@boomy
I noticed recently when I used the updated DirectionSelection, the target of a skill will turn only after a battle / action used on map.
I got it enabled in Srpg_core to have the target turn toward its attacker before battle / map action, but with this updated plugin, the target only turns afterwards.
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Just found the latest version of Srpg_core 1.34 uses "this._srpgBattleResultWindowCount = 0;" under BattleManager and another which is probably for map skills, which closes the exp window by itself. With this plugin enabled, it disables that code. (I got it commented out, so it'll stay on as long as I want until I press it.)
MV - SRPG Engine MV - Plugins for creating Tactical Battle System
● ARCHIVED · READ-ONLY
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good evening.
How can I refer to the number of squares moved in the damage formula?
I would appreciate it if you could reply. -
i hope i understood correctly.. short answer is, by default you cant.But its not impossible.good evening.
How can I refer to the number of squares moved in the damage formula?
I would appreciate it if you could reply.
about MovementPoints & remainingMove
----------------img movement rangemovement is handled with movement points, but i think that by default the srpg_core doesnt store how much movement points were used..
->img below shows where movement points (= moverange), are stored by default, but this data is always the same.. its the Units movement range.
But with shoukangs plugin SRPG_moveAfterAction there is a new Battler data which is called "remaining move" (img in spoiler). This data returns a number which could be used.
-> but if the Unit has "moveAfterAction" NOT enabled, this data will always stay 0
-> And Enemys are not able to use it..cose that would make AI conflicts (they dont know how to use it)
=> that means by default you probably cant , and even with the SRPG_moveAfterAction, this will only work on the actors that have it enabled..
=>The only other solutions would be to replicate "RemainingMove" from shoukangs plugin for all Units, no matter if they can use it or not.
But that needs enough JS knowledge to build a small plugin.
=>Or building a script for a common event that always stores such a data in a Variable based on activeEvent
(thats probably the best solution)
SideNote:
When i tried to add SRPG_moveAfterAction in my demo, i found a few bugs aswell..
(i allready fixed them, but i still have other things i wanna finish before i upload the next demo version with updated plugins ect) sry for delay again..
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@RK DracoRoy
about direction change:
thats related to: Scene_Map.prototype.preBattleSetDirection
this srpg core function is influenced/overwritten with the plugin :
SRPG_DirectionMod
-> boomys plugin also uses/triggers this function on Enemys, but at a later timing like you mentioned.
My plugin version doesnt, cose i think its not required.
-> i think that could even make problems, because i think somewhere i read, that preBattleSetDirection is used as timing trigger for another plugin, so that i didnt want to change that timing.I just dont remember exactly,where i read this. I think it was a drQ plugin but idk at the moment.
( i guess boomy used it because enemys cant use ArrowDirectionSelection )
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about "this._srpgBattleResultWindowCount"
I think lot of devs disliked that they had to clik so that the window disapprears.. i guess thats why it was changed.
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I see. . . It's difficult to incorporate distance traveled into the default formula. . .
I don't have much knowledge of JavaScript, but I would like to think about how to use the data of SRPG_moveAfterAction as instructed.
This time, thank you very much!
i hope i understood correctly.. short answer is, by default you cant.But its not impossible.
about MovementPoints & remainingMove
----------------img movement rangemovement is handled with movement points, but i think that by default the srpg_core doesnt store how much movement points were used..
->img below shows where movement points (= moverange), are stored by default, but this data is always the same.. its the Units movement range.
But with shoukangs plugin SRPG_moveAfterAction there is a new Battler data which is called "remaining move" (img in spoiler). This data returns a number which could be used.
-> but if the Unit has "moveAfterAction" NOT enabled, this data will always stay 0
-> And Enemys are not able to use it..cose that would make AI conflicts (they dont know how to use it)
=> that means by default you probably cant , and even with the SRPG_moveAfterAction, this will only work on the actors that have it enabled..
=>The only other solutions would be to replicate "RemainingMove" from shoukangs plugin for all Units, no matter if they can use it or not.
But that needs enough JS knowledge to build a small plugin.
=>Or building a script for a common event that always stores such a data in a Variable based on activeEvent
(thats probably the best solution)
SideNote:
When i tried to add SRPG_moveAfterAction in my demo, i found a few bugs aswell..
(i allready fixed them, but i still have other things i wanna finish before i upload the next demo version with updated plugins ect) sry for delay again..
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@RK DracoRoy
about direction change:
thats related to: Scene_Map.prototype.preBattleSetDirection
this srpg core function is influenced/overwritten with the plugin :
SRPG_DirectionMod
-> boomys plugin also uses/triggers this function on Enemys, but at a later timing like you mentioned.
My plugin version doesnt, cose i think its not required.
-> i think that could even make problems, because i think somewhere i read, that preBattleSetDirection is used as timing trigger for another plugin, so that i didnt want to change that timing.I just dont remember exactly,where i read this. I think it was a drQ plugin but idk at the moment.
( i guess boomy used it because enemys cant use ArrowDirectionSelection )
--
about "this._srpgBattleResultWindowCount"
I think lot of devs disliked that they had to clik so that the window disapprears.. i guess thats why it was changed.
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That would only make sence if using SRPG_moveAfterAction.. and the problem is, that this data is also used as trigger to let the system know if that unit can move after action.I see. . . It's difficult to incorporate distance traveled into the default formula. . .
I don't have much knowledge of JavaScript, but I would like to think about how to use the data of SRPG_moveAfterAction as instructed.
This time, thank you very much!
But what you want is a data that dont have any effect on other things and that does store the used movement of any Unit.
(only gamer controlled Units can store that with shoukangs plugin)
edit.
@ monkey1031
Good News (img below)
Spoiler
i decided to add a scriptcall to my edited Version of SRPG_MoveAfterAction.js.
(it was easier that way)
this scriptcall works similar to "$gameTemp.activeEvent()"..
Its conneted to activeEvent and it returns the number of remaining MovePoints..
this scriptcall is => $gameTemp.activeUnitMoveRemain();
(this can be put in the script part of a $gameVariable)
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about mini plugin => SRPG_ActiveUnitMoveRemain.js
i builded a little stand alone Plugin that only adds this scriptcall, and i recommend to only use it if NOT using any Version of "SRPG_MoveAfterAction.js"
(they use similar code and could bug each other.. compatiblety not tested)
My edited&bugfixed Version of "SRPG_MoveAfterAction.js" which is not released yet, wil have this Scriptcall included!
So if anybody wants to use the Scriptcall & SRPG_MoveAfterAction.js, pls use my edited&bugfixed Version as soon its released,instead of this mini plugin. -
Good afternoon!
I have asked this question before, but it was left unanswered. If I make a skill that adds damage over time conditions and that damage kills an actor or enemy, then the damage dealt doesn't convert to experience, the live/dead count of actors and enemies doesn't change, and the enemy /actor doesn't disappear.
Is it possible to make such skills so that they work correctly? At least in terms of counters of the living-dead. -
This is good news!
Thanks to the script you prepared, we were able to change the amount of damage according to the movement distance of the unit.
thank you very much!
I would like to use it together with SRPG_MoveAfterAction.js, so I am looking forward to Mr. Dopan's bug-fixed version of SRPG_MoveAfterAction.js.
Finally, I have a question about formulas.
(a.atk - b.def) + $gameTemp.activeUnitMoveRemain();
In the case of ↑, the longer the movement distance, the lower the damage.
On the other hand, what should I do with the formula that the longer the distance traveled, the higher the damage?
(a.atk - b.def) + (battler.srpgMove() - $gameTemp.activeUnitMoveRemain())
I thought I should subtract UnitMoveRemain from the unit's basic movement like the formula above, but it doesn't work...
I apologize for the inconvenience, but I would appreciate it if you could give me some guidance.
That would only make sence if using SRPG_moveAfterAction.. and the problem is, that this data is also used as trigger to let the system know if that unit can move after action.
But what you want is a data that dont have any effect on other things and that does store the used movement of any Unit.
(only gamer controlled Units can store that with shoukangs plugin)
edit.
@ monkey1031
Good News (img below)
Spoiler
i decided to add a scriptcall to my edited Version of SRPG_MoveAfterAction.js.
(it was easier that way)
this scriptcall works similar to "$gameTemp.activeEvent()"..
Its conneted to activeEvent and it returns the number of remaining MovePoints..
this scriptcall is => $gameTemp.activeUnitMoveRemain();
(this can be put in the script part of a $gameVariable)
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about mini plugin => SRPG_ActiveUnitMoveRemain.js
i builded a little stand alone Plugin that only adds this scriptcall, and i recommend to only use it if NOT using any Version of "SRPG_MoveAfterAction.js"
(they use similar code and could bug each other.. compatiblety not tested)
My edited&bugfixed Version of "SRPG_MoveAfterAction.js" which is not released yet, wil have this Scriptcall included!
So if anybody wants to use the Scriptcall & SRPG_MoveAfterAction.js, pls use my edited&bugfixed Version as soon its released,instead of this mini plugin. -
@ monkey1031
i guess it doesnt work because:
battler.srpgMove()
the damage formula has no idea who "battler" is..
"a" is active battler/attacker
"b" is passive battler/defender.
instead of "battler.srpgMove()" try "a.srpgMove()"
(only in damage formula)
Also if you want to keep it short in the damage formula, put the scripts in a $gamevariable:
"v1" means "$gameVariables.value(1)" in damage formula
in a $gamevariable you probably want to use this :
JavaScript:$gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].srpgMove() - $gameTemp.activeUnitMoveRemain(); // in the script part of $gamevariable ..
For more detailled infos on damage formula, pls visit:
(i am no expert on this and its not really "srpg related only")
Damage Formulas 101 -------------------------------------------------
@ Brother_Fox
i dont know which demo&plugins you use ect.However
1- the issue that it gives no exp is because exp is related to Action usage..
but there are ways to add exp with script..so it should be possible to work around this issue..
the most simple would be to give this skill usage more exp by default.. i think shoukang made a plugin to give different exp-output to diefferent skill usage
2- the issue "units dont disappear" only happens when the unit dies at the wrong timing.. without battle action..
in such case you can use a script that deletes the event if related battler is deathStateAffected but event is not erased
(and i am sure that this Issue was allready solved in this thread)
- a SRPG_UnitGroups script could be helpfull to check all battlers on map and delete events ect..
3- the issue "the live/dead count dont change" is probably the same reason as above. In such case you could use the same UnitGroups script and add a variable change to the variable that stores this "count"
edited code from SRPG_UnitGroups: (to solve 2&3)
Fix "if Units dont Die on Poison ect" by adding this to after action
(in a plugin that would be "SceneMap.prototype.afterAction")
The code asks all Units if they are actors/enemys if they are deathState affected & if their event is erased, than it erases events and changes variable valuesSpoilerJavaScript:// If Units dont die próperly on poison ect , put this in the "after action" for (var i = 1; i <= $gameMap.events().length; i++) { var battleunit = $gameSystem.EventToUnit([i]); var eventunit = $gameMap.event([i]); if (battleunit && eventunit && (battleunit[0] === 'actor')) { if ((battleunit[1].isDeathStateAffected()) && (!eventunit._erased)) { battleunit[1].setActionTiming(-1); battleunit[1].performCollapse(); $gameMap.eraseEvent([i]); var oldValue = $gameVariables.value(1); $gameVariables.setValue(1, oldValue - 1); } } if (battleunit && eventunit && (battleunit[0] === 'enemy')) { if ((battleunit[1].isDeathStateAffected()) && (!eventunit._erased)) { battleunit[1].setActionTiming(-1); battleunit[1].performCollapse(); $gameMap.eraseEvent([i]); var oldValue = $gameVariables.value(2); $gameVariables.setValue(2, oldValue - 1); } } };
This code above assumes that :
actor count var is id 1
enemy count var is id 2
I am pretty sure this needs to be added to "after action" .
EDIT
i researched a bit, and edited the code above, fixed a mistake and added some more things which are used in normal battleActions aswell, .. i will add the same Fix to my edited srpg_core
edit2
some more fixes on code cose of typo mistakes and now its tested ^^ -
ご指示通り、ダメージ計算式を以下のように変更したところ、意図した動作を確認することができました。
この度は本当にありがとうございました!
式: (a.atk - b.def) + (a.srpgMove() - $gameTemp.activeUnitMoveRemain())*2
@ monkey1031
私はそれがうまくいかないと思います:
戦闘員.srpgMove()
ダメージ計算式は「バトラー」誰かが分からない..
「a」はアクティブなバトラー/アタッカーです
「b」はパッシブバトラー/ディフェンダーです。
「 Battler.srpgMove()」 の代わりに試してください
(ダメージ計算式のみ)
また、ダメージ式を短くしたい場合は、スクリプトを $gamevariable に入れます。
「v1」はダメージ計算式の「$gameVariables.value(1)」を意味します
$gamevariable では、おそらくこれを使用したいと思うでしょう:
JavaScript:$gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].srpgMove() - $gameTemp.activeUnitMoveRemain(); // $gamevariable のスクリプト部分 ..
ダメージ計算式の詳細については、以下をご覧ください。
(私はこれに関する専門家ではなく、実際には「srpg関連のみ」ではありません)
Damage Formulas 101 --------------------------------------------------
@ Brother_Fox
どのデモとプラグインを使用しているかわかりませんが、
1- expが与えられない問題は、expがアクションの使用に関連しているためです..
しかし、スクリプトで exp を追加する方法があります..だから、この問題を回避できるはずです..
the most simple would be to give this skill usage more exp by default.. i think shoukang made a plugin to give different exp-output to diefferent skill usage
2- the issue "units dont disappear" only happens when the unit dies at the wrong timing.. without battle action..
in such case you can use a script that deletes the event if related battler is deathStateAffected but event is not erased
(and i am sure that this Issue was allready solved in this thread)
- a SRPG_UnitGroups script could be helpfull to check all battlers on map and delete events ect..
3- the issue "the live/dead count dont change" is probably the same reason as above. In such case you could use the same UnitGroups script and add a variable change to the variable that stores this "count"
edited code from SRPG_UnitGroups: (to solve 2&3)
SpoilerJavaScript:for (var i = 1; i <= $gameMap.events().length; i++) { var battleunit = $gameSystem.EventToUnit([i]); var eventunit = $gameMap.event([i]); if (battleunit && eventunit && (battleunit[0] === 'actor') { if ((battleunit[1].isStateAffected(1)) && (!eventunit._erased)) { $gameMap.eraseEvent([i]); $gameVariables.setValue(1, $gameVariables.value(1) - 1); } } if (battleunit && eventunit && (battleunit[0] === '敵')) { if ((battleunit[1].isStateAffected(1)) && (!eventunit._erased)) { $gameMap.eraseEvent([i]); gameVariables.setValue(2, $gameVariables.value(2) - 1); } } }; [/コード] [/ネタバレ] [I]コードは、イベントを消去して変数値を変更するよりも、deathState の影響を受けている場合、およびイベントが消去されている場合、それらがアクター/敵であるかどうかをすべてのユニットに尋ねます。[/I] [B][COLOR=rgb(85, 57, 130)][U]上記のこのコードは、次のことを前提としています。[/U][/COLOR] DeathState は stateId 1 です アクター数変数は id 1 です 敵の数の変数は id 2 です[/B] [I]あなたの場合、ユニットがいつ死ぬかわかりません。それがアクションフェーズの後に発生した場合は、アクションフェーズ後にトリガーされた上記のスクリプトコードを使用できます [B]SideNote :[/B]将来的には、編集した srpg _core でこの問題を直接解決する必要があります。[/I] [/QUOTE] -
For some reason, Shoukang's ModifiedMoveTable doesn't work for classes but works on other notefield, but it lists class as one of the supported notefields. I was definitely going to put the <srpgTerrain1Cost: 1> notetag for mainly classes, so certain classes wouldn't suffer a -2 move penalty on certain terrain.
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perhaps it depends on how the class is added..For some reason, Shoukang's ModifiedMoveTable doesn't work for classes but works on other notefield, but it lists class as one of the supported notefields. I was definitely going to put the <srpgTerrain1Cost: 1> notetag for mainly classes, so certain classes wouldn't suffer a -2 move penalty on certain terrain.
(which meta note to add class ect)
If thats the case, you might need to add extra meta only for the plugin, or edit the plugin how to ask about your class, to prevent conflicts..
But honestly at the moment i have no idea ,i never tested this plugin, i am just guessing..
( i think this because we have several methods to add class depending on which plugin does it, and i dont know if shoukang asks about the class itself or about the meta which adds the old "dummy" class ) -
Of course! That only checked if the class has move after action for an actor notetag, but not the terrain check itself for the class, but the edit's working now.
Code:if (this.currentClass().meta["srpgTerrain"+terrain+"Cost"]){ costList[terrain] = Number(this.currentClass().meta["srpgTerrain"+terrain+"Cost"]); } -
The next Version of my demo is availleble, also some plugins on my github are added or updated
Link -> Demo Version 0.4
new plugins in the demo:
- SRPG_MoveAfterAction.js (dopen's edited& bugfixed Version)
changelog- This Plugin works basicly like before, but a few bugfixes are added aswell as a new Scriptcall..
This Scriptcall stores the remaining move points of activeUnit
- Units that can still move will prevent ending their turn instead of re-enabling their turn ..thats the major change.
And there are some small fixes regarding autobattle and aoes
- SRPG_ArrowSelectDirection.js (thats my reworked Version of boomys "SRPG_DirectionSelection")
changelog- This plugin has some major changes, you can decide in param, if mouse/touch for arrow selection is enabled or not.
- The previews "enable"-switch.. is now the "disable Switch" that made more sence for me.
- This plugin uses one battleSubphase at arrowDirection Selection.
- Code is mostly diefferent from boomys original..
- It works for mapBattle actions the same way as for SV actions..
- And its compatible with "SRPG_forceAction" & "SRPG_MoveAfterAction" and with my demo of course..
- Plugin help info has a detailed info for plugin order in plugin manager..
- prioCharZ.js (thats my new Rpg MV Plugin ,doesnt require srpg plugins)
changelog- This is a new Plugin which allows to change the Z anchor of chars..
Chars means in this context => mapEvents, gamePlayer & gameFollower
Its not required for the demo usage but it can get very usefull when eventing, in your project.Updated Plugins:
- SRPG_core.js (my edited version)
changelog- Fixed that Units dont dissappear if killed outside of battleaction,..
- small Compatiblety edit for galvs eventspawner, that fixes "spawned events returning to spawn point when cancel movement.." now spawned eventUnits will be set back to their move starting point like normal events would do.
- little edit on anchors for the displayed E X A imgs of units
- bugfix for the "overlapping close combat Units -function" In MapBattle this changes some anchor to let user always be displayed above target if overlapping each other, this will be reseted right after the action..
It works fine now.- SRPG_EventUnitGraves.js
changelogBugfix & compatiblety Edit for galvs eventspawner & the scriptcall that deletes all graves..
(using several spawner plugin can make it difficult to properly delete these events later.. but it works fine now in the demo)
- SRPG_ForceAction.js
changelogcomaptiblety edit for "ArrowSelectDirection"- SRPG_UnitMapInfo.js
changeloglittle edit on z anchors
I might have forgot some small edits on other plugins on this list above, but all plugins in my demo are the newest versions
I did aswell change some eventing stuff in the demo, raven now uses only 1 sword again, cose it fits better to his charsprite, 1 more actor exists, added for auto actor testing..
I made some small edits on the common events to make sure that test battle can be used several times without reseting the game..
edit
i forgot to mention i added the "hud phase Switches Setup" aswell..
Thats really helpfull for bugtesting, all phases that are used in this demo are made visible with huds during the time they are active..
- And i had to put galvs plugins above srpg plugins in the pluginManager for better compatiblety
edit 2
- The last thing i forgot to mention, is that the demo now uses the eventspawner for the battleunits.
Thats to show how it works.. they are spawned before srpg-battle start and deleted after srpg-battle end.. (graves get deleted after battle end aswell)
i might add/show options to spawn Units while battle is active in a later demo version.
And the slime has 100% magic reflection added, that can be made visible with the yep battleEngine and its param.. -
I'm using this now. Could the turn end E sprite be displayed on the unit after the arrow select?
I did discover the MoveAfterAction will still be there even if the unit is defeated in battle. -
1. No both are triggered with afterAction..I'm using this now. Could the turn end E sprite be displayed on the unit after the arrow select?
I did discover the MoveAfterAction will still be there even if the unit is defeated in battle.
( and i dont want to mess around with how the default system works about turn end ect )
2. I am not sure what you mean.. could you explain that more detailled?
The two actors that can move after action have it always active over actor note.
or do you mean that the "after action move" is active when going in battle again?? after an actorUnit died in battle before?
(maybe a screenshot could help)
edit about 1
It is possible to make the E not visible , if arrowDirectionSelection usage is active..
it needs an edit at the charaFrameUpdate function (srpg core plugin),
Spoileredited SRPG Core Info
-----
because the end turn was triggered ealier, we need to make it the other way, by adding a " visible = false " right below this Blue line on img => if :
JavaScript:if ($gameSystem.isSubBattlePhase() === 'arrow_direction_selection') this._turnEndSprite.visible = false; -
Sure thing, @dopan
It's when I move the actor with <MoveAfterAction> to the enemy event -> the battle starts -> the actor gets defeated -> after battle, the move after action tiles still show even when the unit disappears.
Boomy's version of the plugin didn't have the turn end E sprite until after the arrow select was done. I do want that in my project, where it appears after I choose a direction. -
1. that doesnt happen in my demo, did you add any other plugin? something that messes around with movetable?Sure thing, @dopan
It's when I move the actor with <MoveAfterAction> to the enemy event -> the battle starts -> the actor gets defeated -> after battle, the move after action tiles still show even when the unit disappears.
Boomy's version of the plugin didn't have the turn end E sprite until after the arrow select was done. I do want that in my project, where it appears after I choose a direction.
2. boomys plugin is not triggered with after action, it triggers after action, that was one of the things i dislike , cause of combo usage delay.. However with the solutions from my posting above you can change it by edit your srpg core plugin at this function:
- Sprite_Character.prototype.updateCharacterFrame = function()
edit
nevermind here i added a srpg core to this posting where this solution from above is used and tested,
but use it at own risk
(the Units Turn End is triggered anyway its just not visible till the arrow select is done)
edit 2
if my srpg core gets other updates in future you have to rebuild that code change yourself, therefor i keep the posting's above info there instead of deleting the old text^^
edit 3
i tested around an couldnt replicate that, did it happen in map battle or with sv actions? -
I have this with the download: https://mega.nz/file/8cJjib4A#cY7WvFARJVi2YcQYAVvoWJezKH5D_o25Yy7OkjXSbF4
Touch the event on top to go to Srpg battle, then move the actor to the event on the right, let the actor get knocked out, the problem is there and even Arrow select happens even when defeated. -
ok i figured it outI have this with the download: https://mega.nz/file/8cJjib4A#cY7WvFARJVi2YcQYAVvoWJezKH5D_o25Yy7OkjXSbF4
Touch the event on top to go to Srpg battle, then move the actor to the event on the right, let the actor get knocked out, the problem is there and even Arrow select happens even when defeated.
it has 2 reasons:
-main bugtrigger reason , wrong plugin order.. @ArrowSelectDierection
(my plugin order to "moveafteraction" is opposite to boomys)
-second trigger ,the plugin param from "moveAfterAction" auto select, if true
both triggers must apply to make that bug, best fix ist correct plugin order, than you can still use autoselect, even if i dont recommend it, it could confuse forceActions and combo actions..
-> thats because it sets the active event , that could make problems
also sooner or later you might get more compatiblety issues depending on which srpg core you are using..(your bug example demo had not my edited srpg core, on which lot of my plugins & bugfixes depend)
-------
however i found a bug in my own demo
edit- mage units had 30% magic reflection with their equip, so wasnt a bug -
I made another small Update on my Demo and 3 plugins:
demoLink => demo Version 0.5
(these edits are made for better compatiblety betwen these plugins)
- SRPG_MoveAfterAction.js
- SRPG_ArrowSelectDirection.js
- SRPG_ForceAction.js
--- GitHub is updated aswell
ChangeLog:
-SRPG_MoveAfterAction.js :
-> has now a param option for "E not visible before arrowUsage is done"
(on combos & forceAction usage, this looks much better)
-> has an extra check if unit is dead & will wait on combos till combo is done
(srpg_ForceAction compatiblety)
-> improved "autoSelect" compatiblety
(autoSelect also waits for combos to be done)
- SRPG_ArrowSelectDirection.js:
-> has an extra check if unit is dead & will wait on combos till combo is done
(srpg_ForceAction compatiblety)
- SRPG_ForceAction.js:
-> has gameSystem data which knows if ForceAction-plugin usage is active.. for better compatiblety with other plugins..
(similar to how sub battlePhases.. work)
-----------------------------
Sidenote:
- from my point of view SRPG_MoveAfterAction.js should be the final version if no bugs will be found..
- same with SRPG_ArrowSelectDirection.js but, i might want to rewrite some code later, because i think some parts could be shorter
- SRPG_ForceAction.js works bugfree aswell, but this plugin is still work in progress & the plugin help info is still not perfect.. i have still planed to add more skillnote options