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

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Started by RyanBram 3313 posts Page 108 of 166 View original ↗
  1. MetalKing11417 said:
    I tried it on both an equipped and unequipped enemy. Both crashed the game. I guess I will have to make do with the default prediction screen, Which isn't too bad, I guess.
    i figured it out!^

    try this script to solve error 2
    Spoiler
    JavaScript:
    if (this._actionArray[1] != this._targetArray[1] && this._targetArray[1].currentAction() !== null) {
        if (this._targetArray[1].isActor()) {
            this.drawIcon(this._targetArray[1].weapons()[0].iconIndex, this.windowWidth() - Window_Base._iconWidth * 2, this.fittingHeight(7));
        } else if (this._targetArray[1].enemy().meta.srpgWeapon) {
                   this.drawIcon($dataWeapons[this._targetArray[1].enemy().meta.srpgWeapon].iconIndex, this.windowWidth() - 2 * Window_Base._iconWidth, this.fittingHeight(7));
        }
    }
    basicly this only replaces :
    this._targetArray[1].meta.srpgWeapon
    - this cant work the meta is not stored on the EnemyBattler

    with
    this._targetArray[1].enemy().meta.srpgWeapon
    - the meta is stored on "enemy()" of the EnemyBattler

    i should have recognized that earlier ^^
  2. I am testing out this SRPGWindow by boomy and pasted his prediction window lunatic code in the plugin then I got this kind of error whenever I click on the enemies. Can anyone point what seems to be the problem?
    1639652170274.png
  3. dopan said:
    i figured it out!^

    try this script to solve error 2
    Spoiler
    JavaScript:
    if (this._actionArray[1] != this._targetArray[1] && this._targetArray[1].currentAction() !== null) {
        if (this._targetArray[1].isActor()) {
            this.drawIcon(this._targetArray[1].weapons()[0].iconIndex, this.windowWidth() - Window_Base._iconWidth * 2, this.fittingHeight(7));
        } else if (this._targetArray[1].enemy().meta.srpgWeapon) {
                   this.drawIcon($dataWeapons[this._targetArray[1].enemy().meta.srpgWeapon].iconIndex, this.windowWidth() - 2 * Window_Base._iconWidth, this.fittingHeight(7));
        }
    }
    basicly this only replaces :
    this._targetArray[1].meta.srpgWeapon
    - this cant work the meta is not stored on the EnemyBattler

    with
    this._targetArray[1].enemy().meta.srpgWeapon
    - the meta is stored on "enemy()" of the EnemyBattler

    i should have recognized that earlier ^^
    Nice, it works.
  4. I keep getting this error from time to time. i dont know what is causing it.
    1639696462660.png
    1639696476984.png
  5. xabileug said:
    I keep getting this error from time to time. i dont know what is causing it.
    View attachment 209981
    View attachment 209982
    no idea it seems to be related to the show path plugin
    because it triggers at moverange of the srpg core..

    if you clik on the red error text the console will show you where exactly the error triggers

    ( i dont know anything about the showpath plugin )
  6. Hey! So... I'm new here - Like REALLY new here, considering this is my first post - But I've been working on a project for about a month in SRPG Engine, and not had any major issues that couldn't be solved by wrangling a little bit of stray javascript. Until now.

    Does anyone have any info on giving enemies items? Think like Vulneraries from Fire Emblem. For the life of me I haven't been able to find any plugins on enemy item systems that could help... I thought for a little while I could work off the steal system in SRPG_EnemyEquip, but that didn't work.

    It could be that an enemy consumable plugin already exists and I just couldn't find it, idk. Help would be appreciated though!
  7. DunkyClassic said:
    Hey! So... I'm new here - Like REALLY new here, considering this is my first post - But I've been working on a project for about a month in SRPG Engine, and not had any major issues that couldn't be solved by wrangling a little bit of stray javascript. Until now.

    Does anyone have any info on giving enemies items? Think like Vulneraries from Fire Emblem. For the life of me I haven't been able to find any plugins on enemy item systems that could help... I thought for a little while I could work off the steal system in SRPG_EnemyEquip, but that didn't work.

    It could be that an enemy consumable plugin already exists and I just couldn't find it, idk. Help would be appreciated though!
    you make a skill that makes the enemy seem to use item. @dopan is making the srpg_itemslots plugin for actors and enemies.
  8. DunkyClassic said:
    Hey! So... I'm new here - Like REALLY new here, considering this is my first post - But I've been working on a project for about a month in SRPG Engine, and not had any major issues that couldn't be solved by wrangling a little bit of stray javascript. Until now.

    Does anyone have any info on giving enemies items? Think like Vulneraries from Fire Emblem. For the life of me I haven't been able to find any plugins on enemy item systems that could help... I thought for a little while I could work off the steal system in SRPG_EnemyEquip, but that didn't work.

    It could be that an enemy consumable plugin already exists and I just couldn't find it, idk. Help would be appreciated though!
    old text
    the enemyEquip plugin ist still experimental..
    at the moment i am working on this plugin and will rename it as soon i make the next update..

    at the moment i am reworking the steal break skills.

    Edit
    Here is the first Version of the "SRPG_UnitCore"
    this replaces the "enemyEquip" plugin!


    SRPG_UnitCore.js
    // can be found on my Github

    Plugin Infos
    this plugin will includes :
    - a lot of steal & break -options
    - equipsSlots for enemys
    - itemSlots for actors & enemys
    - a itemSlot menu for actors & using "dropitems" as itemslot menu for enemys
    - scriptcalls that give you more controll over what item or equip is used on enemys
    - and a few more extras..

    i decided to call it "unitCore" ,because i wanted to avoid confusion if naming it "equipCore"..
    where most people will talk/think about YEPs equipCore in such Case.

    And by now and with the planed Level/Exp Update, it does more than handle Equip or stealSkills..

    I updated the help Info Text aswell, but if you have questions or if you find any bugs pls let me know!

    => i highly recommend to use a resolution of: "1110 x 768"
    Screenshot_1.png

    And i recommend to put the plugin "SRPG_StatusWindow(patch).js" directly under this plugin..


    ( i might make another version of the "SRPG_StatusWindow(patch).js"-plugin for the default window size resolution "816x624" soon )

    EDIT
    last Plugin Update was at "11.25 am"
  9. Xerah said:
    I am testing out this SRPGWindow by boomy and pasted his prediction window lunatic code in the plugin then I got this kind of error whenever I click on the enemies. Can anyone point what seems to be the problem?
    View attachment 209928

    @Xerah

    sry i dint saw your post earlier..

    if you open the console F8 and click on the red text, you can make a screenshot of where the code exactly bugs

    with this info you showed i can only say that the plugin has problems to get the data of iconIndex.. which is probably caused by some wrong battler Meta data.. similar to the errors that MetalKing11417 found a few posts ago,,

    ------
    @ All
    also , because i edited the post above instead of bumping the Info about
    the new Plugin update, pls read this#2,148

    If you are interressted in the new plugin that replaces the EnemyEquip plugin
  10. Ok, boomy, I found something annoying in regards to the status window when using your plugin and using a modified version of your FE Staus- when I am displaying text, it Overlays above the dialog window I use for on map scenes, making it impossible to view some of the text.
  11. MetalKing11417 said:
    Ok, boomy, I found something annoying in regards to the status window when using your plugin and using a modified version of your FE Staus- when I am displaying text, it Overlays above the dialog window I use for on map scenes, making it impossible to view some of the text.
    Can you post a screen shot? I don't know how to draw windows on top of windows so you might need to move the window somewhere else or make the window transparent
  12. boomy said:
    Can you post a screen shot? I don't know how to draw windows on top of windows so you might need to move the window somewhere else or make the window transparent
    Window on top of window.png
    My suggestion would be to deactivate the quick status window when text is displayed and then reactivate it when it isn't being displayed or give a command to disable it manually until control is given back to the player.

    Also, it blocks off text even when the window is transparent.
  13. Shoukang said:
    Please refer to #1,556
    thank you ! i will update if it still happens after.

    EDIT: alright i managed this attack indicator
    JavaScript:
    Window_SrpgPrediction.prototype.drawSrpgBattleActionName = function(actor, action, x, y, flag) {
            if (action && flag == true) {
                var skill = action.item();
                if (skill) {
                    var costWidth = this.costWidth();
                    this.changePaintOpacity(this.isEnabled(actor, skill));
                    if (DataManager.isSkill(skill) && skill.id == actor.attackSkillId() &&
                        !actor.hasNoWeapons()) {
                        if (actor.isActor()) {
                            var item = actor.weapons()[0];
                        } else {
                            var item = $dataWeapons[Number(actor.enemy().meta.srpgWeapon)];
                        }
                        this.drawItemName(item, x + 4, y, 280 - costWidth);
                    } else {
                        this.drawItemName(skill, x + 4, y, 280 - costWidth);
                    }
                    this.drawSkillCost(actor, skill, x, y, 288);
                    this.changePaintOpacity(1);
                    
                    // is attack effective
                    if (actor.isActor()) {
                        if ($gameSystem.EventToUnit($gameTemp.targetEvent().eventId())[1].elementRate($gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].currentAction().item().damage.elementId) > 1) {
                            this.drawIcon(73, x - 28, y + 2);
                        } else if ($gameSystem.EventToUnit($gameTemp.targetEvent().eventId())[1].elementRate($gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].currentAction().item().damage.elementId) < 1) {
                            this.drawIcon(74, x - 28, y + 2);
                        }
                    } else if (!actor.isActor()) {
                        if ($gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].elementRate($gameSystem.EventToUnit($gameTemp.targetEvent().eventId())[1].currentAction().item().damage.elementId) > 1) {
                            this.drawIcon(73, x - 28, y + 2);
                        } else if ($gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].elementRate($gameSystem.EventToUnit($gameTemp.targetEvent().eventId())[1].currentAction().item().damage.elementId) < 1) {
                            this.drawIcon(74, x - 28, y + 2);
                        }
                    }
                    
                } else {
                    this.drawText('------------', x + 52, y, 96, 'right');
                }
            } else {
                this.drawText('------------', x + 52, y, 96, 'right');
            }
            
        };
    1639967266715.png
  14. MetalKing11417 said:
    My suggestion would be to deactivate the quick status window when text is displayed and then reactivate it when it isn't being displayed or give a command to disable it manually until control is given back to the player.
    I added a plugin parameter to disable the window when a game_message is active

    @Xerah
    I added a failsafe for unarmed units. Check the updated tutorial
    The failsafe is to check if unit.weapons()[0] is undefined or not
  15. dopan said:
    old text
    the enemyEquip plugin ist still experimental..
    at the moment i am working on this plugin and will rename it as soon i make the next update..

    at the moment i am reworking the steal break skills.

    Edit
    Here is the first Version of the "SRPG_UnitCore"
    this replaces the "enemyEquip" plugin!


    SRPG_UnitCore.js
    // can be found on my Github

    Plugin Infos
    this plugin will includes :
    - a lot of steal & break -options
    - equipsSlots for enemys
    - itemSlots for actors & enemys
    - a itemSlot menu for actors & using "dropitems" as itemslot menu for enemys
    - scriptcalls that give you more controll over what item or equip is used on enemys
    - and a few more extras..

    i decided to call it "unitCore" ,because i wanted to avoid confusion if naming it "equipCore"..
    where most people will talk/think about YEPs equipCore in such Case.

    And by now and with the planed Level/Exp Update, it does more than handle Equip or stealSkills..

    I updated the help Info Text aswell, but if you have questions or if you find any bugs pls let me know!

    => i highly recommend to use a resolution of: "1110 x 768"
    View attachment 210145

    And i recommend to put the plugin "SRPG_StatusWindow(patch).js" directly under this plugin..


    ( i might make another version of the "SRPG_StatusWindow(patch).js"-plugin for the default window size resolution "816x624" soon )

    EDIT
    last Plugin Update was at "11.25 am"
    Oh my god, you're a life saver! Thank you so much!!
  16. DunkyClassic said:
    Oh my god, you're a life saver! Thank you so much!!

    wait till you see this update^^

    ------

    @ all

    The "srpg UnitCore" has its Final version now! updated Version on my Github
    (bugfixes not included)

    -> this update adds "enemyClass" & "enemyLevels" & "enemyEXP"

    -> also new Skill noteTags are added for "steal Gold" & "steal Exp"


    I consider this as the Final plugin Version,.. any othet changes like building "dual Wield" for srpg,
    will be made in other Plugin extensions, if i figure out how to properly do this.


    Pls Note The Enemy Classes are required, and can be added by the default notetags of the SRPG Core,
    for the srpg core "dummy classes"..

    But use Numbers not Names! number = id of class.
    Classes are needed to use EXP and build the Class EXP curve Setup.
    -Enemy Classes dont allow enemys to learn new skills
    -Enemy Class param and the general EquipType restrictions dont apply on enemys!

    -Enemy Class "classNoteTags" can be used as usual.
    JavaScript:
    $gameSystem.EventToUnit(event_ID)[1].currentClass().meta;
    //this script will return the class meta. Works for actors&enemys
    ->Enemys now will store their skills in the battler,
    which makes it easier (shorter code) to display the enemySkills in windows ect
    ->And this "storing skills on enemy_battler"- thing will allow me to build future Extensions..
    (like Extension plugins that allow us to equip Skills, Steal Skills ect,..
    in general skills can be handled like Equip or Items)


    The initial enemy Level can also be added via enemyNote ,or else its level 1
    (the default note from srpg core)

    <srpgClass:X> # set class id.THIS IS REQUIRED! (number)
    <srpgLevel:X> # set level id (number).If not used default level is 1

    This Final Plugin Version is NOT fully Bugtested yet, if you find any Bugs or have any Questions pls let me know!

    SideNote:
    -> next thing i will do, is building another patchedVersion of Shoukangs "window plugin" , which can be used if using the default Resolution..
    Because at the moment the "unitCore" requires the resolution of 1110 x 768 ,
    or else the Window size of "BattleStatus window" will be to big ^^..
    with an edited Version of Shoukangs "window plugin", this problem can be solved.
    Or else you will need to edit the "BattleStatus window"-size
    and rearanging its contents in the "unitCore"-plugin directly..
  17. dopan said:
    wait till you see this update^^

    ------

    @ all

    The "srpg UnitCore" has its Final version now! updated Version on my Github
    (bugfixes not included)

    -> this update adds "enemyClass" & "enemyLevels" & "enemyEXP"

    -> also new Skill noteTags are added for "steal Gold" & "steal Exp"


    I consider this as the Final plugin Version,.. any othet changes like building "dual Wield" for srpg,
    will be made in other Plugin extensions, if i figure out how to properly do this.


    Pls Note The Enemy Classes are required, and can be added by the default notetags of the SRPG Core,
    for the srpg core "dummy classes"..

    But use Numbers not Names! number = id of class.
    Classes are needed to use EXP and build the Class EXP curve Setup.
    -Enemy Classes dont allow enemys to learn new skills
    -Enemy Class param and the general EquipType restrictions dont apply on enemys!

    -Enemy Class "classNoteTags" can be used as usual.
    JavaScript:
    $gameSystem.EventToUnit(event_ID)[1].currentClass().meta;
    //this script will return the class meta. Works for actors&enemys
    ->Enemys now will store their skills in the battler,
    which makes it easier (shorter code) to display the enemySkills in windows ect
    ->And this "storing skills on enemy_battler"- thing will allow me to build future Extensions..
    (like Extension plugins that allow us to equip Skills, Steal Skills ect,..
    in general skills can be handled like Equip or Items)


    The initial enemy Level can also be added via enemyNote ,or else its level 1
    (the default note from srpg core)


    <srpgClass:X> # set class id.THIS IS REQUIRED! (number)
    <srpgLevel:X> # set level id (number).If not used default level is 1

    This Final Plugin Version is NOT fully Bugtested yet, if you find any Bugs or have any Questions pls let me know!

    SideNote:
    -> next thing i will do, is building another patchedVersion of Shoukangs "window plugin" , which can be used if using the default Resolution..
    Because at the moment the "unitCore" requires the resolution of 1110 x 768 ,
    or else the Window size of "BattleStatus window" will be to big ^^..
    with an edited Version of Shoukangs "window plugin", this problem can be solved.
    Or else you will need to edit the "BattleStatus window"-size
    and rearanging its contents in the "unitCore"-plugin directly..
    I found a bug. I couldn't figure out why the plugin keeps crashing for me, and I think it must have something to do with the fact that my Actors and Enemies in my game all only use 2 equip slots. I fixed enemy inventories by deleting all code pertaining to their 3rd through 5th slots, but have had no such luck with actors... For some weird reason though, the plugin fails to read the actor event altogether??? So maybe this has nothing to do with equip slots. I can't figure it out.

    I'm still on the older version of the plugin, but I don't think this bug would have been fixed in the new edition. Here's a pic of the log and a pastebin with the slightly edited code. Any hints are appreciated, I don't think I'm as fluent in Java as I thought I was xD

    Imgur

  18. DunkyClassic said:
    (..)
    EDIT 3 @ ALL

    added 3 fixes to SRPG_UnitCore
    - Fixed a none gamebreaking Issue on the EXP/Gold steal skills,
    where they didnt trigger correctly if no gold or exp left

    - Fixed the Issue on checking EquipSlots_itemId without checking first if the slot is existing.
    i added the slot check in the same array as the id check and i am not sure if it needs to be in an extra array instead..


    - Added a check to the Itemlist, that asks if "active unit" is existing, or else if "gameMenu actor" is existing..
    and use whatever "actor data" is existing to store the actor data for the function.
    Spoiler
    Screenshot_2.png
    @DunkyClassic
    You should not need to remove any code..i am pretty sure this should solve both issues,which you mentioned, even if i am not sure where your error was triggered, or if any other plugin was affected in triggering this problem.
    (by checking if the data is existing before storing or using it, this should solve any Issues with other plugins or Trigger-Situations which i didnt consider)

    updated the github again