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

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Started by RyanBram 3313 posts Page 146 of 166 View original ↗
  1. dopan said:
    @ @ Boonty
    by default there is no such option , i think..
    i am not sure if any edited AOE plugin version (from shoukang for example)., has such option.
    I missed this part, tanks for your reply ;)
  2. Whenever I try to create a new map, whether in the demo or in a project I created myself, the turn count increases eternally but it doesn't let either me or the enemy move again.
  3. dopan said:
    teleport was already explained a few times in this thread,.. you can use eventcommands to set/change event position, or you can use the plugin SRPG_PositionEffects

    However for the jump issue, probably the NRP plugins could be even more usefull, but like i always mention, these plugins are also harder to understand

    Actually, after carefully reviewing a.approach, if I am reading the explanation right in the plugin the jump may work with that. Because the script call works in the damage formula, the script would execute and force A to move nearest to B.

    "a.approach(b, type) moves a to the open space nearest to b (best for linear-only effects)"

    This is just a guess. I'll test it when the time comes for me to make the skill.
  4. Okay, I figured out my problem with the endlessly increasing turn count: Turns out it was caused by Yanfly's Battle engine. Is there something I'm missing to make it compatible?
  5. LordEdmundGod said:
    Okay, I figured out my problem with the endlessly increasing turn count: Turns out it was caused by Yanfly's Battle engine. Is there something I'm missing to make it compatible?
    i am not sure, perhaps its the wrong plugin order, normaly yeps plugins should be on top of everything else.. and later comes the srpg core..
    here is an img of the plugin manager which i used in my older demo..
    PluginManager YEP Info.png

    the srpg core is at the end here, but all other srpg plugins have to be below the srpg core..

    this img can be found in my present demo, it is used to show which yep plugins can be added to my demo and where they should be placed..
    thats because since yep changed the terms, we are not allowed to add the yep plugins to tutorial demos by default.. even if we use only free(=not-paywalled) plugins..
    -> i know it makes everything unnecessary complicated but i cant change it.. and it also made a lot of extra work for myself..
  6. kay that working thank you very much! I think that's all of the major bugs I've got!
  7. I feel like this should be easy, but I can't figure it out for the life of me. Is there a way for an enemy unit to always move towards a Flag without targeting Player Units? I'd still want it to be able to defend itself, so it still needs an attack skill.
  8. Maybe remove the attack skill and retain the guard skill
  9. e463gx said:
    I feel like this should be easy, but I can't figure it out for the life of me. Is there a way for an enemy unit to always move towards a Flag without targeting Player Units? I'd still want it to be able to defend itself, so it still needs an attack skill.
    If you use shoukang's move_method plugin you can really make the AI do your bidding.

    I use the <mode:absRegionDown> or <mode:absRegionUp> plugins to make enemy units move to a particular spot whilst ignoring enemies. I also have a custom aiMoveExtension that makes enemy units move to a particular region and if all tiles with X region are occupied then enemy attacks the player
  10. boomy said:
    If you use shoukang's move_method plugin you can really make the AI do your bidding.

    I use the <mode:absRegionDown> or <mode:absRegionUp> plugins to make enemy units move to a particular spot whilst ignoring enemies. I also have a custom aiMoveExtension that makes enemy units move to a particular region and if all tiles with X region are occupied then enemy attacks the player
    Would you be willing to share that extension? That's basically what I'm trying to do. I guess I thought that the absRegion modes would only take affect if there were no enemies nearby. I'll give that a shot!
  11. e463gx said:
    Would you be willing to share that extension? That's basically what I'm trying to do. I guess I thought that the absRegion modes would only take affect if there were no enemies nearby. I'll give that a shot!
    So under Game_Event.prototype.aiMoveExtension in SRPG_MoveMethod.js add the following code (edit to your liking). This code has 10% chance for enemy to move to nearest opponents, otherwise it will check if a region X tile is available and if so it will move towards region X, if its already on region X it will stay there (stand) and if all region X tiles are occupied it will move towards nearest opponent.

    //<aiMove:'guard x'> //Move to region, if all region spots occupied then move to enemy
    else if (meta.match(/guard\s+(\d+)/i)){
    var region = meta.match(/guard\s+(\d+)/i)[1];
    var occupied = [];
    $gameMap.returnRegionXy(region).forEach(function(a) {
    $gameMap.eventsXy(a[0], a[1]).forEach(function(b) {
    if(b._srpgEventType == "actor" || b._srpgEventType == "enemy" || b._srpgEventType == "unitEvent") {
    occupied.push([a[0], a[1]]);
    }
    });
    });

    if(Math.random() > 0.9) {
    return 'nearestOpponent';
    } else if($gameMap.returnRegionXy(region).length <= occupied.length && this.regionId() !== region) {
    return 'nearestOpponent';
    } else if(this.regionId() == region) {
    return 'stand';
    } else {
    return 'absRegion ' + region;
    }

    }

    It uses a new function called $gameMap.returnRegionXy
    So plop this code anywhere below any script:

    Game_Map.prototype.returnRegionXy = function (id) {
    var arr = [];
    for (var i = 0; i < $gameMap.width(); i++) {
    for (j = 0; j < $gameMap.height(); j++) {
    if ($gameMap.regionId(i, j) == id) {
    arr.push([i, j]);
    }
    }
    }
    return arr;
    }
  12. e463gx said:
    I feel like this should be easy, but I can't figure it out for the life of me. Is there a way for an enemy unit to always move towards a Flag without targeting Player Units? I'd still want it to be able to defend itself, so it still needs an attack skill.
    in addition to using :
    <mode:absRegionDown> or <mode:absRegionUp>

    in order to tell the enemy where to move..

    you could also put a non visible state on all actors at the start of the map, and use that state with the "AI Ignore" state tag from the plugin "AI Control" from drQ..
    2023-07-08 21_44_20-SRPG_AIControl.js - Editor.png
    I think if the enemy has the ability to counter it will still counter,and if you make the state dissapear after getting attacked (which should happen with the counter).. than this could also do the trick..
    -> but this solution would affect all enemy units as-long the state is active

    But i didnt tested such situation, so its just a guess
  13. Ok, MoveMethod was what I was missing. I can use <mode:absPosition x y> to achieve what I needed. I knew there had to be a built in solution
  14. Does anyone know of any scripts/plugins that gives Skills individual levels that would be compatible with SPRG?
  15. I gained an additional question in the meantime.

    I've been able to remove the Luck stat from the game mechanically speaking, and in the Vanilla UI. But any SPRG that comes up will still display the Luck Stat of units. How would I get SRPG to also not refer to Luck?
    Boonty said:
    Check Yanfly Skill Mastery plugin ;)

    Skill Mastery Levels (YEP) - Yanfly.moe Wiki
    That would work in MZ?
  16. @dopan Could you put an option in UnitCore to disable the item equip system? I would like to use the plugin's other functions, except this one. Because of this function, I can't use ForceAction either because it depends on the above plugin.
    I would also like to know if you could create a command in UnitMapInfo that controls when the plugin is activated. For example, if I wanted to make a cutscene within the battle, I could disable the information it shows.
    I tried to use your MoveAfterAction script because of the correction when there is only one actor on the field, but for some reason the move points are not being reduced, in fact it is resetting as if adding a new movement turn to the character.

    I tried using your manual fix you posted before releasing the plugin and the move points were counted but the AOE reset the shift as in the above issue.

    I don't know if it's another plugin that I use interfering, I tried to disable all the ones that affect movement and leave it alone, but the error persists.
  17. adramalesh159753 said:
    @dopan Could you put an option in UnitCore to disable the item equip system? I would like to use the plugin's other functions, except this one. Because of this function, I can't use ForceAction either because it depends on the above plugin.
    I would also like to know if you could create a command in UnitMapInfo that controls when the plugin is activated. For example, if I wanted to make a cutscene within the battle, I could disable the information it shows.
    I tried to use your MoveAfterAction script because of the correction when there is only one actor on the field, but for some reason the move points are not being reduced, in fact it is resetting as if adding a new movement turn to the character.

    I tried using your manual fix you posted before releasing the plugin and the move points were counted but the AOE reset the shift as in the above issue.

    I don't know if it's another plugin that I use interfering, I tried to disable all the ones that affect movement and leave it alone, but the error persists.
    currently i dont think that i can invest much time on JS work.. However as for any bugs, the best way to figure out if the bugs are influenced by other plugins, is to try to recreate the bugs in my demo without adding any new plugins

    The changes on UnitMapInfo would be the easiest to do i guess, but the UnitCore is a Huge Plugin, and the steal/break functions all depend on the equip system, thats why i combined those stuff into one big plugin..
    So any changes on the UnitCore would also require me to know which other functions you want to use, when the equip stuff is disabled..

    However my priority would be:
    BugFixing > Easy changes > Hard changes
    and probably i dont have much time before summer ends..

    edit.:
    Also i would like to know more detailled what exactly you mean by "you cant use forceAction".. because i made my own ForceAction plugin ..
  18. So I'm trying to hide my Luck stat from displaying in the Equip screen. Which I assumed to be a Vanilla problem, but others are suggesting it might actually be due to something SRPG did to that menu.

    This is the code I was using to hide Luck, which has successfully done so from the Status screen and Pre-Battle screen, but not from Equip.

    Code:
    Window_StatusParams.prototype.maxItems = function() {
        return 5;
    };
    
    // Drawing parameters such as attack power
        Window_SrpgStatus.prototype.drawParameters = function(x, y) {
            var lineHeight = this.lineHeight();
            for (var i = 0; i < 5; i++) { // Edited
                var paramId = i + 2;
                var x2 = x + 188 * (i % 2);
                var y2 = y + lineHeight * Math.floor(i / 2);
                this.changeTextColor(ColorManager.systemColor());
                this.drawText(TextManager.param(paramId), x2, y2, 120);
                this.resetTextColor();
                this.drawText(this._battler.param(paramId), x2 + 120, y2, 48, 'right');
            }
        };

    So could this be a SRPG issue? Or is a vanilla issue?

    More details (and screenshots) here:
    Hiding Attributes from Equip Screen?
  19. So any changes on the UnitCore would also require me to know which other functions you want to use, when the equip stuff is disabled..

    In fact, I wanted to use the whole plugin including the item equip system, but I can't get it to work in conjunction with YepMainMenuManager, as it causes the error below.
    IMAGES
    NVIDIA_Share_4ERcq1aPpe.png
    Screenshot_1.jpg
    RPGMV_NJnAyQfS5R.png

    edit.:
    Also i would like to know more detailled what exactly you mean by "you cant use forceAction".. because i made my own ForceAction plugin ..

    So, in your ForceAction you have information that to work correctly, it is necessary to have "edited-SRPG_core" & "SRPG_UnitCore" & "SRPG_StatBasedCounter", however, as I mentioned above, I am not able to use UnitCore because of the item equipping system. If I can use UnitCore together with YepMainMenuManager, I think that would solve both issues. As I couldn't solve the problem, I'm not using UnitCore and consequently ForceAction.