MV - SRPG Engine MV - Plugins for creating Tactical Battle System

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Started by RyanBram 3313 posts Page 100 of 166 View original ↗
  1. VegaKotes said:
    @dopan Thanks for the help, sadly the plugin doesn't work all the way. I can make it to where the plugin decides who can counter attack but it flat out refuses to make use of the <srpgCounterSkill:X> notetag regardless of where I actually put it. Actors, enemies, equipment, states, none wanna work.


    I tried searching the tag itself on this thread but the only post that comes up on it is another user stating how the notetag doesn't work. T-T

    Also for some weird reason the core plugin doesn't seem to care if I set UseAgiAttackPlus to true or false it still functions regardless. Though I looked that up too and followed advice you posted for another user and set the Number required to "Blank."

    Ah well. There's another method I can and will try. Thanks for taking the time out to help me.

    Edit: I should mention I was curious if it was an incompatibility between the plugins I have so I tested this all out on a brand new project with just the StatbasedCounter and the Core plugins, nothing else.
    if its not a incompatiblety with other plugins..did you add the required Counterstat,?..
    Spoiler Setup Screenshots
    Spoiler
    Screenshot_2.png

    Screenshot_3.png
    i am using that plugin myself and it works, so i guess there is a wrong Setup in your project

    edit about agiatt+

    If you cant disable it, you can use an older core version that doesnt have it..
    but it should be possible to disable it anyway..
  2. Yup I have Counter Attack 100% on all involved parties, enemies and actors alike. They counter attack just fine. The only issue is that their counter attack is not being replaced with another skill like the <srpgCounterSkill:X> notetag is supposed to do.
    Just to be certain here's a screen shot of my Class notetag, weapon notetag, and the AgiAttackPlus part of the plugin settings.

    [embedded media]

    Edit: The actor/enemy will either Counterattack using the skill that their weapon replaces their attack skill with or they'll use the basic attack if there weapon does not replace their basic attack skill.
    The screen shots were from my project I'm actually working on but the set up is exactly the same in the tester project with just the two plugins.
    100% Counter attack rate.
    Tester with and without a Basic Attack replacement skill.
  3. VegaKotes said:
    Yup I have Counter Attack 100% on all involved parties, enemies and actors alike. They counter attack just fine. The only issue is that their counter attack is not being replaced with another skill like the <srpgCounterSkill:X> notetag is supposed to do.
    Just to be certain here's a screen shot of my Class notetag, weapon notetag, and the AgiAttackPlus part of the plugin settings.



    Edit: The actor/enemy will either Counterattack using the skill that their weapon replaces their attack skill with or they'll use the basic attack if there weapon does not replace their basic attack skill.
    The screen shots were from my project I'm actually working on but the set up is exactly the same in the tester project with just the two plugins.
    100% Counter attack rate.
    Tester with and without a Basic Attack replacement skill.

    ok i missunderstood..(mybad)
    and i used the last 20minutes to test some stuff aswell..

    i looked into the code from the statbasedcounter plugin..
    and i tested both map&SV battle..
    idk why but it seems that you are right.
    counter works but changing the counterskill doesnt..

    However that should not be so difficult to fix..
    since the weaponskill plugin can change the attackskill.. and in my "mapForceAction"-plugin.. i was also able to change the used skill..

    so i will probably try to fix that later , but i am currently working on another plugin..
    So this will have to wait sry.
    also at the moment i cant say why thats buged.

    ->most doctor Q plugins work pretty well, but i am using simpler coding(less JS knowledge) ,and have often trouble to understand codes from others ,if i am not used to the methods that the other plugin authors use..
  4. Hey it's all good. If you do get it working awesome. If you don't I have other methods to get what I need to do.
    Like I said, I appreciate the help.
  5. on topic : has anyone been able to hide GALV_ActorEquipItem command from the SRPG Menu?
    off topic : but can anyone recommend a party formation plugin?
    1637071998641.png
  6. xabileug said:
    1.on topic : has anyone been able to hide GALV_ActorEquipItem command from the SRPG Menu?
    2.off topic : but can anyone recommend a party formation plugin?
    View attachment 206885
    1. it should be possible to disable the triggers that enable the menu part.
    But i would recommend to add "$gameswitches" to those triggers instead..
    So that you can enable and disable them with those switches..

    Edit : Problem solved

    2. there is SRPG_BattlePrepare.js from Shoukang but i didnt used it yet, and dont know if thats what you are looking for
  7. Alright got a weird issue this time. And while I've solved it by completely redoing my Overheat and Movement Seal mechanics I figured I'd bring this to the attention of everyone else just in case others are having this issue.

    So before now I've been making use of a.addState(x); in my damage formula for various reasons and I've noticed something...peculiar.
    If I use any skill that adds a state to the attacker and preview an attack it will add the state to the actor without fail. Even if I don't follow through with the attack. It's like its calculating the damage formula and adding the state even if it isn't going through with the attack.

    Which was an issue since my Overheat and Movement Seal mechanics were both using States to figure out when the Actors would well...have their movement sealed for the rest of the turn or get stunned via overheating.

    Once again tested this with my actual project with several plugins as well as in a tester project with just the SRPG Core.

    My work around was instead to start using
    $gameVariables.setValue(10, a.actorId());
    And set a common event to check which Actor ID the variable is set to and apply the states accordingly. Since even if it runs every time I preview an attack the variable will always be written over by whoever the latest actor is. And the common event isn't run unless a skill/attack is actually launched.

    Anyway like I said I solved the specific issue for myself so I don't actually need help just figured I'd shed light on a possible issue that others may be facing if they're like me and like to use a.addState(x); in their damage formulas.
  8. ...
  9. VegaKotes said:
    Alright got a weird issue this time. And while I've solved it by completely redoing my Overheat and Movement Seal mechanics I figured I'd bring this to the attention of everyone else just in case others are having this issue.

    So before now I've been making use of a.addState(x); in my damage formula for various reasons and I've noticed something...peculiar.
    If I use any skill that adds a state to the attacker and preview an attack it will add the state to the actor without fail. Even if I don't follow through with the attack. It's like its calculating the damage formula and adding the state even if it isn't going through with the attack.

    Which was an issue since my Overheat and Movement Seal mechanics were both using States to figure out when the Actors would well...have their movement sealed for the rest of the turn or get stunned via overheating.

    Once again tested this with my actual project with several plugins as well as in a tester project with just the SRPG Core.

    My work around was instead to start using
    $gameVariables.setValue(10, a.actorId());
    And set a common event to check which Actor ID the variable is set to and apply the states accordingly. Since even if it runs every time I preview an attack the variable will always be written over by whoever the latest actor is. And the common event isn't run unless a skill/attack is actually launched.

    Anyway like I said I solved the specific issue for myself so I don't actually need help just figured I'd shed light on a possible issue that others may be facing if they're like me and like to use a.addState(x); in their damage formulas.
    Because to do the damage prediction it will actually execute the code you write in the damage formula.
    You can refer to Dr. Q's SRPG_PositionEffect for how to prevent executing the functions you write in the damage formula. keyword: if (!$gameTemp.isPrediction()) {
    Basically, if it's in prediction mode, the function (in your case the add state function) should do nothing.
  10. Shoukang said:
    Because to do the damage prediction it will actually execute the code you write in the damage formula.
    You can refer to Dr. Q's SRPG_PositionEffect for how to prevent exciting the functions you write in the damage formula. keyword: if (!$gameTemp.isPrediction()) {
    Basically, if it's in prediction mode, the function (in your case the add state function) should do nothing.
    Huh. Well thanks! The variable method I'm using now works fine for me but this'll help if I need to go back to another method and don't want that happening anymore.
  11. @dopan im referring to large party custom menu, like character selection, main party + reserve party. i found that one but its in MZ and the RETRO doesnt work on it. i'm trying to find a goo custom menu to handle 20 to 30 characters, with aesthetics.
    I can edit SRPG_BattleUI to hide GALV's plugin. but after so many trial and error i cant get it. when i put the condition if switch 1 is enabled, it's hidden even during part of SRPG_BattlePrepare. so my conflict is it should only be disabled during SRPG, present on normal Menu and SRPG Battle Prepare.
  12. xabileug said:
    @dopan im referring to large party custom menu, like character selection, main party + reserve party. i found that one but its in MZ and the RETRO doesnt work on it. i'm trying to find a goo custom menu to handle 20 to 30 characters, with aesthetics.
    I can edit SRPG_BattleUI to hide GALV's plugin. but after so many trial and error i cant get it. when i put the condition if switch 1 is enabled, it's hidden even during part of SRPG_BattlePrepare. so my conflict is it should only be disabled during SRPG, present on normal Menu and SRPG Battle Prepare.
    you need to controll the switch and it must be a $gameswitch so that you can controll it global

    (you could change the switch at battles start event, to disable the menu,and to enable wherever you put the "SRPGBattleEnd")
    -> i am not sure at what timing the SRPG Battle Prepare. triggers.. so it might be that you need a later timing to disable the menu (example 1 time in actor phase, and only "if" switch is not allready true
    (in eventing you can controll that $GameSwitch as ussual without script)

    code check switch inside of if condition for example
    JavaScript:
    $gameSwitches.value(SwitchIDNumber)
    //above = switch enabled, below = Switch disabled
    !$gameSwitches.value(SwitchIDNumber)
    
    // $GameSwitches dont need to be checked for true of false because with "no value",
    // they are always false in Scripts

    edit
    code to set switch to true or false:

    JavaScript:
    $gameSwitches.setValue(SwitchIDNumber, false)
    // sets switch to "false".. using true instead sets to "true"
  13. Okay i figured it out, SRPG_BattlePrepare has its own Scene. this is the modification, patch. creating a patch just gives stack eerror
    JavaScript:
    Galv.AEI.Window_MenuCommand_addOriginalCommands = Window_MenuCommand.prototype.addOriginalCommands;
        Window_MenuCommand.prototype.addOriginalCommands = function() {
            Galv.AEI.Window_MenuCommand_addOriginalCommands.call(this);
            // always enabled outside SRPGMode
            if (!$gameSystem.isSRPGMode() == true) {
                var enabled = true;
                this.addCommand(Galv.AEI.menuCommand, 'equipitem', enabled);
            // enabled when     using SRPG_BattlePrepare
            } else if ($gameSystem.isSRPGMode() == true && $gameSystem.isBattlePhase() === 'battle_prepare') {
                var enabled = true;
                this.addCommand(Galv.AEI.menuCommand, 'equipitem', enabled);
            }
        };
  14. Does this awesome plugin have documentation?
  15. luizfcr said:
    Does this awesome plugin have documentation?
    good question. However, the answer is no...
  16. lets say not yet^

    (@DoctorQs plugin Note <srpgCounterSkill:X>)
    however, i figured already out how to make the ChangedCounterskill work,..
    -> the bug was that the "actionTiming" in the srpg core was set after the attackSkill was already set.. and DoctorQ, triggered the counterskill/attackskill_change with the actiontiming..
    so this must be changed in the srpg core to set the actiontiming of targets a bit earlier..

    EDIT
    So the "statBasedCounter"-plugin issue on <srpgCounterSkill:X> is solved.
    the code that must be changed in the srpgCore, to make that work is:
    ( found @ "setActionTiming" )
    Screenshot Edit Info
    Screenshot_1.png

    all SRPGcore Version on my Github, are edited to add this fix
  17. Shoukang said:
    good question. However, the answer is no...
    Who needs documentation when I can just obsessively run my head against a metaphorical brick wall trying to figure out how to implement things then finally admitting I need some help and sheepishly post in here? >:3

    Although to be serious I don't feel like this plugin does a terrible job of explaining itself through the actual notes on each plugin. They generally tell you what they're used for and how they work and any questions one might have seem to be readily answered by all you fine folk in a quick enough manner.

    @dopan just tested your edited Core out. It works like an ABSOLUTE charm! Thanks a ton!
  18. VegaKotes said:
    Who needs documentation when I can just obsessively run my head against a metaphorical brick wall trying to figure out how to implement things then finally admitting I need some help and sheepishly post in here? >:3

    Although to be serious I don't feel like this plugin does a terrible job of explaining itself through the actual notes on each plugin. They generally tell you what they're used for and how they work and any questions one might have seem to be readily answered by all you fine folk in a quick enough manner.

    @dopan just tested your edited Core out. It works like an ABSOLUTE charm! Thanks a ton!
    if you are using my edited core version make sure to add the right setup for the "Mapbattle pre action phase" and and the "mapActionText"
    ( i tried to explain it on my github readme )

    also i added imgs to my github that are needed for what i call the EXA fix..
    (these imgs replace the E X A from the "srpg_set"_ Img)
    -> this change is made to enable more frame usage on charSprites
    ( i should edit this in the future so that the imgs are only required if that is enabled in the SRPGcore param )
    spoiler code EXA screenshot
    Spoiler
    Screenshot_2.png
    i agree that a lot of infos are not well explained (mine aswell) , but thats not so easy..
    also i plan to make a small demo that explains my plugins and shows the Setups.

    If you get any problems with the setup of the edited srpgCore , before i made that demo, you can message me for help

    ( the demo ist next on my todo list after i finished the "enemyEquip" Plugin..which also should include "Stealing" on which i am currently working )
  19. @dopan i tried editting the char frame function , so i can create my own HPGauge as sprites, the existing SRPG_DispHPOnMap uses a create window function, making it for me not flexible and limitted customization for the draw actor hp.. but i have no luck making the srpgSpriteHPGauge to show up. i looked at that part of the code, the turnendpsprite.

    EDIT
    okay.. i finally got the HP gauge show up! :)
    1637202816609.png
  20. xabileug said:
    @dopan i tried editting the char frame function , so i can create my own HPGauge as sprites, the existing SRPG_DispHPOnMap uses a create window function, making it for me not flexible and limitted customization for the draw actor hp.. but i have no luck making the srpgSpriteHPGauge to show up. i looked at that part of the code, the turnendpsprite.
    Its Not recommened to edit the TurnEndSprite stuff

    i think it would be better to study, the "mapStateOverlay" plugin from my Github, it takes the already existing StateOverlay which is in the SV battle system and adds Sprite_StateOverlay to mapChars,..
    I used a similar solution to do that as the SRPG_DispHPOnMap does..

    spoiler plugin info on how to add the spriteOverlay to MapChars
    Spoiler
    Screenshot_3.png

    I just dont know how to create such "srpgSpriteHPGauge-Overlay".. and i agree that the code from SRPG_DispHPOnMap is not very usefull, but its at the moment the only solution i got

    edit
    Congratz!
    How did you build the HP gauge? or is it part of a plugin?
    the SRPG_DispHPOnMap Version which i use looks like this:
    ( i used bigger gauges ,because if chars are close they will be hiding the gauge from other units in some cases if to small )
    Spoiler
    Screenshot_4.pngScreenshot_5.png