@Dotkor_Q it was just 4 move and 1 attack range, and yea when i turn off the SRPG_UX_Range, freezes are gone
MV - SRPG Engine MV - Plugins for creating Tactical Battle System
● ARCHIVED · READ-ONLY
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You're using AreaAttack.js and SRPG_AoE.js, which is probably causing at least a few problems, as they're two different plugins trying to do the same job.
Also, make sure you're using the SRPG_core included on the github page, as it has several changes required for a lot of these plugins to work.
[EDIT]
SRPG_QuickSelect is replaced with SRPG_UX_Cursor, the version I was using that actually works! Uploaded the wrong version of that plugin initially.
SRPG_RangeControl should no longer crash when calculating the enemy's movement
DRQ_EventMotions / SRPG_MapBattle_motions shouldn't crash anymore. @Leon_Artmann if that crash persists, post your plugin order and any motion setup / notetags, and I'll try to figure out what's up with it.
Oh yes that's it my bad the conflict was betwenn SRPG_Area attack and SRPG_AoE!
I misunderstand the sentence inside the plugin description :
"Based on SRPG_AreaAttack.js by アンチョビ" and thought it was a plugin you had to put under it!
Thank you very much! -
@Dotkor_Q it was just 4 move and 1 attack range, and yea when i turn off the SRPG_UX_Range, freezes are gone
If you can provide the screenshots I mentioned for points 1. and 3., I can start looking into things. -
Okay, something weird is happening when I try to use a weapon with a special range when it is combined with RangeControl- the engine seems to think that the weapon has unlimited range in the chosen special range.
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Okay, something weird is happening when I try to use a weapon with a special range when it is combined with RangeControl- the engine seems to think that the weapon has unlimited range in the chosen special range.
Can you explain what you mean by that in more detail?
- What does it display as? Screenshots are helpful.
- What notetags are you using on the weapon itself, and on the Attack skill?
- Can you actually use the skill on things at arbitrary distacnes?
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1Can you explain what you mean by that in more detail?
- What does it display as? Screenshots are helpful.
- What notetags are you using on the weapon itself, and on the Attack skill?
- Can you actually use the skill on things at arbitrary distacnes?
Movement/see rangepre Battle screen
...Hmmm didn't notice that it also seems to affect monsters without a weapon
2.
Weapon Notetags:
<weaponRange:3>
<srpgWeaponSkill: 41>
<Durability: 24>
<Durability Variance: 5>
<Random Variance: 4>
Skill notetags:
<srpgRange: -1>
<User Weapon Durability: -1>
<specialRange:luke>
3.
Yes, and it only appears to get this weird error with skills that have a special range type with a srpg range of -1 or that of the user's weapon. Give the skill a range of its own and it does not apply.
Also, this only happens when this plug-in is installed. Otherwise the ranges work as they should. -
Haha! Many thanks fine gentleman, this is what I was fighting for!At long last, I finally got all the plugins updated. The Github has been reorganized, using folders to sort things by type
SRPG_core.js is on the top level, based on the most recent version of the script from the original author. It's required for many of the plugins.
Patches has compatibility patches for other plugins, currently Yanfly's Cooldowns and Limited Skill Uses.
Functional has plugins that add new mechanics and options
- SRPG_AoE adds a variety of shapes for your skills- circles, squares, lines, cones, and more!
- SRPG_PositionEffects allows skills to push, pull, move side-to-side, swap, and teleport units.
- SRPG_RangeControl adds line of sight, zone of control, and variable ranges, along with slightly better performance on large ranges
- SRPG_StatBasedCounter links the ability to counter attack to the CNT / Counterattack stat, and integrates with SRPG_DirectionMod
- SRPG_MapBattle shows combat on the map instead of a battle scene
- DRQ_EventMotions and SRPG_MapBattle_Motions put more animations in your map battle
- SRPG_ShowPath draws an arrow showing the movement path
SRPG_QuickSelectionSRPG_UX_Cursor lets the player cycle through targets, and skip targeting on certain skills, in addition to general selection improvements- SRPG_UX_Range replaces the normal movement and range highlighting with images that can be customized and even animated (compatible with SRPG_AoE)
- SRPG_UX_Windows has some minor improvements for how the new status windows work
As a general rule, place Patches directly below SRPG_core, then Functional plugins, and lastly Visual plugins.
(obligatoryx4joke)
I will soon enough output the fruits of my work. -
well, I am having a couple of troubles now. First off, the Hide no EXP from UX_Windows doesn't work, I have it on "true" but the thing still shows upNormally those aren't caused by SRPG_UX_Range, but actually just by having a sufficiently large attack range + movement. Basically, when you select a unit, the game has to calculate every cell they could move to, then calculate every cell their attack could hit from every single tile they could be standing on.
A few things to help diagnose this:
1. Take a screenshot of your plugin list
2. Turn off SRPG_UX_Range- are you still getting the freeze, without anything else?
3. Wait for it to unfreeze, and take a screenshot of what the ranges look like (to get an idea of the move/attack sizes)
and another tiny little thing,
The MapBattle plugin downright doesn't work, this is what pops up when I try to attack.
I am even doing this right or I need things to do? -
@Yew Bowman those errors indicate that you aren't using the version of SRPG_core I provided.
@MetalKing11417 I've seen that error before in vanilla, if no range was specified. I'll double check some things in the code, but in the meantime, can you send me a screenshot of your plugin order? -
Hello I am back and have an other problem (minor this one) with SRPG_AoE.js
When I use SRPG normally I don't have any problem (Yes I'm using black squares for testing purposes) :
But when I use SRPG AoE :
Image 2
The AoE color is UNDER enemies and events (the default range and move is ABOVE them), so if the enemy takes all the cell we can't see that he is inside the AoE.
For the moment I changed a little the line :
bitmap.fillRect(x, y, tileWidth, tileHeight, _areaColor);
by
bitmap.fillRect(x-10, y-10, tileWidth+20, tileHeight+20, _areaColor);
To have bigger AoE cells so we can see it.
There is the same problem with SRPG_Showpath, the arrows go under events on map to it hides the arrow!
I also have a little question!
Is it possible to have the default system with SV battlers for 1v1 but to be able to deactivate it for some spells only with SRPG_MapBattle_Motions?
(For example, for spells that you can only use on you, it feels weird to "enter in battle") -
Plugins, not all of them, but tell me if the order is not correct.
And then in-game, but toooooooo much freezes, couldnt make a better screenshot.
The freezes happen only when that SRPG_UX_Range plugin is activated btw.
Thanks in advance :D @Doktor_Q -
UX_Range has integration with AoE, but not AreaAttack, though I doubt that's the issue this time.Plugins, not all of them, but tell me if the order is not correct.
View attachment 136519
And then in-game, but toooooooo much freezes, couldnt make a better screenshot.
View attachment 136520
The freezes happen only when that SRPG_UX_Range plugin is activated btw.
Thanks in advance :D @Doktor_Q
Remove LoS if you're using RangeControl.
Remove UX+, it's been replaced by UX_Cursor and UX_Windows.
PositionEffects replaces both MoveEffects and NoTargetSkill, merging them into one thing that works better.
Generally, if one of my plugins isn't on the GitHub, it's because it was renamed, merged with other plugins, or split into multiple plugins, and might cause issues if used together with the new version.
@Misappi that was normally intentional, though I can add some options for it. And no, MapBattle can't be disabled during the game currently, as it changes some normal battle code in order to work.
[EDIT] Updated UX_Range and ShowPath to have a parameter that controls whether the extra stuff is drawn above events or below them. -
Hmmmm i still have freezes with that plugin, and also looks like a new bug appeared?
Ooook Forum doesnt let me post the image, for some reason, anyway, Path is one tile up the character, instead of on him directly.
@Doktor_Q -
Hmmmm i still have freezes with that plugin, and also looks like a new bug appeared?
Ooook Forum doesnt let me post the image, for some reason, anyway, Path is one tile up the character, instead of on him directly.
@Doktor_Q
Can you send me a zip of your project? These bugs are getting downright bizarre and I can't replicate most of them on my own projects, and it's difficult to investigate remotely. -
Actually, do you have discord? i can add you and send there more screenshot, cuz i feel like Forum is generally slowerCan you send me a zip of your project? These bugs are getting downright bizarre and I can't replicate most of them on my own projects, and it's difficult to investigate remotely.
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Actually, do you have discord? i can add you and send there more screenshot, cuz i feel like Forum is generally slower
I do not, for a variety of reasons. -
Anyways, the ONLY weird bugs i've found are those two, not even console can tell me what is going wrong, but UX Range is making huge freezes, and Path is acting weird too, not sure why its doing that.I do not, for a variety of reasons.
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@Arteriam One more thing I want to check on UX_Range- what do your plugin parameters look like?
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DRQ_EventMotions / SRPG_MapBattle_motions shouldn't crash anymore. @Leon_Artmann if that crash persists, post your plugin order and any motion setup / notetags, and I'll try to figure out what's up with it.
I'm getting the same crash with MapBattle_motions :(
When I put <noMotions> notetags in all the actors, skills, states, enemies, classes and weapons being used:
When I take out all the <noMotions> from actors, skills, states, etc:
I also got a really weird problem, tho it's not a crash: enemies are now ignoring the range all together. If they are equipped with a sword <weaponRange:1> they just stand where they are and somehow manage to attack the actors anyway.
Also, where can I turn off the xp popup thing? I'm not sure if that's how it's supposed to work, but it keeps appearing, even when an enemy hits an actor.
Thanks for all the help!
here's my plugin order:
Spoiler
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@Leon_Artmann What I'm getting from looking into this, is that somehow, the units in your game are not actually normal events. Are you creating them with a plugin or script call rather than manually in the editor, or something? It might be a conflict or side effect with another plugin, considering the sheer number of them you have installed.
The infinite range thing is the "NaN" issue from before. I made a modified version of RangeControl that has some diagnostic messages added- can you download this, and tell me what shows up in the debug console when you run into the issue?