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"
-----------------------------------------------------------------------------------------------------------------------
@ 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,..
->"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
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,..
@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:
....
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
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..
(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