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

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Started by RyanBram 3313 posts Page 140 of 166 View original ↗
  1. miragewolf said:
    Hi, played the demo and if useAgiAttackPlus is on (which is default) while using Mapviewbattle, Alex's skill pierce would freeze the game when agility is high enough to cause 2 attacks. Happens in both 2nd and 3rd map.

    Searched through several pages but haven't found anything, is it just me?
    How high..
    You need to debug.. Where the cause this freeze..or perhaps you need limit the agi?!?
  2. gundambison said:
    How high..
    You need to debug.. Where the cause this freeze..or perhaps you need limit the agi?!?
    Alex is at level 5 at 2nd stage. I didn't use extra plugins nor modify the game, and used the skill against the swordman/caster on 2nd stage or last boss on 3rd stage.
  3. e463gx said:
    Thanks Dopan, thats weird that it culminates in breaking the Save feature!
    like i saied you got few errors there, i am not even sure which error does which problem..

    i could be one of the other errors ,that break the save feature in your game.
    ---

    @ miragewolf
    ----> about the agiatt+ bug
    Freezing the Game bugs
    often happen when any endless chain is triggered!
    open console with f8 and try to find the trigger if possible
    (by default agi should be no bug trigger . no matter how high the stat is)

    also pls tell us which demo exactly you are using , that gives us more options to try to rebuild the bug ourselfs
    (where did you download it?)
  4. dopan said:
    like i saied you got few errors there, i am not even sure which error does which problem..

    i could be one of the other errors ,that break the save feature in your game.
    ---

    @ miragewolf
    ----> about the agiatt+ bug
    Freezing the Game bugs
    often happen when any endless chain is triggered!
    open console with f8 and try to find the trigger if possible
    (by default agi should be no bug trigger . no matter how high the stat is)

    also pls tell us which demo exactly you are using , that gives or more options to try to rebuild the bug ourselfs
    (where did you download it?)
    Latest Demo (v1.32Q
    It is the one on page 1, I'll post f8 later when I get to my laptop.
  5. miragewolf said:
    Latest Demo (v1.32Q
    It is the one on page 1, I'll post f8 later when I get to my laptop.
    i know a few things about agiatt+, and why its not compatible with my own demo and my force-action plugin..

    agi att+ restarts the battle-action before the unit end its turn, and the agi setup is the trigger in that case.
    By default this happens related to the agi amount like it is explained in the plugin description..ect
    (my forceation plugin uses similar functions from the battlescene, but with other coding, thats why they are not compatible easyly, and i had not the motivation to put much work in it, in order to get that compatiblety.. because i dont use agiatt+ myself)

    But what you described(freezing game), sounds like this "battle-action restart" is triggered as endless chain, and that always freezes games.

    I just dont have any idea where&why this bug (endless chain trigger), exactly happens and which other plugins might be involved ect
    (thats why i asked about the console f8 error infos^)
  6. dopan said:
    i know a few things about agiatt+, and why its not compatible with my own demo and my force-action plugin..

    agi att+ restarts the battle-action before the unit end its turn, and the agi setup is the trigger in that case.
    By default this happens related to the agi amount like it is explained in the plugin description..ect
    (my forceation plugin uses similar functions from the battlescene, but with other coding, thats why they are not compatible easyly, and i had not the motivation to put much work in it, in order to get that compatiblety.. because i dont use agiatt+ myself)

    But what you described(freezing game), sounds like this "battle-action restart" is triggered as endless chain, and that always freezes games.

    I just dont have any idea where&why this bug (endless chain trigger), exactly happens and which other plugins might be involved ect
    (thats why i asked about the console f8 error infos^)
    Here it is, may happen right away on 1st stage.
  7. miragewolf said:
    Here it is, may happen right away on 1st stage.
    this img says, that the only bug is on the MVP basic plugin.. try to disable this plugin and look if that changes anything
    (i have no idea how this can be related to agiatt+)

    edit.
    well i think i figured out the issue about the "setAutoSaveFileId"

    this datamanager-function doesnt exist in the rpg.managers.js plugin, from ryans demo.
    which is rpg maker version: 1.62
    rpg_managers.js v1.6.2
    --
    but in my demo, which uses rpg maker version 1.61, it does exist:
    rpg_managers.js v1.6.1 (community-1.3b)
    ..

    so basicly the "MVP_Basic" plugin is NOT compatible with rpg maker 1.62
    (this could be solved by copy/paste the function from:
    rpg_managers.js v1.6.1 -> rpg_managers.js v1.6.2)

    JavaScript:
    DataManager.setAutoSaveFileId = function(autoSaveFileId) {
        this._autoSaveFileId = autoSaveFileId;
    };
    I have no idea , why ryan added the "MVP_Basic" to his demo, or why ryan used the rpg maker 1.62 version..
    (which i dont use or recommend)
    ..but i will write him a message about that bug^^
    However i still have no idea, how this all is related to agiatt+, or any "freezing the game issue"

    edi2
    i read your first bug report again:
    (AgiAtt+,mapbattle BugReport)

    Hi, played the demo and if useAgiAttackPlus is on (which is default) while using Mapviewbattle, Alex's skill pierce would freeze the game when agility is high enough to cause 2 attacks. Happens in both 2nd and 3rd map.
    did you try the same thing without mapbattle?
    -by using sv battle..

    it could be any issue betwen mapbattle & agiatt+ , but its weird that you get no error message on this , and i dont know if the problem also happens if you solved the MVP_basic bug, by adding the function or disabling the MVP basic plugin..
    ( currently i cant imagine why the MVP_Basic issue should be related to agiatt+ )
  8. dopan said:
    this img says, that the only bug is on the MVP basic plugin.. try to disable this plugin and look if that changes anything
    (i have no idea how this can be related to agiatt+)

    edit.
    well i think i figured out the issue about the "setAutoSaveFileId"

    this datamanager-function doesnt exist in the rpg.managers.js plugin, from ryans demo.
    which is rpg maker version: 1.62
    rpg_managers.js v1.6.2
    --
    but in my demo, which uses rpg maker version 1.61, it does exist:
    rpg_managers.js v1.6.1 (community-1.3b)
    ..

    so basicly the "MVP_Basic" plugin is NOT compatible with rpg maker 1.62
    (this could be solved by copy/paste the function from:
    rpg_managers.js v1.6.1 -> rpg_managers.js v1.6.2)

    JavaScript:
    DataManager.setAutoSaveFileId = function(autoSaveFileId) {
        this._autoSaveFileId = autoSaveFileId;
    };
    I have no idea , why ryan added the "MVP_Basic" to his demo, or why ryan used the rpg maker 1.62 version..
    (which i dont use or recommend)
    ..but i will write him a message about that bug^^

    However i still have no idea, how this all is related to agiatt+, or any "freezing the game issue"

    dopan said:
    this img says, that the only bug is on the MVP basic plugin.. try to disable this plugin and look if that changes anything
    (i have no idea how this can be related to agiatt+)

    edit.
    well i think i figured out the issue about the "setAutoSaveFileId"

    this datamanager-function doesnt exist in the rpg.managers.js plugin, from ryans demo.
    which is rpg maker version: 1.62
    rpg_managers.js v1.6.2
    --
    but in my demo, which uses rpg maker version 1.61, it does exist:
    rpg_managers.js v1.6.1 (community-1.3b)
    ..

    so basicly the "MVP_Basic" plugin is NOT compatible with rpg maker 1.62
    (this could be solved by copy/paste the function from:
    rpg_managers.js v1.6.1 -> rpg_managers.js v1.6.2)

    JavaScript:
    DataManager.setAutoSaveFileId = function(autoSaveFileId) {
        this._autoSaveFileId = autoSaveFileId;
    };
    I have no idea , why ryan added the "MVP_Basic" to his demo, or why ryan used the rpg maker 1.62 version..
    (which i dont use or recommend)
    ..but i will write him a message about that bug^^
    However i still have no idea, how this all is related to agiatt+, or any "freezing the game issue"

    edi2
    i read your first bug report again:
    (AgiAtt+,mapbattle BugReport)


    did you try the same thing without mapbattle?
    -by using sv battle..

    it could be any issue betwen mapbattle & agiatt+ , but its weird that you get no error message on this , and i dont know if the problem also happens if you solved the MVP_basic bug, by adding the function or disabling the MVP basic plugin..
    ( currently i cant imagine why the MVP_Basic issue should be related to agiatt+ )
    I did further test and here is the result.

    mapview is on, mvp basic is off

    The game still freezes (technically the map sprite walking animations are still on, so the game did not freeze but got stuck), but does not show the red MVP_basic error when pressing F8.

    mapview is off, mav basic is on

    Has no freeze here, works normally.

    map view is on, mvp basic is on
    This is the one I reported earlier. (this one is "stuck" too)
  9. miragewolf said:
    I did further test and here is the result.

    mapview is on, mvp basic is off

    The game still freezes (technically the map sprite walking animations are still on, so the game did not freeze but got stuck), but does not show the red MVP_basic error when pressing F8.

    mapview is off, mav basic is on

    Has no freeze here, works normally.

    map view is on, mvp basic is on
    This is the one I reported earlier. (this one is "stuck" too)
    thx..ok this means that there is a problem with mapbattle and agiatt+ in ryans demo.
    the mvp basic stuff is a seperated issue (which i already explained/solved)

    --
    however if you say the sprites are still moving, but you cant go on with the game, that means there is no endless chain.
    But there is any issue with the execution of the mapbattle agiatt+ -Action, and aslong that execution doesnt work/finish correctly, you cant go on with the normal gameplay..
    (thats what you called get stuck)
    -> such things can happen when any phases/subphases got messed up somehow, so that the normal action-chain is broken

    ryan will probably try to fix this himself, as soon he has the time.. i just wanted to point out the things i can already tell ,thanks to your testing

    edit.
    You can still try out, shoukangs or my demo..
    And of course,you can play ryans demo on SV battlemode, to avoid the bug till its fixed^^
  10. Is there a plugin compatible with yep equip and/or status plugin that show how much move points, ZoC, etc, an actor has?
  11. I may have missed it, but is there scope to enable pixel-movement with this plug-in?

    Thanks.
  12. I am trying to make a event base on two events. The objective is for them to communicate, then script to change the behavior of the Guest who is trying to reach the Actor. Problem is, the test dialogue does not show and instead goes into battle phase, which it shouldn't be.

    I copied this example off one of the demos - it was one who the actor fights against a boss, but before the fight there's a brief discussion.

    1677697633583.png
  13. I am using the plugin's in "ShoukangSRPGDemo"
    I am also using some of yep's plugins.
    So far everything works fine until I summon an actor.
    At the end of the round/turn. The game Crashes with this message. I have very little knowledge with java script.
    Crash
    Buggy1.png
    Buggy2.png

    I tried turning off most of yep's plugin but it's obvious that the summon plugin is not compatible with yep's BuffStateCore. I even have boomy's BuffStateCore patch.
    I really like to have this plugin for the slip damage adjustments.

    If there is really no fix for this. I will have to find a way to make flat slip damage for hp, mp and tp, unless someone could tell me another way.

    Could someone please help me fix this problem? <3
  14. Devildimos said:
    I am using the plugin's in "ShoukangSRPGDemo"
    I am also using some of yep's plugins.
    So far everything works fine until I summon an actor.
    At the end of the round/turn. The game Crashes with this message. I have very little knowledge with java script.
    Crash
    View attachment 254814
    View attachment 254815

    I tried turning off most of yep's plugin but it's obvious that the summon plugin is not compatible with yep's BuffStateCore. I even have boomy's BuffStateCore patch.
    I really like to have this plugin for the slip damage adjustments.

    If there is really no fix for this. I will have to find a way to make flat slip damage for hp, mp and tp, unless someone could tell me another way.

    Could someone please help me fix this problem? <3
    Try to replace all the
    array.push($gameSystem._EventToUnit[i][1]);
    in SRPG_BuffStatesCore with:
    array.push($gameSystem.EventToUnit(i)[1]);
    I didn't use the buff states core plugin but I think this will work.
  15. Shoukang said:
    Try to replace all the
    array.push($gameSystem._EventToUnit[i][1]);
    in SRPG_BuffStatesCore with:
    array.push($gameSystem.EventToUnit(i)[1]);
    I didn't use the buff states core plugin but I think this will work.
    Thank you for you time.
    I change every single line that had ._EventToUnit to .EventToUnit
    I did several different tests and so far I did not had any chrashes.
    Thank you for helping <3

    Awesome demo btw
    Thank you for supporting the plugin system <3

    Edit
    Shoukang
    After some more testing. I realized that the actors and enemies affected by a poison were not taking any damage, but when a summon is poisoned they do take damage.
    The state notetag contains this.
    Code:
    <Custom SRPG Phase Start Effect>
    a.gainHp(Math.floor(- 1))
    </Custom SRPG Phase Start Effect>

    Edit Edit
    I don't want to double post.
    Is it possible to add the Move Speed, ZoC and Through ZoC in yep's Status Menu?
    I remember I added Critical Damage there with some help like this:
    Add to Status
    Add too status menu.png
  16. I've managed to edit quite a bit for this engine to get it to do exactly what I want and I just wanted to say you all are amazing. Out of curiousity, during the on map battle, I have the option for 'units'. When selecting a unit, it leads to the typical RPGMaker status screen. I noticed, however, mine isn't showing the profile text. Out of curiousity does anyone know where the code is that deals with this? I've combed through the SRPG_Core and UI update plugins with no luck.

    Editing to say I believe it's actually yanfly's core that is touching this. My apologies.
    spoiler
    1678849198868.png
    1678849258961.png
  17. Hi sorry if it’s been asked before is there any easy way to change animations for counterattacks
  18. I figured it out ps I am a noob
  19. kelpykelps said:
    I figured it out ps I am a noob
    pls avoid double posting , use the edit function instead, thx
    (forum rules, no offense)

    and beeing a noob is nothing bad, everybody started that way^^
    --
    about your question, i am pretty sure the counter-animation is related to the counter skill which is used
    (the counter-skill can be changed, depending on which plugins you use,.. if you have a bit Javascript knowledge, you could look into drQs "statbased counter"-plugin for better understanding of "counterskill-ID")
    .. i know you already solved your issue, i am just giving additional info..
  20. Any way an edit is possible where the actor moves to its target after an action is chosen?

    Like move the cursor to be adjacent to the target or distant by 2 range or more -> select an action and any target depending on weapon / skill range -> actor event moves and does the skill.

    -----------------

    Also, want to know if I could do this: when selecting 1 out of multiple targets, the directional keys function like Q and W instead of having to move around cells.