When you get a crash, you need to press F8, go to the Console tab, and provide a screenshot of the full error trace.

    Also, provide any more details if it's some specific situation when it occurs. I booted up my test project, had the first actor hit a weakness, and attacked with my second actor with no error. The Region Restrictions plugin would not be related.


    I would suggest one of the popup-related plugins for that. Because many people are already using those for various effects, I didn't want to get into that area of the code and then have to deal with conflicts from that part.
    Got it, thanks. And here's the console listing:
    mv error1.png
  16. atma505 said:
    Got it, thanks. And here's the console listing:
    None of that code is related to my plugin - you can see each line is coming from one of the rpg_ files in the core scripts. (that's not to say it isn't caused by other code from my plugin, just that in this case that doesn't give me anything to work with)

    If you can either describe the steps needed to duplicate this bug starting from a new project, or provide me with a download link for your project along with the steps needed to produce the bug, I'll see what I can do.

    Otherwise, as I mentioned above, I attempted to duplicate the bug as you described it and it worked fine for me.
  17. ATT_Turan said:
    None of that code is related to my plugin - you can see each line is coming from one of the rpg_ files in the core scripts. (that's not to say it isn't caused by other code from my plugin, just that in this case that doesn't give me anything to work with)

    If you can either describe the steps needed to duplicate this bug starting from a new project, or provide me with a download link for your project along with the steps needed to produce the bug, I'll see what I can do.

    Otherwise, as I mentioned above, I attempted to duplicate the bug as you described it and it worked fine for me.
    oh weird. Yeah sure, here's the project folder, I do a battle test of the first Troop ("dream assassin") with just the one character (Riley), perform a Spark for an extra turn, then attempt a regular attack and it crashes. Thanks so much for looking into this

    Dropbox
  18. atma505 said:
    oh weird. Yeah sure, here's the project folder, I do a battle test of the first Troop ("dream assassin") with just the one character (Riley), perform a Spark for an extra turn, then attempt a regular attack and it crashes. Thanks so much for looking into this
    Before I poke at this later this evening - does the bug occur during actual gameplay as well? Battle Test does not always work correctly once plugins get involved.

    I can add an event to the map to battle that same troop, I just want to make sure you checked that.
  19. ATT_Turan said:
    Before I poke at this later this evening - does the bug occur during actual gameplay as well? Battle Test does not always work correctly once plugins get involved.

    I can add an event to the map to battle that same troop, I just want to make sure you checked that.
    Yup, same thing happened when I set up an encounter using a map event
  20. atma505 said:
    Yup, same thing happened when I set up an encounter using a map event
    I got it - the trick was the skill granting the press turn being a multi-target scope.

    An updated version is uploaded to the first post.