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

● ARCHIVED · READ-ONLY
Started by RyanBram 3313 posts Page 23 of 166 View original ↗
  1. THEMERLINOK3R said:
    Sorry for the intrusion, new member here!
    I L O V E this script, but is there a way to change or turn off the music "Battle_1" during the combat sequence?

    Each and every time you hear the same music and is driving me insane.

    Change the battle music in your game's settings. That's not controlled by the plugin at all.

    @dlwjdvud123 It looks like you have errors with quite a few plugins. But to solve the main AIControl errors, just stop using "value" in your aiTarget tags and the default target formula in the plugin params. Also, make sure you have the latest version of all of my scripts, specifically RangeControl and AIControl.
  2. THEMERLINOK3R said:
    Sorry for the intrusion, new member here!
    I L O V E this script, but is there a way to change or turn off the music "Battle_1" during the combat sequence?

    Each and every time you hear the same music and is driving me insane.

    I think what you are looking for is the "System Edit"
    However ill a be bit more detailed just incase..
    Everything to edit Sounds in Battle:
    Map-Sound Edit
    map musik.png

    System Edit
    musik.png

    -UX Windows- Edit -> LV-UP/Exp-Bar Sound in Plugin Code
    in the UX WINDOWS LV UP-volume from 90 to 50.png

    Sound Input on EventPage depenting on BattlePhase
    sound input added.pngjust an example
    --------------------------------------------------------------------
    edit.
    You can add your own soundfiles in the "audio" file in your projekt folder
    "OGG" for PC and "MP4"for Mobile Device if i remember right..
  3. Dopan said:
    I think what you are looking for is the "System Edit"
    However ill a be bit more detailed just incase..
    Everything to edit Sounds in Battle:
    Map-Sound Edit
    View attachment 141041

    System Edit
    View attachment 141042

    -UX Windows- Edit -> LV-UP/Exp-Bar Sound in Plugin Code
    View attachment 141046

    Sound Input on EventPage depenting on BattlePhase
    View attachment 141048just an example
    --------------------------------------------------------------------
    edit.
    You can add your own soundfiles in the "audio" file in your projekt folder
    "OGG" for PC and "MP4"for Mobile Device if i remember right..

    Hey thanks for the reply.
    I'll try to explain it a little better.


    Basically I have a BGM already playing on my "RTS map" with the top down unit,
    but when they switch to the "battle sequence" (the sideview battle), the music changes to the default battle song that I can select (of course).

    Is there a way to keep the BGM from the map even when the Sideview battle happens?

    Thanks again for the responses!
  4. THEMERLINOK3R said:
    Hey thanks for the reply.
    I'll try to explain it a little better.


    Basically I have a BGM already playing on my "RTS map" with the top down unit,
    but when they switch to the "battle sequence" (the sideview battle), the music changes to the default battle song that I can select (of course).

    Is there a way to keep the BGM from the map even when the Sideview battle happens?

    Thanks again for the responses!
    I think u can only change it to the same BGM or disable it completly
    .. i just used another sound that fits better
    ( i added a new one in the audio file of the project like i mentioned earlier)
    battle sound (sideview)
    musik.png
    Pink Added

    Edit

    Of course u can use Map battle only (with the map battle plugin) than u will have no sideview Battle and NO sideview Sounds^^,
    but im not sure if that is an akzeptable solution for u.
  5. @THEMERLINOK3R If you set the battle music to "none" it just keeps playing whatever was playing before, to my recollection.
  6. I found you can also change it in an alternate way- by using the change Battle BM command in Event Commands if you want to set it up based on the map in question, or possibly if you are really ambitious, based on the enemy in question.
  7. I got still the problem that enemys in "no Mapbattle mode" fighting nobody while turning wrong direction.. i try to find out whats responseble for this.
    I also recognized (in both battle modes) when using a skill that has range 0 on user itself like "guard" ,the actors turns around 180° and i think that could has something to do with my Enemy AI problem.
    example : boy and girl acting .boy use "stand" (no skill = wait).
    girl use "guard"( =defend+wait)
    girl turns around ,boy stays like before. i want both to stay like before..
    What could be the reason ? any wrong or missing setting i did? or some plugin incompatiblety?
    boy and girl example
    direction issue.png
  8. Dopan said:
    I got still the problem that enemys in "no Mapbattle mode" fighting nobody while turning wrong direction.. i try to find out whats responseble for this.
    I also recognized when using a skill that has range 0 on user itself like "guard" ,the actors turns around 180° and i think that could has something to do with my Enemy AI problem.
    example : boy and girl acting .boy use "stand" (no skill = wait).
    girl use "guard"( =defend+wait)
    girl turns around ,boy stays like before. i want both to stay like before..
    What could be the reason ? any wrong or missing setting i did? or some plugin incompatiblety?
    boy and girl example
    View attachment 141070

    If you're still getting an error, please post the error message from the console.

    As to the turning 180 degrees thing, that is a side effect of using SRPG_DirectionMod, not really connected to other plugins.
  9. Doktor_Q said:
    If you're still getting an error, please post the error message from the console.

    As to the turning 180 degrees thing, that is a side effect of using SRPG_DirectionMod, not really connected to other plugins.
    Well i just tested a few fights (without SRPG_DirectionMod) and it seems that the SRPG_DirectionMod side-effect messed up the orientation of my enemys.what i call "fight nobody"
    (actor auto battle AI doesnt have that problem and it doesnt happen in mapbattle)
    Perhaps its the SRPG_DirectionMod-Plugin or another of my Plugins conflicting with it..
    However is there a way to edit the SRPG_DirectionMod to avoid those side-effekts? Or ill just have to take it out completly..And sry there is no error message and even if archive to hit the console f8 when it happen (=takes always just a few sec) i cant see anything usefull..

    Edit .
    A ingame Menu Switch to set "SRPG_DirectionMod" ON or OFF could also help as Walkaround so i could only set it ON automatically with Common event or Switches,when Map-Battle is "ON" .. That way i could use it atleast in "Map-Battle" Mode without conflicting the Sideview Battle Mode.

    If there is a easy way to do this

    Problem solved
  10. @Dopan an easy way to alter SRPG_DirectionMod? Not exactly. It's possible to fix but it requires some more work to do it without messing up anything else.

    As to an in-game switch, there's a variety of plugins that let you modify the values of specific switches via the options menu- I think Yanfly has one, I believe SRD had one, and there's likely quite a few others that handle it in different ways. It could also be done through common events mapped to button presses, in-game options controls via an event (you could even make it a playerEvent to make it accessible during SRPG combat), etc.
  11. Edit.
    While searching for the reason of "uncounterble-atk" acting wrong. I found out why my enemy AI was messed up ,that reason triggered a few issues :
    -"fight nobody" issue (=SRPG_DirectionMod + "Dynamic Actions/Turns setting"),..
    -"fight friend" issue: no dmg done but action wasted
    (="Dynamic Actions/Turns setting")
    -"change uncounterble skill into slow skill" issue: where the opponent counters BEFORE the attacker use its skill
    (="SRPG Uncounterble Att"+"Dynamic Actions/Turns setting")

    (those issues didnt happen in mapbattle ON Mode..However..)
    its the "Dynamic Actions/Turns setting".Its from the YEP Battle AI which i use to adjust the AI of enemys only via enemy notetag for every single Enemy type.
    (not the AI of friendly AI auto-Actor which mostly get controlled via skill/state notetags from Dr.Qs -SPRG AI)
    That means i can use the SRPG_DirectionMod again^^
    (Of course they still turn 180° but i dont mind as long everything else works fine)
    ..this setting has to be off (info Spoiler)
    info Yep-Battle AI Setting
    info Off.png
  12. is there any way to make destructible environment? EG: Doors or Trees that can be burned down or destroyed by either you or your enemies and have their own "healthbar"
    I also wanted to do some structures that affect the range of the troops, example being of watchtowers that increase your range or murder holes where the ones behind the holes can attaclk trough.
    And for that matter I want to do solid walls that can't be shoot trough, you need to get around instead
  13. Yew Bowman said:
    is there any way to make destructible environment? EG: Doors or Trees that can be burned down or destroyed by either you or your enemies and have their own "healthbar"
    I also wanted to do some structures that affect the range of the troops, example being of watchtowers that increase your range or murder holes where the ones behind the holes can attaclk trough.
    And for that matter I want to do solid walls that can't be shoot trough, you need to get around instead

    Im not sure on the Range Part cos i dont know all Plugins well yet,but the Tree with HP thing is possible even if its a little bit work and image editing..Atleast with the method i used here:
    -> if the tree has 0 hp it will disappear like a dead enemy-.. but with a fake deathState i could add an Image of "Whats left of the Tree"
    And the Tree could get other States like "Burning"(with hp loss like poison) aswell..
    (you can also use the spezial flag for taking the dmg for somebody else)
    .. however perhaps there is a better way i dont know yet^^
    Example Tree with HP
    tree vs 1.png
    -
    tree vs 2.png
    -
    vs tree 3.png
    -
    tree 4 vs.png
    -
    vs tree 5.png
    Mode : Stand ( and it has movement 0 anyway)

    edit :
    In this example enemys will need a special permanent-State* added to be able to attack the tree aswell as the actor can.. However the whole idea is very experimental but i hope it gives some new ideas to solve it.
    *(something like berserk where u are allowed to attack everybody or even better give the tree a permanent-State where other enemys are allowed to attack it.. similar to attack a charmed friendly unit)

    edit 2
    Trees with the State "burning" could be able to attack everybody and get a fire skill with range 1 .
    The whole Idea could probably also be made with auto flag actors* in order to build defense Obstacles attacking only the Enemy and they could shoot Arrows or Bullets (depending on the weapon u use)
    *(instead of making the Obstacle an Enemy)
  14. Yew Bowman said:
    is there any way to make destructible environment? EG: Doors or Trees that can be burned down or destroyed by either you or your enemies and have their own "healthbar"

    Not directly- the closest would be making enemies with no movement or range who have a "cannot move" state permanently applies, and probably a Target Rate of 0%. The only complicated part would be coming up with a way to ignore them when checking for surviving enemies, but that's not actually that hard.

    Yew Bowman said:
    I also wanted to do some structures that affect the range of the troops, example being of watchtowers that increase your range or murder holes where the ones behind the holes can attaclk trough.

    The only way to modify ranges is to utilize the SRPG_RangeControl plugin I wrote, but there's not really anything to support applying states based on your position, mostly because it's a nightmare to make code for it that doesn't break, due to how movement works. Maybe you could do something with Yanfly's passive states, and a condition that checks the region Id of the current battler's event?
    var region = $gameMap.regionId(a.event().posX(), a.event().posY()); and then check whether region = a number you defined. This might be incredibly bad for performance, and might not work for all scenarios.

    Yew Bowman said:
    And for that matter I want to do solid walls that can't be shoot trough, you need to get around instead

    If you're using SRPG_RangeControl, there's options for configuring line-of-sight for skills based on terrain tag, and for obstacles/allies/enemies, as well as unit passibility (for things like flying or ghost units, or whatnot).
  15. Doktor_Q said:
    If you're using SRPG_RangeControl, there's options for configuring line-of-sight for skills based on terrain tag, and for obstacles/allies/enemies, as well as unit passibility (for things like flying or ghost units, or whatnot).

    I tried using the SRPG_RangeControl thing but I am not 100% sure how it works, because apparently my spearmen can still attack through walls, I changed the terrain tag of the fence to 1 but I can still attack through the fence.
  16. Yew Bowman said:
    I tried using the SRPG_RangeControl thing but I am not 100% sure how it works, because apparently my spearmen can still attack through walls, I changed the terrain tag of the fence to 1 but I can still attack through the fence.

    Firstly, you have to put <srpgLoS> on the skill (in this case, probably the Attack skill), or it will go through everything.
    Secondly, you have to make sure the through tags are set correctly- either you can specify the default Through Terrain in the plugin settings or add <throughTerrain:X> to your skill, where X is highest terrain that doesn't block line of sight.

    So, to make a skill that cannot pass through terrain tag 1, you'd probably want these:
    <srpgLoS> <throughTerrain:0>

    This is all explained in the plugin instructions, along with other options like whether you can see through allies / enemies / objects, or making the skill only "see" through terrains the unit can walk through.
  17. Doktor_Q said:
    Firstly, you have to put <srpgLoS> on the skill (in this case, probably the Attack skill), or it will go through everything.
    Secondly, you have to make sure the through tags are set correctly- either you can specify the default Through Terrain in the plugin settings or add <throughTerrain:X> to your skill, where X is highest terrain that doesn't block line of sight.

    So, to make a skill that cannot pass through terrain tag 1, you'd probably want these:
    <srpgLoS> <throughTerrain:0>

    This is all explained in the plugin instructions, along with other options like whether you can see through allies / enemies / objects, or making the skill only "see" through terrains the unit can walk through.
    That worked well enough, thanks.

    As I suspected, it's not compatible with AOE. Hopefully you will make something compatible soon.
  18. Yew Bowman said:
    That worked well enough, thanks.

    As I suspected, it's not compatible with AOE. Hopefully you will make something compatible soon.

    They are compatible, if you're using the SRPG_AoE plugin I wrote.
  19. Doktor_Q said:
    They are compatible, if you're using the SRPG_AoE plugin I wrote.
    1588304364143.png
    I say that cause the AOE can still be used even through nonpassable walls, where it should hit a stop.
  20. Yew Bowman said:
    View attachment 141722
    I say that cause the AOE can still be used even through nonpassable walls, where it should hit a stop.

    Line of Sight is for targeting, AoEs are separate. AoEs are not supposed to be stopped by obstacles or subject for line-of-sight rules, as it adds an incredible amount of complexity to the setup and code, is prone to breaking in unexpected and unpleasant ways, and tends to make your game slow down a lot. It's not an incompatibility, it's a separate feature that I don't plan to develop.

    Typically, there's a couple ways to address the issue you're looking at:
    1. Make the spearman's AoE two spaces long. This makes it impossible to hit something on the opposite side of a wall, since you can't directly target the wall.
    2. Instead of an AoE, give the spearman a range of 3. Use this if the spear can't actually impale a unit.