I believe I've encountered a bug in the Battle Prepare plugin- when I select Position -> Status it causes an error
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MV - SRPG Engine MV - Plugins for creating Tactical Battle System
● ARCHIVED · READ-ONLY
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is " this.playerMoveTo(X, Y); " only Coordinates ??
i want to move cursor to Event ID...
i asked for a long time... -
i'll just leave it here. I failed to add the weapon icon because im referencing from new sprite_stateicon.
this is just tomoaky's TMSrpg HPgauge i extracted and placed to SRPG Converter, like how SRPG_DispHPOnMap is extracted from YEP_X_VisualHpGauge. I failed to add the HP Values too, cause i dont know which function to use drawTextEx or make new function SpriteHP.
feel free to edit stuff, i'm not much familiar declaring variables ahead, so values are as is like HPgauge width, HPgauge length, HPgauge pos x, HPgauge pos y, HPgauge color1, color2, color3. i just commented on them.
EDIT:
I was looking for the doubleAction boolean flag condition to be set to true, and i only found these lines consistent :
JavaScript:I need to the flag so i can put the x2 icon on damage window predictionif (firstBattler.currentAction().isForOpponent() && !firstBattler.currentAction().item().meta.doubleAction) { var dif = firstBattler.agi - secondBattler.agi; var difMax = secondBattler.agi * _srpgAgilityAffectsRatio - secondBattler.agi; if (difMax == 0) { agilityRate = 100; } else { agilityRate = dif / difMax * 100; } // if roll is success, proceed to double action ? if (agilityRate > Math.randomInt(100)) { < --- insert here flag set to true var agiAction = firstBattler.action(0); this.srpgAddMapSkill(agiAction, firstBattler, secondBattler) } } -
$gameMap.event(eventID)is " this.playerMoveTo(X, Y); " only Coordinates ??
i want to move cursor to Event ID...
i asked for a long time...
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this.playerMoveTo(X, Y);
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JavaScript:this.playerMoveTo(X, Y); //default script cursor move to XY $gameMap.event(eventID) //eventID is needed! var eventX = $gameMap.event(eventID).x //var that stores the Xdata of event var eventY = $gameMap.event(eventID).y //var that stores the Ydata of event this.playerMoveTo(eventX, eventY); //curosr move script with eventXYData added
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@xabileug
about Plugins: (about YEP terms @SRPG_DispHPOnMap )
i did not know that SRPG_DispHPOnMap is extracted from YEP_X_VisualHpGauge.
,.. i always thought these 2 plugins could be used together somehow, but couldnt make that work
Also i do NOT know, if it was allowed to extract it for the PluginMaker of SRPG_DispHPOnMap.
I guess it wasnt,because Yep's terms are pretty hard (meaning NOT "MIT_Terms" ect)
So till we dont know more on this i can only advice everybody to NOT use SRPG_DispHPOnMap.
( or atleast to find out first, if its allowed or not, because i am just guessing here )
-> but i think the terms from tomoaky's are MIT .
(means free2use&edit ect)
So i guess what you did, was allowed, even if the solution might need some Edits in the Future..
(for example in order to put Controll Options into the plugin param, that define which Overlays are used.. => "enable only,WeaponIconSprite" or "enable only HpGaugeSprite",or "enable both")
But i think as for JS learning , this was already a step forward, and thats what i consider as the most important point.Also it solved your needs for now and thats another important point.
Also it gives us an Free2Use_Alternative to SRPG_DispHPOnMap
about your Question:
i do not understand exactly what you wanna do, but
JavaScript:if (agilityRate > Math.randomInt(100)) { // if agirate is high enough.. var agiAction = firstBattler.action(0); //add action to acting Unit this.srpgAddMapSkill(agiAction, firstBattler, secondBattler); //trigger the action for MapBattle(action,actingUnit,targetUnit) }; // Note this whole code is from the MapBattle Part of battleActions..(sceneMap related) // the SV battle part is somewhere else (battlemanager related)
=>pls Note i dont have any exp with editing the battle prediction window yet, so i cant be much help on that, perhaps someone else can give you better advice on this Issue.
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SideNote:
i found a tutorial from Hime that shows how to build HP bars in general, ..
The tutorial is probably for SVbattles but thats the smallest issue since we already know how to add stuff to mapCharSprites.
here is the link: https://himeworks.com/2015/03/creating-simple-hp-bars/
edit
@Percarus
i didnt miss your bug report, i just cant be any help on this, i didnt used it yet,and if its a bug perhaps Shoukang can help.. -
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
all SRPGcore Version on my Github, are edited to add this fix
I didn't even notice this bug, awesome work dopan! Where would I place those edits if I want the counter attack/skill to happen strictly AFTER the target is hit and not before? -
this mentioned bug was about doctorQs plugin "SRPG_StatBasedCounter" & the srpgCore,I didn't even notice this bug, awesome work dopan! Where would I place those edits if I want the counter attack/skill to happen strictly AFTER the target is hit and not before?
and it only fixed the Issue of the NoteTag "<srpgCounterSkill:X>" not working correctly.
I had to edit the srpgCore ,not doctorQs plugin, for better compatiblety..
(i think "SRPG_StatBasedCounter" always counter after the attack by default,
..or else this needs "SRPG_AttackerFirstAttack" aswell)
What you are looking for is probably the Plugin "SRPG_AttackerFirstAttack"..
I will attach it to this posting,asuming that you are using agiAtt+
("SRPG_StatBasedCounter" & agiAtt+ are incompatible with each other.. using both will trigger to much counters, ..)
about "SRPG_AttackerFirstAttack":
Sry the help text in that plugin is only in japan&german
i google translated it.. here is the Englisch help info:
By default, the order of attack is determined by the agility value.
Change it to attack → counterattack. -
Exactly what I was looking for. You're the besttttttttttthis mentioned bug was about doctorQs plugin "SRPG_StatBasedCounter" & the srpgCore,
and it only fixed the Issue of the NoteTag "<srpgCounterSkill:X>" not working correctly.
I had to edit the srpgCore ,not doctorQs plugin, for better compatiblety..
(i think "SRPG_StatBasedCounter" always counter after the attack by default,
..or else this needs "SRPG_AttackerFirstAttack" aswell)
What you are looking for is probably the Plugin "SRPG_AttackerFirstAttack"..
I will attach it to this posting,asuming that you are using agiAtt+
("SRPG_StatBasedCounter" & agiAtt+ are incompatible with each other.. using both will trigger to much counters, ..)
about "SRPG_AttackerFirstAttack":
Sry the help text in that plugin is only in japan&german
i google translated it.. here is the Englisch help info: -
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@xabileug
Spoileri think the best way to make your display icon thing happen is to study this plugin: Links below
(only the last part about "Sprite_Character" might be important)
this is an older jap, enemyAI plugin, but we dont use it for several reasons..
(other AI plugins are better and i think there were compatiblety issues, thats why i even deleted that plugin from my plugin storage)
However it uses singel imgs and draws them on Units,not at the same position which you would need but it has code that shows HOW to draw singel imgs on units.
-> if you can addapt that to fit in your plugin, you only need to put the Icons you wanna use on singel Imgs in your IMG/Systemfolder (everybody can edit these imgs in their own project to their needs)
Incase that works,i could put the imgs which you provide for others on my Github,but i suggest that you get your own Github instead^^
links to the mentioned plugin :
SRPGã³ã³ãã¼ã¿ç¨ãã©ã°ã¤ã³ | ã±ãã®ãã¼ã --------
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SideNote:
at the moment you left a lot of un_used Code in your plugin,probably to solve that later..
perhaps that might be the solution to figure this out..
I also tried to find a "draw icon on events solution" for rpg mv in forum but most things i found were not helpfull or even discouraging,thats why i think ,this might be the best approach..
i probably wont use icons or the hp numbers, but its still a good alternative to the other plugin
also i looked on the original plugin Screenshot from the Pluginmaker, and it seems that this was suppost to be some sort of hudmaker..
but for such stuff i would recommend srds hudmaker, and maybe "actorhuds" from moghunter..moghunters "variableHuds" can work aswell..
But moghunter "partyhuds" has some compatiblety issues.. i explained that in my Spoiler.
(also the scriptcodes for srd hudmaker are stored in my spoiler) -
I'm not planning to make changes to the battle prepare plugin. There are many special requests, like setting the maximum number of certain classes, certain actors can only be arranged to certain positions... etc. It's hard to fulfill all these needs, so I will just stick to the fire-emblem style.
I have never seen this bug. Maybe because you are using the AI Control from Natplays' version? Try the version in my bug-fix patch first. Then you can try to merge that one with mine. Also, remember to use the other plugins in my bug fix patch.
If this doesn't work please check your plugin orders. For anyone who is having trouble using my plugins, here's a complete order of all the plugins used in my demo game project.
order of plugins
Hey Shoukang I rearranged my plugins to look like yours and I get this new error when an enemy targets my summon. (Also I got all the bug fixes in your post too) -
from what i understand, the system trys to get the distance betwen some Unit_events or whatever,, and its missing the "x data" (from xy location data). i cant give more detailed infos about your error if you dont use the console F8 and look into it more detailledHey Shoukang I rearranged my plugins to look like yours and I get this new error when an enemy targets my summon. (Also I got all the bug fixes in your post too)
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edit info about enemyEquip plugin:
its close to be finished, i just have a few last conflicts to solve, and to decide if i wanna add stealGold and stealExp aswell..(equip stealing is already fully implemented)
The last conflict at the moment is, that if using text message(mapActionText) for the skill itself (on mapbattle,not sv),and using text message for the "steal result" aswell.. those 2 messages will conflict and only the first one gets displayed..but i think this can be solved somehow.. its just a bit anoying to get new problems so close to the end^^(and i dont know much about this conflict)
Solved, it was a timing related issue which could be solved by triggering the MapActionText at the beginning of preAction phase. and not 40frames later while preAction is still running..
like my first setup did.
(->every phase in my demo has a "frame wait" inside to be able to trigger common events)
It also looks better from the timing if the SkillText_MapActionText is displayed as early as possible.. -
from what i understand, the system trys to get the distance betwen some Unit_events or whatever,, and its missing the "x data" (from xy location data). i cant give more detailed infos about your error if you dont use the console F8 and look into it more detailled
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edit info about enemyEquip plugin:
its close to be finished, i just have a few last conflicts to solve, and to decide if i wanna add stealGold and stealExp aswell..(equip stealing is already fully implemented)
The last conflict at the moment is, that if using text message(mapActionText) for the skill itself (on mapbattle,not sv),and using text message for the "steal result" aswell.. those 2 messages will conflict and only the first one gets displayed..but i think this can be solved somehow.. its just a bit anoying to get new problems so close to the end^^ (and i dont know much about this conflict)
You mean this part?
Code:Game_System.prototype.unitDistance = function(event1, event2) { var minDisX = Math.abs(event1.posX() - event2.posX()); var minDisY = Math.abs(event1.posY() - event2.posY()); if ($gameMap.isLoopHorizontal() == true) { var event1X = event1.posX() > event2.posX() ? event1.posX() - $gameMap.width() : event1.posX() + $gameMap.width(); var disX = Math.abs(event1X - event2.posX()); minDisX = minDisX < disX ? minDisX : disX; } if ($gameMap.isLoopVertical() == true) { var event1Y = event1.posY() > event2.posY() ? event1.posY() - $gameMap.height() : event1.posY() + $gameMap.height(); var disY = Math.abs(event1Y - event2.posY()); minDisY = minDisY < disY ? minDisY : disY; } return minDisX + minDisY; };
Hmm I'm not sure why srpg core is having trouble getting the x and y of the summon's event. -
idk perhaps it triggers to early, before the summon event is active on map..You mean this part?
Code:Game_System.prototype.unitDistance = function(event1, event2) { var minDisX = Math.abs(event1.posX() - event2.posX()); var minDisY = Math.abs(event1.posY() - event2.posY()); if ($gameMap.isLoopHorizontal() == true) { var event1X = event1.posX() > event2.posX() ? event1.posX() - $gameMap.width() : event1.posX() + $gameMap.width(); var disX = Math.abs(event1X - event2.posX()); minDisX = minDisX < disX ? minDisX : disX; } if ($gameMap.isLoopVertical() == true) { var event1Y = event1.posY() > event2.posY() ? event1.posY() - $gameMap.height() : event1.posY() + $gameMap.height(); var disY = Math.abs(event1Y - event2.posY()); minDisY = minDisY < disY ? minDisY : disY; } return minDisX + minDisY; };
Hmm I'm not sure why srpg core is having trouble getting the x and y of the summon's event.
i cant say much on the summon plugin myself..sry
i just can tell you what the error message means. -
Hey Shoukang I rearranged my plugins to look like yours and I get this new error when an enemy targets my summon. (Also I got all the bug fixes in your post too)
Doesn't happen in my setup... Looks like it can't find the event of a battler. Did you modify the $gameMap._events or $gameSystem._EventToUnit with script? I remember you did that for some reason (unit to event) and this can cause theGame_BattlerBase.prototype.eventfunction fail to find the corresponding event. Try to use console.log to debug yourself. The key here istarget.event()on line 392, I think it returns undefined for some reason. You can also useconsole.log($gameMap._events)andconsole.log($gameSystem._EventToUnit)to check their information before line 392. If you don't have any clue, sent the screenshot of the contents in$gameSystem._EventToUnitand$gameMap._events
I believe I've encountered a bug in the Battle Prepare plugin- when I select Position -> Status it causes an error
Ok, this mistake is obvious... I wonder why I didn't find it. You can download the newest version. -
Im honestly puzzled what the source of the error is, so I just moved your summon plugin all the way to the bottom and now everything seems fine.Doesn't happen in my setup... Looks like it can't find the event of a battler. Did you modify the $gameMap._events or $gameSystem._EventToUnit with script? I remember you did that for some reason (unit to event) and this can cause the
Game_BattlerBase.prototype.eventfunction fail to find the corresponding event. Try to use console.log to debug yourself. The key here istarget.event()on line 392, I think it returns undefined for some reason. You can also useconsole.log($gameMap._events)andconsole.log($gameSystem._EventToUnit)to check their information before line 392. If you don't have any clue, sent the screenshot of the contents in$gameSystem._EventToUnitand$gameMap._events
Ok, this mistake is obvious... I wonder why I didn't find it. You can download the newest version. -
I'll leave the plugin I made here, SRPG_UnitMapInfo. Again this is from TM_Srpg by tomoaky, imported to SRPG_Core, so its not my own. here's video reference. there's no lag as you can see in the fire skill animation.. idk what happened my HP gauge suddenly became broken :C
@dopan the plugin is now clean of unnecessary lines
plugin updated to 1.04 actor enemy hp gauge color custom removed, must edit inside using edittor
plugin reverted to 1.03a fixed coding on variable value hp gauge -
I am happy to announce that i finished my new Plugin: SRPG_EnemyEquip.js
It Includes stealingFunctions, more info in the Plugin help Info.
Next thing i planed to do, is building a showcase Demo ,
which Includes most of DrQs Plugins and most of my own Plugins.
That is supossed to show the Setup of my plugins and of my Edited SRPG core.
And to show the correctly arranged Plugins in the Pluginmanager.(to avoid Bugs)
This demo wont use Yep plugins, similar to RyansDemo
even if i use YepsPlugins in my private project.
->because of YepsTerms i cant add any Yep plugin in such a demo,sry.
Everybody who wants to test the new plugin can do that,but if the
Plugin setup is to complicated or hard to understand, pls wait for the
Demo.If you get any Errors or see any other Bugs pls let me know!
edit_info-bugfix
fixed a little typo bug on the new plugin, if you downloaded it before reading this edit info, pls download it again.thx -
@dopan I'm having trouble getting event graves to work. The graves don't spawn when the enemy dies. I have the map ID set up in the plugin parameters. Here's my event setup.
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you have a grave map?
which is added to the plugin param
the eventgraves spawn is set to true in your Plugin param?
i see no mistakes on your imgs,might be a conflict with another plugin.. idk
-did you try putting it somewhere else in the plugin manager?
if you want send me a copy of your project and i will look into it
(if it uses yep plugins you can delete them from the js folder .. i can replace them^^)
or wait for the demo (that will take some time)
edit
i might be possible that it doesnt work if the alive battleUnits are spawned with the "summon plugin", because these Units are not normal "map events".. but i didnt tested that yet
(if thats the case try it with "normal" alive units.. to figure out if thats the problem)
Its weird. I tried to use it on the vanilla demo too and it didn't work. Am I supposed to make a grave event for every single actor and enemy first?