It's super cool that you wanna create a Fire Emblem style game! Go for it!
I can't teach you the absolute basics, and there's no fool proof guide, but there are a couple things I can advice you to do;
1. Use the Demos! The 1.32Q demo and the Shoukang Demos are excellent starting points, inspect them well! Tinker around with them! My own Fire Emblem style game that I'm working on right now is built on top of Shoukang's Demo
:)
2. If you're trying to make a Weapon Triangle system like in Fire Emblem, I'd direct you to
this post. It's super helpful in my own implementation of the system.
3. If you're still learning the ropes, I'd recommend not putting in any external plugins just yet, until you're entirely comfortable with the engine. The SRPG engine is extremely compatible with a lot of stuff, but adding more also increases the risk that stuff just breaks, and if you have a lot of plugins it gets a little difficult to track down errors and stuff.
4. If you have any more questions, make sure to search around the forums! Feel free to ask in this thread as well, or you can message me directly, if ever!
Good luck and godspeed
:)
It's an honor to be quoted in a post about the Weapon Triangle mechanic lol.
Il will explain clearly here how to implement the mecanic (like I did).
You will need thoses plugins :
-> Yanfly Passive State
-> Yanfly hit accuracy
-> Boomy Hit formula (you can find it on the first page of the topic)
Step 1 :
-> Create three states (that represent your weapon triangle). I use sword / axe / spear states here.
For the exemple let's say your sword state ID =1 / your spear state ID = 2 / your axe state ID = 3
Step 2 :
-> Put a notetag in every weapon you will use for your weapon triangle.
- In every sword weapon the note tag <Passive State: 1> (replace 1 with the ID of your sword state)
- In every speart weapon the notetage <Passive State: 2> (replace 2 with the ID of your spear state)
- In every axe weapon notetag <Passive State: 3> (replace 3 with the Id of your axe state)
With thoses notetags and the Passive State plugin any unit (player and enemy) whitch has thoses weapon equiped would be affected by one of thoses 3 states. This is important.
Step 3 :
-> create the hit / eva bonus / penalty depending of the triangle.
Now we have our states, let's create the eva / hit bonus / penalty. In my exemple
- Axes beats spears
- Spears beats swords
- Swords beats axes.
You have to create 3 attacks skills : one for swords, one for spears and one for axes.
In the attack (sword) skill notetag you have to put this notetag :
JavaScript:<customHit: if(target.isStateAffected(2)) { (user.hit - 0.1) - (target.eva + 0.1) } else { if(target.isStateAffected(3)) { (user.hit + 0.1) - (target.eva - 0.1) } else { user.hit - target.eva } }>
This code says :
-> If the ennemy is affected by the spear state (state 2), give to player a 10% hit penalty and enemmy a 10% eva bonus
-> If the ennemy is affected by the axe state (state 3), give to player a 10% hit bonus and a 10% eva penalty to ennemy
-> In any other case use the normal hit fomula (here user.hit - target.eva)
To make it work, you will need the Boomy Custom Hit plugin and the Yanfly Hit Accuracy plugin (Boomy's plugin need the Yanfky Hit Accuracy to work properly)
You can obviously change the eva / hit bonus / penalty the way you want (here the "0.1" represents the 10% bonus or penalty)
repeat this step in the 2 remainings attack skills (attack (spear) and attack (axe), don't forget to change the state ID in the notetag of the other skills)
Step 4 :
-> create the dammage bonus or penalty.
Here we will use the dammage formula. We will take the exemple of the attack (sword) skill.
In the dammage formula of your attack (sword) skill you will put this formula :
JavaScript:b.isStateAffected(2) ? (a.atk - 2) - b.def : b.isStateAffected(3) ? (a.atk + 2) - (b.def) : a.atk - b.def
This code says :
-> If the target is affected by the spear state (2), dammage is player atk-2 - enemy def.
-> If the target is affected by the axe state (3), dammage is : player atk+2 - enemy def
-> In any other case, the dammage is player atk - enemy def.
Here I used a bonus / penalty of 2. Just replace thoses numbers by the bonus / penalty you want to apply.
Repeat this step in your attack (spear) and attack (axe) skill. Don't forget to change the states ID.
Step 5 :
-> make your weapon use the good attack skill.
In your weapons notetags you will need thoses notetags :
-> In every sword notetags put <srpgWeaponSkill
:(ID of your attack (sword) skill)>
-> In every spear notetags put <srpgWeaponSkill
:(ID of your attack (spear) skill)>
-> In every axe notetags put <srpgWeaponSkill
:(ID of your attack (axe) skill)>
Congratulations. You created the Weapon Triangle !
I've created a plugin that should remove that window without removing the enemy information window.
However, it requires a tiny bit of tinkering with SRPG_core.js;
In this section of code:
View attachment 330659
Replace the (flag[0])
into (flag[0] && flag[1][0] == 'enemy')
That's all!
I've attached the plugin; just put it in your project.
If you have any questions or noticed any bugs, just lemme know.
I used your plugin to remove the status windows in prediction and it works thanks !
But I have a problem. When I want to use the command "status" for the player, the window is shut down too. And it can be a problem