Merry christmas to everyone! I love how cool this community is and these plugins are making my dream of a big commercial release come true!
MV - SRPG Engine MV - Plugins for creating Tactical Battle System
● ARCHIVED · READ-ONLY
-
-
How do I go about checking based on the action.itemHit / itemEva / itemCri for user and target in Yanfly's Action Sequences?
Not user.hit, target.eva, or user.cri, but I'm wanting a way to use the values from the prediction window in action sequences. Hit and Critical formula are modified by YEP_HitAccuracy and YEP_X_CriticalControl.
Idea is that in the action sequence, I'd roll a flag variable value based on the prediction window's hit chance -> If it passes, roll the value based on prediction's critical chance. Both user and target would roll their chances.
I do have YEP_HitAccuracy and YEP_X_CriticalControl where I can alter the chances and force a hit / miss / critical if a check passes or fails. -
Use theI wanted to see if "friends not user" could work with SRPG_AuraSkill. When it comes to some states, I want just the allies in range to have the state / effect but not the user.
<SRPGAuraMinRange:x>tag, You can set the min range to 1 so that the aura won't affect the user.
I've updated the SRPG_Rescue plugin. Not sure if that will fix your problem.good evening
When I use SRPG_Rescue.js as follows, I have a problem.
When I use the plugins TemplateEvent.js and EventReSpawn.js to rescue an event called from another map, I'm facing a problem where the character chip of the event is not displayed when the event is released.
Once I open and close the menu, the screen will be refreshed and the character chip will be displayed again...
To clarify the question I want to ask,
How can I execute the processing when opening and closing the menu at any time?
(Perform redrawing of SRPG unit graphics at any time?)
I apologize for the unclear question, but I would appreciate it if you could answer. -
Where's the part where the current map is blurred and used as background for the sideview battle?
-
i dont remember.., maybe if no sv backround is added for sv battles in the map-editor settings..Where's the part where the current map is blurred and used as background for the sideview battle?
( i guess this should enforce the system to use the blurred map-backround )
spoiler info img
Spoiler -
Just like Dopan said.
If the map type is indoor or outdoor, removing battleback will causing the tileset used as background.
If the map type is world, it will use battleback depending on terrain. -
Maybe this question was answered before, but how do you make enemies talk mid-battle? (depending on the conditions)
Before I used Troops menu and made small event pages with dialogues when (for exaple) enemy hp dropped below 50%. Or after using some switch. How can you do this here, when Troops menu is disabled (In mapbattle) -
in mapbattle use the "after action" -event, it triggers after each actionMaybe this question was answered before, but how do you make enemies talk mid-battle? (depending on the conditions)
Before I used Troops menu and made small event pages with dialogues when (for exaple) enemy hp dropped below 50%. Or after using some switch. How can you do this here, when Troops menu is disabled (In mapbattle)
(even after leaving sv battle) ..
-> I think there should be some examples for this kind of things in ryans "original" demo
..but make sure with switches or whatever that it only triggers the one time where you want it to happen..
---
sidenote:
in my demo i used a lot of imgs and switches to visually show what phase happens at which time ect.. just incase its needed..
it can be also very helpfull for bugfixes, in order to figure out where and when the bug exactly happens.. -
- I set a summoning ability for the enemy
- But the enemy doesn't use it
-
setting the enemy AI is one of the more complicated things..
even more if you want the enemy to do things that dont do direct dmg.
what plugin or function did you use to manipulate the enemy AI ,in order to use the summon skill?
(i had not much time and motivation lately to work on rpg maker, & i dont know how much AI related stuff exist in the new jap demo.. and it will take some time till my own demo has proper enemy AI added) -
setting the enemy AI is one of the more complicated things..
even more if you want the enemy to do things that dont do direct dmg.
what plugin or function did you use to manipulate the enemy AI ,in order to use the summon skill?
(i had not much time and motivation lately to work on rpg maker, & i dont know how much AI related stuff exist in the new jap demo.. and it will take some time till my own demo has proper enemy AI added)- I set the skill range to user
- Now it can be used by the enemy
- The problem was solved unexpectedly
-
Among the alternatives that you can try is by determining the conditions when the enemy uses summon skills.
For example:
- On a certain turn, certain enemy will use summon to add troops.
- If a certain enemy is defeated, then there will be another enemy that calls for help with summons.
You can see similar examples in the SRPG Gear MZ Demo in Chapter 2 and 3. -
Is it possible to make an enemy untargetable by skills (not an aoe)?
-
targeting is related to the "canUse" action chain..Is it possible to make an enemy untargetable by skills (not an aoe)?
---
so by default its not possible i think..
-> you can only make the enemy ai ignore units with the AI control plugin..
But in order to make an enemy that cant be targeted by normal (non aoe) skills, you would need to use something like a state (as identifier) and build a mini plugin which manipulates the "canUse"- function..
..in order to return "false" if the target is state affected with that special state..
It should be not hard to build such a plugin i guess... but i think by default there is no such option..
( i could be wrong i am not sure ) -
summoning is in shoukang's demo
- I set a summoning ability for the enemy
- But the enemy doesn't use it
-
Looking forward to using this. Is there a tutorial I can follow?
-
What tutorial?Looking forward to using this. Is there a tutorial I can follow?
The Demo Game provided in the first page can serve as tutorial as well. -
Hi,
Sorry if this is a really basic question. I downloaded what appear to be 4 extensions for the SRPG Core. Can someone tell me what differences are between Dr Q, Dopan, Boomy, and Shoukang's extensions?
Thanks for your time! -
All of them serve difference purpose/features depend on your need. You can use all or use some.Hi,
Sorry if this is a really basic question. I downloaded what appear to be 4 extensions for the SRPG Core. Can someone tell me what differences are between Dr Q, Dopan, Boomy, and Shoukang's extensions?
Thanks for your time!
My suggestion is, try to learn the basic things from the Demo, then add new features with extension they made.
The Demo can be seen on the editor to look how it was made.
And each author also made their own Demo, so you can see how their extensions work. -
I am trying to give a bit more detailed info on this:Hi,
Sorry if this is a really basic question. I downloaded what appear to be 4 extensions for the SRPG Core. Can someone tell me what differences are between Dr Q, Dopan, Boomy, and Shoukang's extensions?
Thanks for your time!
SpoilerDrQ was the first one who made an "edited core"-version , in order to make some of his new plugins work properly..
-> DrQs plugins can be found on his Github, and most of his plugins are used by the other plugin autors aswell..
....
Boomy made plugins and edited his own srpg core for private purpose, but shared some of these core changes & bug fixes..
(which are included in my edited srpg core versions)
-> boomy provides his plugins & infos on his GitHub
....
Shoukang made some more plugins but used the "default srpg core".. (as far i know)
-> shoukang also made an own demo and has an i-net side, to provide plugins & infos ect
....
Ryan, made & shared the first tutorial demo in this forum, and added a remade second version, after he managed to get the "nrp-Plugins", which are used in the first place to replace the yep plugins, and adding more options..
-> and now after the jap plugin autor made some new versions and new demos, ryan provides new translations ect.. (not sure if all translations are already finished)
-> ryan provided this thread and other threads for the "nrp-Plguins", he also has an Itchio acc where his demo and other links are stored..
....
(dopan)
I made a new tutorial demo which tried to include most of drQs plugins and some of my plugins..
.. and i started to make some edits on my core version, which was based on DrQs edited core.
(that was before boomy & shoukang made more plugins aswell)..
Then I had to take my first tutorial demo down, cos yep changed the terms..
--
Later i made a new 2nd demo for my plugins and most of DrQs plugins, without yep plugins installed by default (but still compatible if you add yep plugns yourself)
-> at that point boomy & shoukang made already a lot plugins, which are not all compatible with my own plugins, out of different reasons..
So i tried to add some of these new plugins to my demo aswell & even make some compatiblety edits..
-> all my plugins can be found on my Github,..
.. my demo-link is currently expired, and i need to make an "Itchio acc" in the future, to store the demo download link there..
(i am currently a bit inactive, but my demo should still get some more updates in the future)
-----
-----
so basicly whats the difference??
- drQ made core edits for his plugins, which i used aswell..
(and i made more core edits for my own plugins)
All srpg cores, except of mine have currently a bug, regarding "Map-battle, pre_action phase"
-> its a timing bug so that, the phase triggers to late
(thats because "map battle" is added by drQs old "mapbattle"-plugin which is intigrated into all newer core versions..this plugin had this "timing-bug")
-> i already explained that point a few times, gave the info to ryan , who trys to give it to the jap original plugin autor,, in order to fix that bug in all future srpg cores
---
the other main difference is that my edited core, does NOT support "agi att +", and my edited core is required for some of my plugins..
----------
----------
so why did we make so much demos, and plugins which are not all compatible??
-> thats because everyone, had different purposes in their own project, some plugins where made at the same time or when some other plugin autors where inactive ect..
-> so most of us made own showcase demos to make sure everything works fine in the own demo..
-> also yeps plugin term changes , made things a bit more complicated for all of us..