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

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Started by RyanBram 3313 posts Page 111 of 166 View original ↗
  1. dopan said:
    I assume you dont mean stealing and its message window.
    ->"Stealing info windows" are in the UnitCore and can be edited in the GameAction functions that handles these text's.. These are very small and only handle the text stuff..
    I used a lot of small functions to handle these textMessages to make such edits easier

    So If you mean "dropItems" after an enemy died ,what you are looking for is the battleresultwindow,..
    more detailed the scene that controlls it..

    it depends if you use the UnitCore or not.. it is to find in the srpg core by default.
    But the UnitCore has it aswell and overwrites the srpg core..
    You always need to edit the function that is finaly used.In my case thats in the UnitCore and here is a screenshot:
    you gotta look for "Scene_Map.prototype.processSrpgVictory"
    Spoiler
    i didnt test it but i am pretty sure you need to edit this number,.. i guess this is about "frame amount"..
    View attachment 211474
    -----------------------------------------------------------------------------------------------------------------------
    @ xabileug
    can you post a link to the twitter acc or better to the post that shows these plugins?
    - the lemon slice website is down..

    also i guess that "sprg_gearMV" does something similar that my "UnitCore" does.. probably only the equipslots with less functions..no stealing, no enemycClasses/EXP/Levels, no itemslots, ect.
    (i fear that wont be compatible)
    -> but i am still curius about the other plugin srpg_UnitMenu.

    However it may depend on the next core update, but its possible that i wont support that update or other future updates.. simply because i dont like to rework my edited cores each time, when none of the implemtations from my edited core versions are supported.
    Also i am trying to get to a point where i can focus on my project instead of working on plugins,..
    dopan said:
    @Reanimunculus
    could this be related to , the usage of the "endless map" from the demo?
    -did you double check it while using another default "normal" map?
    -------------------

    @ all (github is updated)

    i just finished my edit of my old plugin "mapforceAction",..
    Which i call "SRPG_ForceAction" now,because its not only for mapbattleUsage anymore^^

    This Plugin enables "MultiWield" for SRPG depending on the equiped weapons &
    it can add Actions to other Actions, in such case the main trigger is still the default Action with its SkillNoteTag,
    or with its SkillCommonEvent.
    (depending if you use Script in Common event Or SkillNote)


    This plugin will recognize if the action should be mapAction or svAction ^^,if using skillNoteTag as trigger..

    -> "SRPG_ForceAction" Infos:
    Spoiler
    - adds "multiWield" to SRPG that means every Equiped Weapon will be used
    (can be controlled Global with Plugin param, or individually with ClassNotetag)
    - adds the SkillNoteTag "forceAction"
    (this allows you to force actions after skill usage)
    this noteTag allows you to decide the "user" the "target" and the "skill" of an ForcedAction
    .. That way a skill can even trigger other Units to make actions!
    this can be used for combo Skills or even more Complex SkillActionChains!
    - adds a few Scriptcalls for Eventing more Complex ActionChains in Skill_CommonEvent for Example

    However building longer SkillActionChains ,can be a bit tricky,because of the required timing,
    thats why i plan to add a few examples in my next planed showcase demo.
    So for now i recommend to mostly use the SkillNoteTag^^

    also this plugin is not fully bugTested yet,but the Things i tested did work correctly..
    and the plugin help info is a bit small at the moment
    -> for example i forgot to mention, that Forced Actions with the SkillNote wont consume mp/tp, and if the user is another user (example combo) the TurnEnd of the second user will not be added.
    (thats no bug, i builded it that way on purpose)

    -> i am not sure but the Scriptcalls probably wont work that way by default ,
    thats why the SkillNote is Recommend!
    (i mean not consuming mt/tp or adding turnEnd)
    The "plugin_Scriptcalls" are only there to have an alternatives for whatever usage it might be needed..
    ....
    This plugin has no effect on the battlePredictionWindow
    (for that i am building another plugin)


    EDIT_2
    updated my Github again!

    - SRPG core

    i had to edit all mapbattleparts of the edited Cores, for better forceAction compatiblety.

    - SRPG_ForceAction
    added a "battleStart" trigger scriptcall for custom complex forceAction Setups..
    added stuff to help info and cleaned up a bit code

    and fixed an issue that mapbattleduoActions where not triggered correctly, with both of these edits

    for those who dont use my edited srpg core, you need to edit this part in your mapbattle setup,
    for the forceAction compatiblety on mapbattleActions that trigger other users


    sidenote:
    i am not sure if SRPG_ForceAction is compatible with "agiatt+" ,and the counter attack is not effected from "MultiWield" ..
    (counter atts are diefferent depending if you use drQs "counterStat" plugin, or not and depending on "map" and "sv" battle other code is used.. this would need edits directly in the srpg core,.. and with drQs plugin which i use myself, i am not even sure how to change the counter amount)

    for default counter usage and counterskill change:
    - i figured out that to change the counterskill on default counters, we would need 2 edits:

    -> 1 edit for SV=> in the battlemanger function "BattleManager.invokeCounterAttack"

    -> 1 edit for map => in the SRPG core in the function "scene.map.prototype.battleStart" where the counter for map skills is added
    (this function exists 2 times in the core, one time for default sv and one time to handle map battle stuff)

    => building a plugin for such default counterskill change would also require another edit in the srpg core like explained above, and i kind of dislike editing in the "battleStart" function in the srpg core,..
    thats also the reason why i didnt try to add "wield" to counter attacks,..perhaps i might do that in the future ,..

    --------------------------------------
    And I wish you all a happy new Year!
    View attachment 211390
    Sorry, it took me a sec to get back to you. I tested the other maps, and the still get the same issue a cross or other aoe patterns this close to enemies spawns them on top of you unless you are more than 1 space away.
    1641143654458.png
  2. Reanimunculus said:
    Sorry, it took me a sec to get back to you. I tested the other maps, and the still get the same issue a cross or other aoe patterns this close to enemies spawns them on top of you unless you are more than 1 space away.
    View attachment 211495
    Can you try to reset the plugin parameters? You can also download my demo project to see what's different. This doesn't happen in my demo.
  3. @Reanimunculus,.. well i got no ideas left on that issue at the moment
    ( i assumed that endless map could be involved ,because we had several older plugins that buged in relation to endless maps )
    --------------------------------


    @ all
    updated Github

    - changed github readme
    - updated "edited SRPG cores"
    - updated SRPG_ForceAction


    update infos:
    Spoiler
    "edited SRPG cores"
    (highly recommended to use this newest version)
    -> i rewrote parts of the mapbattle Setup (the "battleStart" Function mostly)..
    And this edit Splited a bigger function into a few more smaller ones,
    Thats because "scenes" are used one after the other and this way i could make the Pre battle phase of mapbattles work correctly without needing any common event anymore!!
    I also could add a plug&play mapAction text function!
    These edits will also allow me to make other changes ,related to map counter stuff, without needing to overwrite the "battleStart" function .
    (its not recommened to overwrite this function, because the core already uses 2 kinds of them, 1 for sv ,1 for map.. and overwriting or calling that function could get complicated)
    That was a problem in the past ,because this function was really large and the codeActionChain wasnt seperated into smaller parts.
    (this "largefunction" issue made it so hard to build a correctly timed "map pre action phase" in the past)

    SRPG_ForceAction
    replaced a default function, in order to always display the used weapon on "sv wield actor attacks".
    -before this edit we could not display a Sword on the first attack and an Axe on the second(wield)attack for example.. now we can^^
    -> the only Issue left on this plugin is that wield attacks doesnt affect any counters at the moment.

    sidenote : in srpg we can have 3 sorts of counter:
    - default (with no other function involved)
    - agiatt+ involved
    - drQs statbased counter involved
    so its a bit hard for me to solve that issue, but i think this will just need some more time.

    also if i can solve this, i probably also can provide a global counterskill notetag that works for every counter , no matter which sort of counter explained above, is used.. atleast thats the plan^^

    edit2

    i recognized another bug on SRPG_ForceAction while trying to enable "wield counters"..
    This bug is "mapBattleAction" related,but i am working on it.
  4. @dopan
    Thanks, it worked ^^
    I simply changed the line
    Code:
    this._srpgBattleResultWindowCount -= 1;
    to
    Code:
    if (this._rewards.items.length <= 0) this._srpgBattleResultWindowCount -= 1;
  5. Hey, boomy, for your SRPG Window plugin, Am I doing something wrong with Drawing status Icons, because While I am not getting errors which shut the program down, No Icons seem to appear in the window when I use
    Code:
    this.drawActorIcons(this._battler, Window_Base._faceWidth + this.padding, 25, 'right');
    in your quick status window. This is despite the fact that these appear normally if I turn off the Plug-in and If I Insert other icons, they function perfectly.

  6. I updated my AoE animation and my edited SRPG_DynamicAction. Now, the battle log will show up on map battle. (Only skill texts will show up, no damage or status texts)
    1641359386304.png

    I also updated the edited SRPG_AoE, now <cellTarget> can be used on AoE skills. with the use of <cellTarget> and <anyTarget> tags AoE summon skills should now work in all conditions, hopefully.
  7. Brother_Fox said:
    Shoukang, good afternoon. The following issue occurred while using SRPG_BattlePrepare.
    If at the start of the battle there are dead characters in the squad (the Incapacitated state is imposed), then such characters are also available for selection and placement on the battlefield. How to make them unavailable for selection?
    Now it's fixed, you can download the updated Battle prepare plugin.
    Please also remember to find var array = $gameParty.allMembers() in SRPG_Core and replace with
    var array = $gameParty.allMembers().filter(function(actor){return actor.isAlive()})
  8. Hi, everyone! First, I wanna thank all of you for working so hard and sharing your wonderful scripts with the community. It's been a while since I last checked this great project and it's really good to see how much has it grown. With that said, I want to ask you a few questions:

    1. Is there an updated demo that includes all of the extensions? I would like to see them all in action and, more importantly, it would be a great way to see the correct order in which all the plugins should be placed.
    2. Has anyone tried using animated battlers with more than 3 frames per pose? And, if you have, can you give some tips on how to do it or if I need an external plugin?
    3. Is it possible to create units whose size is bigger than the standard 1 tile?

    Thanks in advance and keep up the great work!
  9. CharlieMetal said:
    Hi, everyone! First, I wanna thank all of you for working so hard and sharing your wonderful scripts with the community. It's been a while since I last checked this great project and it's really good to see how much has it grown. With that said, I want to ask you a few questions:

    1. Is there an updated demo that includes all of the extensions? I would like to see them all in action and, more importantly, it would be a great way to see the correct order in which all the plugins should be placed.
    2. Has anyone tried using animated battlers with more than 3 frames per pose? And, if you have, can you give some tips on how to do it or if I need an external plugin?
    3. Is it possible to create units whose size is bigger than the standard 1 tile?

    Thanks in advance and keep up the great work!
    1. no.Atleast not with all existing plugins,but maybe in the future..
    And i think the plugin order for drQs plugins are the most importent to consider,
    (i made such demos in the past but had to take them down,because they also used yep plugins, and yep changed the terms to forbid that.)
    - and since then i am to busy with other stuff,..

    2. yes but you will need a frame plugin (galvs for example) and my edited core with the "exa" imgs.. or you will get some conflicts with the "E" "X" A" which are displayed over the Units
    3. yes but this will look weird when using the default cursor in battle and you might need shaz plugin to change the sprite anchor, of the units and maybe the cursor.. (i didnt tested that very much)
    - also units will overlap when to close and that might look weird aswell if the units are to big
    (the single tile size will stay the same and it looks better with units that fit into the tile)
  10. CharlieMetal said:
    Hi, everyone! First, I wanna thank all of you for working so hard and sharing your wonderful scripts with the community. It's been a while since I last checked this great project and it's really good to see how much has it grown. With that said, I want to ask you a few questions:

    1. Is there an updated demo that includes all of the extensions? I would like to see them all in action and, more importantly, it would be a great way to see the correct order in which all the plugins should be placed.
    2. Has anyone tried using animated battlers with more than 3 frames per pose? And, if you have, can you give some tips on how to do it or if I need an external plugin?
    3. Is it possible to create units whose size is bigger than the standard 1 tile?

    Thanks in advance and keep up the great work!
    1. You can try my demo, which mainly includes Dr.Q's, Dynamic animation, and my extensions:
    https://shoukanghonggmailcom.itch.io/srpg-engine-mv-shoukang-demo
    2. No idea.
    3. If you mean the ones like monsters in Fire-Emblem Three Houses, no. it's not impossible but it is very hard to code.
  11. dopan said:
    1. no, but maybe in the future.Atleast not will all existing plugins.And i think the plugin order for drQs plugins are the most importent to consider,
    (i made such demos in the past but had to take them down,because they also used yep plugins, and yep changed the terms to forbid that.)
    - and since then i am to busy with other stuff,..

    2. yes but you will need a frame plugin (galvs for example) and my edited core with the "exa" imgs.. or you will get some conflicts with the "E" "X" A" which are displayed over the Units
    3. yes but this will look weird when using the default cursor in battle and you might need shaz plugin to change the sprite anchor, of the units and maybe the cursor.. (i didnt tested that very much)
    - also units will overlap when to close and that might look weird aswell if the units are to big
    (the single tile size will stay the same and it looks better with units that fit into the tile)
    Thanks a lot! I bought all Yanfly's plugins some time ago, so it's good to know they are compatible. I'll try those other plugins you mentioned and see how they work.

    Shoukang said:
    1. You can try my demo, which mainly includes Dr.Q's, Dynamic animation, and my extensions:
    https://shoukanghonggmailcom.itch.io/srpg-engine-mv-shoukang-demo
    2. No idea.
    3. If you mean the ones like monsters in Fire-Emblem Three Houses, no. it's not impossible but it is very hard to code.
    Thank you very much! I'll check your demo and do some testing. About the large units it's not a big deal, I was just curious.
  12. CharlieMetal said:
    Thanks a lot! I bought all Yanfly's plugins some time ago, so it's good to know they are compatible. I'll try those other plugins you mentioned and see how they work.


    Thank you very much! I'll check your demo and do some testing. About the large units it's not a big deal, I was just curious.
    not all yep plugins are compatible, and my earlier demos tried to show which plugins(srpg and non-srpg) are recommended..
    i might build in the future, some new IMGs that show plugin manager setup, for better information

    here is an older img: with my previous setup for srpg plugins
    (but a lot of newer plugins are not included here)
    Spoiler
    SRPG Plugins Default List.png
    This should only be a hint for plugin order in the manager ,..
    This list doesnt include newer srpg plugins and also not the new plugins from ryans newest demo
    .. and a few of my plugins in this list are not used anymore or they are about to get reworked



    and as always yep plugins should be above everything else
  13. dopan said:
    not all yep plugins are compatible, and my earlier demos tried to show which plugins(srpg and non-srpg) are recommended..
    i might build in the future, some new IMGs that show plugin manager setup, for better information

    here is an older img: with my previous setup for srpg plugins
    (but a lot of newer plugins are not included here)
    Spoiler
    View attachment 212063
    This should only be a hint for plugin order in the manager ,..
    This list doesnt include newer srpg plugins and also not the new plugins from ryans newest demo
    .. and a few of my plugins in this list are not used anymore or they are about to get reworked



    and as always yep plugins should be above

    dopan said:
    not all yep plugins are compatible, and my earlier demos tried to show which plugins(srpg and non-srpg) are recommended..
    i might build in the future, some new IMGs that show plugin manager setup, for better information

    here is an older img: with my previous setup for srpg plugins
    (but a lot of newer plugins are not included here)
    Spoiler
    View attachment 212063
    This should only be a hint for plugin order in the manager ,..
    This list doesnt include newer srpg plugins and also not the new plugins from ryans newest demo
    .. and a few of my plugins in this list are not used anymore or they are about to get reworked



    and as always yep plugins should be above everything else
    Thanks again! I'll keep this in mind. I'll do some testing to see which ones are compatible.
  14. Little confused as to what I download. I see like 10 different links.
  15. @neonthefox12 I have deleted the other thread you posted. No need to ask the same question in two places.

    There are two download links right at the top of the very first post in this thread. Use either one.
  16. neonthefox12 said:
    Little confused as to what I download. I see like 10 different links.
    download shoukangs
  17. I just played through the demo and this plugin looks awesome! Do you have any plans of making a MZ version someday?

    By the way, I noticed a glitch in the 7th demo battle (with the enemy that summons slime.) I was about halfway through when I attacked a slime and this message appeared. Shoukang SRPG Plugin Demo.jpg
  18. Magenta-Fantasies said:
    I just played through the demo and this plugin looks awesome! Do you have any plans of making a MZ version someday?

    By the way, I noticed a glitch in the 7th demo battle (with the enemy that summons slime.) I was about halfway through when I attacked a slime and this message appeared. View attachment 212287
    I'm not planning for the MZ version but I think the author is planning for it.
    After the error appears, Can you press fn-F8 to open the console and provide a screenshot? Also, is there a certain pattern to repeat this error? Thank you.
  19. @ all

    another update on the SRPG_ForceAction plugin (github updated)

    Update Infos
    I had to rewrite 30% of the plugin ,because of the way the Mapbattles add their counters..
    Now the plugin can also handle wield attacks on counter actions,
    and should also be able to use the forceAction skillNote tag on every skill that is triggered

    -> pls note this plugin can even use more than 2 weapons for wield attacks.
    (wield atts are handled by the amount of equiped weapons, no matter what that amount is)

    -> this plugin will trigger forceAction note tags in the same or after the action, depending if the target and user are still the same
    (if target or user has changed it will be a new BattleAction triggered with the after action scene)

    -> this allows combo skills and even more complicated action combo chains

    I also added a "global" counter skill, which should work for all 3 kinds of counter which can be used at the moment:
    -default counter
    -agiatt+ counter
    -drQs Statbased counter

    I used drQs code from his counterSkill Setup for the "CounterSkill noteTag",.. so its the same Notetag.
    New state, weapon, armor, class, actor, and enemy notetag:
    <srpgCounterSkill:X>


    Of course we still cant use "drQs Statbased counter" & another counterSetup at the same time, because DrQs plugin will disable other counter functions..
    But my plugin should be able to use this notetag no matter what counterSkillSetup your project uses!

    my wield attack for counters should also work for all availleble counter Setups shown above,
    but i am not fully sure about agiAtt+ on this ,because i have to change some things in my test project to properly test all options..
    -> if anybody test this with agiAtt+ and can give me some feedback that could help to figure it out faster..
    pls be aware that this is not the final plugin version, because i still need to test all counter options, and i also plan to rework the plugin help info, which is still pretty messy at the moment
    (and this plugin requires the newest update of my "edited srpg Core")
  20. Currently for a translated version of my game I'm try to polish everything I couldn't do the first time, especially combat. And there are quite a few problems I have with it. If it's important, here are the plugins I use other than SRPG core and in that order: DispHPOnMap, ImmediateSkill, AoE, AoE_Extra, AttackerFirstAttack, UncounterableAttack, ShowPath, RangeControl, AIControl, MouseOperation.

    So what I want to change but I don't know how are:
    1. The battler sprites are standing too far apart. I'm using SV Actors for the enemies and it looks like they're 10m apart, how do I cahnge the position?
    2. Why can't you equip your character after moving? Maybe I'm stupid and there is an option for that, but you can only equip stuff before you move. That is pretty counter-intuitive and difficult to teach the player why that is the case, especially if I don't understand why it is this way.
    3. AI can't use skills that target one ally on themselves, it seems. Currently as a workaround I have two skills that are the same, but one targets an ally and the other the user. That works, but I think it skews the attack priority of enemies somewhat. Also, it may cause problem No 4:
    4. AI party members have a healing skill, or like I said, two healing skills. So sometimes they target an ally but heal themselves. Or worse, they target an enemy and then heal themselves, which lets the enemy attack back, which is stupid. Why do they do this? Maybe it's a side effect of the AIControl plugin, because I don't think I had that problem before implementing it.
    5. Now this is weird. Enemis sometimes use a status effect skill that targets an enemy on someone on their side. That may also be a side effect of the AIControl plugin.
    6. This is definitely because of the AIControl plugin: absRegionDown doesn't work anymore. I tested it and without AIControl absRegionDown means always go to the lower region, regardless if there are enemies nearby or not. With the plugin acitve AI just ignores that and attacks nearby enemies which I don't want.
    7. Regarding MouseOperation, the cursor only follows the mouse if you have selected a character. When you just scroll through the map it doesn't follow, but I want exactly that it follows all the time, so that if you select a character you don't have to wait a few seconds for the cursor to arrive.
    So if anyone could help me with at least one of those things that would be cool. Half of these problems could be fixed if I just disabled AIControl, but without it enemies are super dumb like wasting healing spells on someone who is at full health, which is stupid because they can use that skill only a limited amount of time.