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

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Started by RyanBram 3313 posts Page 150 of 166 View original ↗
  1. Hello anyone, I'll try to runing common event with Yep_SkillCore. I'll write like this on the note.

    <Pre-Damage Eval>
    $gameTemp.reserveCommonEvent(18);
    </Pre-Damage Eval>

    But, it won't be running. Did i Miss something?
    IMG_20231009_013424.jpg
  2. Tamaki_Karakuri said:
    Hello anyone, I'll try to runing common event with Yep_SkillCore. I'll write like this on the note.

    <Pre-Damage Eval>
    $gameTemp.reserveCommonEvent(18);
    </Pre-Damage Eval>

    But, it won't be running. Did i Miss something?
    View attachment 279468
    Works for me.
    What code are you running in the common Event?
    I have mapBattle OFF and ran a common event with console.log("test") and "test" appears on my console.
  3. boomy said:
    Works for me.
    What code are you running in the common Event?
    I have mapBattle OFF and ran a common event with console.log("test") and "test" appears on my console.
    I'll runing "show text" and "show choise" for controling switch and variable. Then run to another Common Event after select a choise.

    Then now, I'll try to write that code in damage formula, but it running before i select any target.
  4. Emblem Roy's Hold Out passive lets you survive with 1 HP remaining and any other attack after that results in 0 damage until the next battle. I'll reference Hold Out+++.
    -------------------------

    Code:
    <Custom Battle Effect>
    //This HP check happens at the start of battle, leading to the rest.
    if (user.hp >= 2) {
    user._holdOut = 1;
    } else {
    user._holdOut = undefined;
    }
    </Custom Battle Effect>
    
    <Custom Select Effect>
    //This happens only after 1 HP survival.
    if (target._holdOut === 1 && target.hp === 1) target._holdOutEffect = 1;
    </Custom Select Effect>
    
    <Custom Respond Effect>
    //If HP was 2 or more at the start of battle, this effect happens.
    if (target._holdOut === 1 && target._extraChance && target.hp <= 0) {
    target.startAnimation(x);
    target.setHp(1);
    target._holdOutEffect = 1;
    }
    </Custom Respond Effect>
    
    <Custom React Effect>
    if (target._holdOut >= 1) target._extraChance = target.hp > 1;
    if (target._holdOutEffect >= 1) value *= 0; //Zero damage after any further attempts.
    </Custom React Effect>
    
    <Custom Deselect Effect>
    target._extraChance = undefined;
    target._holdOutEffect = undefined;
    </Custom Deselect Effect>
  5. Hi everyone !
    This plugin is amazing. But I have a little problem.
    I build my game copying the demo (to have an exemple).
    When I try to test my battle, I have that :
    Spoiler
    1697810175198.png

    How can I fix that ?
    I build my game on the demo, so plugins are the same.
    I just Added Yep_core_message and pack1, HIME_CommonEventQueue and HIME_LevelUpEvent

    EDIT : I found what was wrong. This was that part.
    1697830770955.png
    I Don't understand why it didn't work, I used exactly the same as the demo and it worked there.
    Now I have another problem.
    On my level I wanted to :
    -> display tutorials during the map (It's the first level of the game)
    -> recruit an ally unit with a spécific command
    -> The boss have a generic battle start quote (I want to play it just once) and au unique start battle quote witch plays if he fight against one specific actor (I want that quote to be played even if the geeric one got played).

    I tested, but when I start a battle, the game lags and the battle don't start. I tried to find what was wrong, and this is caused by the "pre-action" event.

    This is what I put in the "pre-action" event :
    For the "recruit ally unit"
    1697831208563.png
    1697831251726.png

    For the boss's start battle quote
    1697831315214.png

    EDIT : I solved my problems
  6. Hi, I'm trying to use this plugin with MV3D. It seems to work, only problem is I don't see movement/atk range, is there a patch? Or something that can be done about this?
  7. Hi !
    I have another problem. Sometimes when a battle start I have that on the screen. Can you help me ?
    Spoiler
    1698012626787.png

    the SRPG_AOE plugin and the SRPG_AOE_animation plugin are off, so I don't understand why I got that.
  8. Im having trouble getting the enemies to equip weapons. Even if I put the:

    <srpgWeapon:28> notetag in the enemy not tag box, it still doesnt equip them with a weapon i have specified. has anyone had any luck with this?
  9. @dopan in your demo, if a skill with more that 1 of range is used with counter skill with <srpgCounterSkill:X> in enemy's notes, example the Magic Bolt with 5 of range, prediction windows don't show the skill information, like the imagem bellow:
    image
    game_7WYUvgssGQ.png
  10. Hello! I have a couple questions, and the community seems very much active and helpful.

    The first is, how do I change the battle system so that, when attacking, it happens on the map rather than bringing up a window for sideview? Someone told me a while back that there was an option to switch to on-map battling but I couldn't find it..

    My second question is going to be a bit out there-- I am using SRPG engine with mv3d to make the game isometric view, but because of this I've run into a visual issue with the movement. Since movement tiles render as an overlay on top of the character, it appears as such:

    Click to view
    1698269121124.png

    Would there be any way to render movement differently? Would this be a better question for the mv3d forum/discord?
  11. wow i've never imagined SRPG Converter would work in MV3D, you would need to tweak plenty of it inside the SRPG Core for graphics, but i think the movement and tile reading might also break without compatibility patches
  12. Shamshiel said:
    visual issue with the movement
    I'm sure there is a way to do it but it would rely on studying the MV3D plugin and finding:
    1. A function that converts Cartesian x,y coordinates the isometric x,y coordinates
    2. Recode srpg_core and srpg_AoE's methods of createBitmap and drawCell

    Shamshiel said:
    The first is, how do I change the battle system so that, when attacking, it happens on the map rather than bringing up a window for sideview? Someone told me a while back that there was an option to switch to on-map battling but I couldn't find it..
    1698320081471.png
    You can also use <mapBattle:true> for skills/items
  13. boomy said:
    I'm sure there is a way to do it but it would rely on studying the MV3D plugin and finding:
    1. A function that converts Cartesian x,y coordinates the isometric x,y coordinates
    2. Recode srpg_core and srpg_AoE's methods of createBitmap and drawCell


    View attachment 281540
    You can also use <mapBattle:true> for skills/items
    Thank you! That sounds like a plan, but tragically I have no experience coding in ruby, and much less the confidence to go into an existing plugin and change its code... how do I summon a coding wizard to look into such a thing?

    Also, oops lol, thanks for the pointer with the map battle settings. Tend to miss things on first/second glance- hence why I'm not a great programmer ;_;
  14. Shamshiel said:
    I have no experience coding in ruby
    MV uses Javascript not ruby.
  15. Roninator2 said:
    MV uses Javascript not ruby.
    See, and that is exactly why I need a coding wizard!
  16. Is there any way to adjust a variable when a specific enemy dies? Specifically, I have a map with a bunch of enemies, but want to end the battle when three specific "bosses" are killed (ignoring the status of all the other enemies, hence making the ExistEnemyVarID function of SRPG_Core irrelevant here)
    I was thinking of doing this with a variable that essentially adds 1 each time one of the bosses are killed, then adding a conditional branch to the Post-Action event to end combat when the variable becomes equal to three. The only thing I'm uncertain of is how to change the variable when the enemies are killed. Any advice is appreciated : )
  17. stargaze44 said:
    Is there any way to adjust a variable when a specific enemy dies? Specifically, I have a map with a bunch of enemies, but want to end the battle when three specific "bosses" are killed (ignoring the status of all the other enemies, hence making the ExistEnemyVarID function of SRPG_Core irrelevant here)
    I was thinking of doing this with a variable that essentially adds 1 each time one of the bosses are killed, then adding a conditional branch to the Post-Action event to end combat when the variable becomes equal to three. The only thing I'm uncertain of is how to change the variable when the enemies are killed. Any advice is appreciated : )
    You don't need use variables, just use "this.isUnitDead(SwitchID, EventID); Stores in the switch whether the event with the specified ID is dead or not."

    Create 3 conditionals one below the other. When all 3 are on, run the rest of your code to win.

    Alternatively, you can put in the 3 conditionals when the switch is on that adds +1 to the variable you created, but it seems like more work to me.

    I recommend reading the information from SRPG_core, there is a lot of useful stuff there.
  18. i have a problem, i want make a customised battle pop up in map, but i cant get the actorID and enemy ID of who enter in battle, is there only the ID of the events, anyone can help me? i really need this for make my game :C
  19. darkand said:
    i have a problem, i want make a customised battle pop up in map, but i cant get the actorID and enemy ID of who enter in battle, is there only the ID of the events, anyone can help me? i really need this for make my game :C
    It's possible to do that with the ID of event.
    Instead of putting <type:actor><id:0> in event note, write the actor id on the <id:> to force that event to be the specific actor whitch trigger the popup. Do the same with the enemy and Just report event ids in the distance between event script call