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

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Started by RyanBram 3313 posts Page 115 of 166 View original ↗
  1. Hey, is it possible for someone to create a transport ability, where a unit can "enter"/pick up another and drop off the transported unit somewhere else?
  2. MetalKing11417 said:
    Hey, is it possible for someone to create a transport ability, where a unit can "enter"/pick up another and drop off the transported unit somewhere else?
    SRPG_AdvancedInteraction
    It includes a wrap script call. You can also use the script call in skills.

    By the way, I made a website for my plugins. Link is in my signature.
  3. Shoukang said:
    SRPG_AdvancedInteraction
    It includes a wrap script call. You can also use the script call in skills.

    By the way, I made a website for my plugins. Link is in my signature.
    ?
    As far as I can tell, that's for teleporting units. What I am after is something more along the lines of a cavalryman or APC picking up a unit and then dropping it off somewhere else. Unless I am just not thinking in the right way.
  4. MetalKing11417 said:
    ?
    As far as I can tell, that's for teleporting units. What I am after is something more along the lines of a cavalryman or APC picking up a unit and then dropping it off somewhere else. Unless I am just not thinking in the right way.
    Oh, you mean rescue? If you don't need to pick and drop the battler in one turn I can try to implement that when I have time.
  5. Shoukang said:
    Oh, you mean rescue? If you don't need to pick and drop the battler in one turn I can try to implement that when I have time.
    I think so... I mean you need at least 2 commands- first the pick up/load unit, then a drop off unit command. The ability for both the transporting/rescuing unit or the entering/rescued unit to initiate the transport would be nice. You also need a means to determine whether a unit can or cannot be picked up, especially if the creator doesn't want an endless recursion of transports where you have transports loaded into transports. Also, it would be nice if there was a means to determine what happens to the Rescued unit if its rescuer dies- does it also die no matter what? Does it only die if it finds itself on impassible terrain? Or does it survive even if it finds itself in the middle of the ocean or a bottomless pit? Or does it magically find itself back where it was first rescued?
  6. Is it possible to make a skill that when one char uses special skill, it makes nearby allies perform a skill? like a passive support.. whenever an ally uses any ultimate, perform your own ultimate skill?
  7. Two questions: first is it possible to store how many spaces a unit has moved during a turn so as to do something like a "charge" bonus (not to be confused with a charge command that can easily be done with a.forward(x) in the srpg_PositionEffects)

    Also Shokang, is it possible to do an "Inverse Aura" where instead of a unit affecting surrounding units and buffing them, a unit is is instead affected by surrounding units, like say a unit getting stronger if some nearby allies following certain conditions (possibly cumulatively), or a lone wolf type unit that is really strong on his own but gets weaker if there are nearby allies.
  8. @xabileug
    you can do combo skills with other units ect.. with the forceAction plugin
    - and you can also use script(to calc the event distance) to know if friendly Units are close..
    (sry that i didnt had the time to build a showcase demo for such things..but its still planed)
    --
    --

    @MetalKing11417
    1. i know that movement is handled by "movementPoints" and i never tested it but it should also be possible to somehow store the data about how much movement points are "used" or "unused".But i cant give a proper advice how to do this at the moment.

    2.Not sure about shoukangs aura plugin, but you can allways use script to know the distance betwen Units(more detailed the Events of the Units)..
    And you can change the Stats of any Unit(=>battler) with Script,..
    i think its an interressting request it reminds me of games that give "moral" bonus to soldiers if the commanding Unit is in a certain range.
    ( i think my aura plugin could be used for that or just some code parts of it, but i dont advice to use my aura plugin ,because its not really good and can cause lags ect in some cases )

    -> so i am pretty sure that both requests(1&2) can be solved but it requires a bit of script usage. And i cant give some step by step advice at the moment.sry
  9. MetalKing11417 said:
    Two questions: first is it possible to store how many spaces a unit has moved during a turn so as to do something like a "charge" bonus (not to be confused with a charge command that can easily be done with a.forward(x) in the srpg_PositionEffects)

    Also Shokang, is it possible to do an "Inverse Aura" where instead of a unit affecting surrounding units and buffing them, a unit is is instead affected by surrounding units, like say a unit getting stronger if some nearby allies following certain conditions (possibly cumulatively), or a lone wolf type unit that is really strong on his own but gets weaker if there are nearby allies.
    1. You can add the edits to this function in SRPG_Core
    JavaScript:
        Game_Event.prototype.srpgMoveRouteForce = function(array) {
            this._srpgForceRoute = [];
            for (var i = 1; i < array.length; i++) {
                this._srpgForceRoute.push(array[i]);
            }
            // edit start
            var battlerArray = $gameSystem.EventToUnit(this.eventId())
            if (battlerArray){
                battlerArray[1].distance = array.length - 1;
            }
            //edit end
            this._srpgForceRoute.push(0);
        };
    Then, in your damage formula, you can use a.distance to get the distance.
    Also add battler.distance = 0 in Scene_Map.prototype.srpgAfterAction to reset the distance after action.

    2. I would say it's easier to realize it with terrain effect plugin than aura skill. The edited SRPG_terrainEffect(in attachment) should be enough to create an "Inverse Aura" or lone wolf battler.
    All my edits are marked with //shoukang.

    You can try this in actor class(this plugin don't check actor note tag...), enemy or state note tages to see how it works:
    <PEModATK: this.event().nearbyTypeCount('friend', 2) * 10>

    It should add 10 ATK for each nearby friend unit with distance <= 2
    You can also try PEModDEF, PEModAGI, replace 'friend' with 'foe', etc. I recommend you to look at the nearbyTypeCount function I add to understand what it's doing.
    Feel free to play with the code and note tags.
    ==========
    Edit: Now it's complete.
    It seems like a very promising technique for support effects... But I'm quite busy and it's not in my plan.
  10. Shoukang said:
    1. You can add the edits to this function in SRPG_Core
    JavaScript:
        Game_Event.prototype.srpgMoveRouteForce = function(array) {
            this._srpgForceRoute = [];
            for (var i = 1; i < array.length; i++) {
                this._srpgForceRoute.push(array[i]);
            }
            // edit start
            var battlerArray = $gameSystem.EventToUnit(this.eventId())
            if (battlerArray){
                battlerArray[1].distance = array.length - 1;
            }
            //edit end
            this._srpgForceRoute.push(0);
        };
    Then, in your damage formula, you can use a.distance to get the distance.
    Also add battler.distance = 0 in Scene_Map.prototype.srpgAfterAction to reset the distance after action.

    2. Doable but I'm not planning to do everything. I would say it's easier to realize it with terrain effect plugin than aura skill. The edited SRPG_terrainEffect(in attachment) should be enough to create a lone wolf-type battler, but you won't be able to use this as a state or skill.
    All my edits are marked with //shoukang.

    You can try this in actor class(this plugin don't check actor note tag...) note tag or enemy note tag to see how it works:
    <PEModATK: this.event().nearbyTypeCount('friend', 2) * 10>

    It should add 10 ATK for each nearby friend unit with distance <= 2
    You can also try PEModDEF, PEModAGI, replace 'friend' with 'foe', etc. I recommend you to look at the nearbyTypeCount function I add to understand what it's doing.
    Feel free to play with the code and note tags.
    ==========
    Hold on, I think there's a typo on xparam and I can make it work for states with a couple of new lines
    Thanks.
    Which Scene_Map.prototype.srpgAfterAction function should I insert battler.distance = 0 into?
    Code:
        //行動終了時の処理
        //戦闘終了の判定はイベントで行う。
        Scene_Map.prototype.srpgAfterAction = function() {
            var battler = $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1];
            battler.srpgCheckFloorEffect($gameTemp.activeEvent().posX(), $gameTemp.activeEvent().posY());
            if (battler.SRPGActionTimes() <= 1) {
                battler.setSrpgTurnEnd(true);
            } else {
                battler.useSRPGActionTimes(1);
            }
    or this:
    Code:
        // reset battle mode between skill
        var _srpgAfterAction = Scene_Map.prototype.srpgAfterAction;
        Scene_Map.prototype.srpgAfterAction = function() {
            $gameSystem.clearSRPGBattleMode();
            _srpgAfterAction.call(this);
        };
  11. MetalKing11417 said:
    Thanks.
    Which Scene_Map.prototype.srpgAfterAction function should I insert battler.distance = 0 into?
    Code:
        //行動終了時の処理
        //戦闘終了の判定はイベントで行う。
        Scene_Map.prototype.srpgAfterAction = function() {
            var battler = $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1];
            battler.srpgCheckFloorEffect($gameTemp.activeEvent().posX(), $gameTemp.activeEvent().posY());
            if (battler.SRPGActionTimes() <= 1) {
                battler.setSrpgTurnEnd(true);
            } else {
                battler.useSRPGActionTimes(1);
            }
    or this:
    Code:
        // reset battle mode between skill
        var _srpgAfterAction = Scene_Map.prototype.srpgAfterAction;
        Scene_Map.prototype.srpgAfterAction = function() {
            $gameSystem.clearSRPGBattleMode();
            _srpgAfterAction.call(this);
        };
    The first one, right after the var battler = ... line is fine.
    The edited terrain effect is complete.
  12. Thanks, It worked. Though I made it more of a passive damage bonus for a cavalry unit, as opposed to an active skill using Yanfly's Berserker Power as a base.
    Code:
    <Custom Confirm Effect>
    // Check if the damage dealt deals physical HP damage or basic attack.
    if (this.isPhysical() || this.isAttack() && this.isHpEffect() && value > 0) {
      // Base the bonus damage off of distance moved.
      value += user.distance * 1.25;
      // Round up the calculations.
      value = Math.ceil(value);
    }
    </Custom Confirm Effect>
    Sadly, the bonus does not show up in the prediction window, despite actually working in the battle itself.
  13. MetalKing11417 said:
    Thanks, It worked. Though I made it more of a passive damage bonus for a cavalry unit, as opposed to an active skill using Yanfly's Berserker Power as a base.
    Code:
    <Custom Confirm Effect>
    // Check if the damage dealt deals physical HP damage or basic attack.
    if (this.isPhysical() || this.isAttack() && this.isHpEffect() && value > 0) {
      // Base the bonus damage off of distance moved.
      value += user.distance * 1.25;
      // Round up the calculations.
      value = Math.ceil(value);
    }
    </Custom Confirm Effect>
    Sadly, the bonus does not show up in the prediction window, despite actually working in the battle itself.
    It won't show up in the prediction window unless you place it in damage formula.
    Why not consider it as a PE(position effect) and use the edited terrain effect plugin?
    <PEModATK: this.distance * 1.25> This will add 1.25 attack for each distance.
    this here refers to the battler. you can consider it as a in damage formula, but do not use this.atk, because it will cause endless recursion.
    Instead, you can use:
    <PEModATK: 0.1 * this.distance * this.paramBase(paramId)>
    the this.paramBase(paramId) here is the base value of the property under calculation(here a.atk). Therefore you increase attack by 10% for each distance. (no need to replace paramId with a number)
  14. Shoukang said:
    It won't show up in the prediction window unless you place it in damage formula.
    Why not consider it as a PE(position effect) and use the edited terrain effect plugin?
    <PEModATK: this.distance * 1.25> This will add 1.25 attack for each distance.
    this here refers to the battler. you can consider it as a in damage formula, but do not use this.atk, because it will cause endless recursion.
    Instead, you can use:
    <PEModATK: 0.1 * this.distance * this.paramBase(paramId)>
    the this.paramBase(paramId) here is the base value of the property under calculation(here a.atk). Therefore you increase attack by 10% for each distance. (no need to replace paramId with a number)
    I think this is is more due to the fact that the SRPG core's prediction window is not currently capable of "seeing" modifications to damage outside of stuff within the base engine like the damage formula and elemental interactions. The interaction I am using involves elements from yanfly's buffs and states core which allows the user to modify things outside of the base method.
    Edit: Oops. Didn't read all the way through. As for position Effect, will I be able to only allow certain units with say, a designated State to use said skill?
  15. MetalKing11417 said:
    I think this is is more due to the fact that the SRPG core's prediction window is not currently capable of "seeing" modifications to damage outside of stuff within the base engine like the damage formula and elemental interactions. The interaction I am using involves elements from yanfly's buffs and states core which allows the user to modify things outside of the base method.
    Edit: Oops. Didn't read all the way through. As for position Effect, will I be able to only allow certain units with say, a designated State to use said skill?
    Aren't you trying to make it passive? I'm not sure what 'said skill' means.
    It's actor-class/enemy/state note tag.
  16. OK, I think I have found a conflict with your addition to the core and AI control- when I try to set <aiMove: formula> to include distance, the game crashes. I'm going to guess that I will need to modify the added code to the core so that distance is spelled differently, if I want the AI of said enemy to prioritize moving the maximum distance to make use of the skills.
    Edit: Nevermind, it seems I was using it wrong.
  17. Hey Shoukang, is there a way to make the text in your Advanced Interactions Plugin change colors to make the menu option pop out more?
  18. i had few questions, is possible recreted disgaea gameplay with it , if yes

    how will recreated the "pick up an toss" meccanic ?
    is possible do "magichange like" meccanic with all those plugs ins ? (sorry if ask too much)
  19. albert-youkai said:
    i had few questions, is possible recreted disgaea gameplay with it , if yes

    how will recreated the "pick up an toss" meccanic ?
    is possible do "magichange like" meccanic with all those plugs ins ? (sorry if ask too much)
    this is fire emblem style SRPG. not sure not familiar with disgaea
  20. its ok, is srpg , but add more strategic valute , like pick up ally and enemys and toss away.
    and many olther funzions for in battle puzzle based on the ground , like geo pannels , i just ask because i start mess up recreted disgaea classes as test it and my is just a legit question

    also , is compatible with yanfly battle skills core?