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

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Started by RyanBram 3313 posts Page 119 of 166 View original ↗
  1. Zephydra said:
    Hi folks, I've encountered a crash issue in my current playtest that I cannot seem to correct myself. I recently completed a full playtest of my game to verify that all of the eventing works correctly, and am currently undergoing a 2nd playtest to tweak the balance using Shoukang's Action Order plugin.

    I've recorded a quick video to highlight the crashing issue.

    [embedded media]

    To summarise:

    The game crashes with a Type Error originating from rpg_objects when a fight ends and the game transitions back to a story map with the Action Order plugin enabled. It correctly loads into the map and has updated it with new event pages based on the switch that is turned on when the fight is completed, but crashes instantly when it should play a BGM file and make a text box appear.​
    Action Order has not been edited outside of adjusting the formula it uses to calculate turn order from Agility to Luck, and adjusting the amount of unit turns it shows on screen.​
    When Action Order is disabled and the game reverts to the default turn system used by SRPG_Core, the crash does not happen and the event continues as normal.​
    There are 27 other fights prior to this one where this has not been an issue.​
    Here are two screenshots, one of the actual crash log from the game, and one of the section of rpg_objects where the crash seems to originate.

    View attachment 222304View attachment 222305

    If anyone has any idea why this is all of a sudden causing a crash I'd massively appreciate it - this version of the game is very close to being pushed for a public demo release and I would really like to continue using Action Order for the combat. If there is any other information needed to diagnose the problem please let me know and I can supply that ASAP.

    Thanks in advance!

    RPG

    Edit:

    As a brief update I tested a few additional things:



    If the fight is concluded and teleports the player to the World Map with a copy of the cutscene present, it plays out correctly and does not crash, even with Action Order enabled.​
    If the fight is concluded and teleports the player to a replica of the story map with only the cutscene present, it produces the crash.​
    When the story map is loaded into the first time, there are no crashing issues (probably obvious but I hadn't mentioned this yet!)​

    I feel like it's because the turn end event is triggered after the players go to the story map. Since the story map doesn't have that event id, the game reports an error. I'm not sure why the action order plugin triggers the error, perhaps because the turn ends only in the action order plugin's definition?

    Anyway, add this code to action order plugin to clear all Srpg events when the End SRPG command is triggered, let's see if this helps:
    JavaScript:
    Game_System.prototype.clearData = function() {
        this._EventToUnit = [];
        $gameSystem.clearSrpgAllActors();
        while ($gameTemp.isSrpgEventList()) {
            $gameTemp.shiftSrpgEventList();
        }
    };
  2. That's worked like a charm, panic over! Thank you so much for the quick response!
  3. Apologies for the double post but I discovered a new issue - I'm guessing this is because of how Action order interacts with and switches out the default turns.

    1649350952281.png

    If PageUp/Down are pressed during combat, it immediately crashes when trying to cycle through to the next unit. My first thought was just to delete the getNextLActor and RActor functions from the srpgCore but this still produces a crash as it attempts call those functions and can't find them. I assume I need a way to completely disable PageUp/Down from being used to cycle actors but I'm not sure how to go about doing this - any help would be appreciated!
  4. Zephydra said:
    Apologies for the double post but I discovered a new issue - I'm guessing this is because of how Action order interacts with and switches out the default turns.

    View attachment 222520

    If PageUp/Down are pressed during combat, it immediately crashes when trying to cycle through to the next unit. My first thought was just to delete the getNextLActor and RActor functions from the srpgCore but this still produces a crash as it attempts call those functions and can't find them. I assume I need a way to completely disable PageUp/Down from being used to cycle actors but I'm not sure how to go about doing this - any help would be appreciated!
    Instead of deleting the function, just make the function do nothing. Delete all the contents in the function. I will test and update the plugin to fix these issues but currently I don't have time for this.
  5. There's no rush, thank you for the solution! I will give that a try and see if that works!

    Edit: Works!
  6. Hi I’m fairly new to RPG maker mv been playing around with the SRPG engine and having some trouble understanding the process of making dynamic motions on map battles

    All g got it sorted btw thanks everyone for making srpg engine u are all awesome keep up the great work
  7. Hey thanks a ton. Im having tons of fun with SRPG Engine, very nice work!

    Just a little question, in some demos there is a floating box displaying actual turn... How i can do that? Is there any extension?

    Also lastest versions seems not working Well with SmoothCamera and CameraCore from SumRndmDde, if anyone know any way to make camera move smoother with this plugin, It can be awesome.

    Also is very good this is working fine with YEP CoreSkills, but i cant make cooldowns to work (like skills you can use once each 2 turns for example), is there any way to do that?
  8. 1nsane said:
    Hey thanks a ton. Im having tons of fun with SRPG Engine, very nice work!

    Just a little question, in some demos there is a floating box displaying actual turn... How i can do that? Is there any extension?

    Also lastest versions seems not working Well with SmoothCamera and CameraCore from SumRndmDde, if anyone know any way to make camera move smoother with this plugin, It can be awesome.

    Also is very good this is working fine with YEP CoreSkills, but i cant make cooldowns to work (like skills you can use once each 2 turns for example), is there any way to do that?
    The floating box comes from the D_Text plugin. You can set up with commands in the actor turn event. (can simply copy from the 1.32Q demo)
    1650325172387.png
    2. There's a cooldown patch in Dr.Q's GitHub, which can fix this issue.
    Zephydra said:
    There's no rush, thank you for the solution! I will give that a try and see if that works!

    Edit: Works!
    I updated the action order plugin today to fix the problems.

    ====================================================================
    Just FYI, the author is updating the core plugin and released a demo, quite some new features are added there. There's no English translation though. (Luckily, I can read the Chinese characters...)
    I hope the demo and the new Core will be open for download soon.
  9. Shoukang said:
    The floating box comes from the D_Text plugin. You can set up with commands in the actor turn event. (can simply copy from the 1.32Q demo)
    View attachment 223582
    2. There's a cooldown patch in Dr.Q's GitHub, which can fix this issue.

    I updated the action order plugin today to fix the problems.

    ====================================================================
    Just FYI, the author is updating the core plugin and released a demo, quite some new features are added there. There's no English translation though. (Luckily, I can read the Chinese characters...)
    I hope the demo and the new Core will be open for download soon.
    You should create a parameter for the target of the 100 meter dash in the action order plugin for Greater than 100 agi/other scores.

    Also, I wonder how the new demo will break our add-ons.
  10. MetalKing11417 said:
    You should create a parameter for the target of the 100 meter dash in the action order plugin for Greater than 100 agi/other scores.

    Also, I wonder how the new demo will break our add-ons.
    There's nothing I 'should' do, and everything works as expected when the AGI goes over 100.

    The author tries not to break any add-ons, and I will try to make things compatible if anything breaks.
  11. Shoukang said:
    Just FYI, the author is updating the core plugin and released a demo, quite some new features are added there
    Based on the tweet by @Ariake_Takumi (the author of the demo / not the original creator of SRPG_Core), looks like the script will be released within a few days. From my tinkering of the demo, not much seems to be added (the battle prediction window looks a bit changed) and looks like the demo is fleshing out new mechanics introduced by Shoukang's scripts instead of adding new features. Based on the twitter replies, one twitter user asked Ariake_Takumi about the rescue and warp/swap skills and the reply was that the SRPG is a collection of scripts by different authors and that they could not help with their request (fyi warp/swap skills are part of Dr Q's SRPG_PositionEffects.js and Shoukang's SRPG_rescue.js is not included in the demo)
  12. Hello! It's me again, pardon me for asking so much :hhappy:

    I'm trying to make a "Cannon" event where, if a unit interacts with it (through Shoukang's AdvancedInteractions plugin) it would damage enemies within a certain region ID. (or an area.)

    I've been trying through my own scripts but unfortunately my javascript still needs work, and my code does not function. And so I ask here for help, which is greatly appreciated!
  13. Percarus said:
    Hello! It's me again, pardon me for asking so much :hhappy:

    I'm trying to make a "Cannon" event where, if a unit interacts with it (through Shoukang's AdvancedInteractions plugin) it would damage enemies within a certain region ID. (or an area.)

    I've been trying through my own scripts but unfortunately my javascript still needs work, and my code does not function. And so I ask here for help, which is greatly appreciated!
    This will work. I put a lot of notes and I think you can change region id, animation, and damage yourself.
    JavaScript:
    $gameMap.events().forEach(function (event) { //iterate over all the events, for each event, do the following:
        var battleArray = $gameSystem.EventToUnit(event.eventId()); // get the unit info of the event and assign to variable battleArray
        if (!event.isErased() && battleArray && battleArray[0] === 'enemy'){ //if this event has an alive enemy:
            var a = battleArray[1] // assign the enemy to variable a.
            if (event.regionId() === 1){ // if the enemy position is at region 1:
                event.requestAnimation(1);// play animation 1 at the enemy position.
                a.gainHp(-100); // enemy -100 hp, can also use things like 0.1*a.hp, a.def - 100 in the parentheses.
                a.startDamagePopup();
            }
        };
    });
  14. how to make units who finished moving become gray tone?
  15. Ok, Shokang, while I was testing out a tutorial level with your action order plug-in, I found that when I was just using one unit and I spawned in an enemy, the game did not register said enemy's turn until I waited again. This happened regardless of whether I used <type:afterAction> or <type:turnEnd> to spawn the unit. As a suggestion, I would like to have a command to recalculate turns so as to integrate the newly created units into the turn orders, especially in case this happens in similar situation in larger battles.
  16. MetalKing11417 said:
    Ok, Shokang, while I was testing out a tutorial level with your action order plug-in, I found that when I was just using one unit and I spawned in an enemy, the game did not register said enemy's turn until I waited again. This happened regardless of whether I used <type:afterAction> or <type:turnEnd> to spawn the unit. As a suggestion, I would like to have a command to recalculate turns so as to integrate the newly created units into the turn orders, especially in case this happens in similar situation in larger battles.
    I updated the plugin so it's now fixed. You can also force to update the turn indicator window with
    Code:
    $gameSystem.updateActionSequence();
  17. xabileug said:
    how to make units who finished moving become gray tone?
    Slap this code into the bottom of srpg_core.js or any plugin that is placed after srpg_core.js

    Code:
        //====================================================================================================================
        // Overwritten function: Change character colour if turn has ended
        //====================================================================================================================
        // Adds the ability to change colour of character sprite based on its status (restricted / auto-battle / turn ended)
        // #Boomy
        //====================================================================================================================
        var _updateCharacterFrame = Sprite_Character.prototype.updateCharacterFrame;
        Sprite_Character.prototype.updateCharacterFrame = function () {
            _updateCharacterFrame.call(this);
            if ($gameSystem.isSRPGMode() == true && this._character.isEvent() == true) {
                var battlerArray = $gameSystem.EventToUnit(this._character.eventId());
                if (battlerArray) {
                    if (this.isTurnEndUnit() == true) {
                    this.tint = 4473924; //EDIT colour 
                }  else {
                    this.tint = 16777215; // white tint (reset)
                }
                }
            }
        };

    Not sure how much impact on lag this will have (apparently tinting in RMMV is somewhat resource heavy and this code runs every frame...) but works okay for me
    Convert hex colour to decimal (eg. https://www.checkyourmath.com/convert/color/hexadecimal_decimal.php)
  18. Shoukang said:
    I updated the plugin so it's now fixed. You can also force to update the turn indicator window with
    Code:
    $gameSystem.updateActionSequence();
    This is a start, but it still runs into the issue where existing units get a free turn before the newly spawned units. Perhaps a method to "reset" the 100 meter dash so that doesn't happen, (though in some cases, people might want that to happen, so it might be best not to make automatic.)

    Also, perhaps a method of increasing the priority of certain units on the field via event script would be nice.
  19. someone have maded a way of make work srpg on MV3d/MZ3d?
  20. Hello there ive discovered this plugin recently, and i was trying to insert the visual equipment plugin, or either Xanima from Kage Daesu. But the mainly problem with the visual equipment on the map is that all equipment graphics follow the cursor and doesnt stay on the character, anyway when i use it with sideview battle mode, works pretty well but throws an error at the end of the battle, i managed to erase the lines that generate the conflict and worked fine until i discover that the first combat the background gets cut in half, and thats the only time that i saw it happens for the moment. if someone is interested for this to fully work on Srpg Engine call me out that if you have any idea to fix this problems. ive leave the images of the problem and the modified script.

    WhatsApp Image 2022-05-06 at 10.37.48 AM.jpegWhatsApp Image 2022-05-06 at 10.06.23 AM (1).jpegWhatsApp Image 2022-05-06 at 10.06.42 AM.jpeg
    if you want to use it right now you need to replace the characters parts from a blank image to display nothing, because its broken cause things i say before, but it works pretty well for sideview battles except for that cut on the background in the first fight
    1651852016523.png
    ive come with a temporary solution for the battleback cut out, i just put the yep battlebackimprove plugin and the stretching by default that make seems to refresh the battleback making a solution for that. but well still need a look for someone who knows java script to do it well and not avoiding problems lel