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

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Started by RyanBram 3313 posts Page 44 of 166 View original ↗
  1. Has YEP Absorption barrier been made compatible yet by chance?
  2. @Dopan
    Really nice work. I have been looking for an engine to create a Fire Emblem-like experience using RPGM-MV. This system looks very promising.

    One critical aspect to the Fire Emblem series is the ability for actors to attack the opposing unit twice if said actor's speed exceeds the opponent's speed by at least 5, for example. Is this possible using this system?

    Another question regarding basic combat involves the Hit Type (physical/magical) depending on the equipped weapon. If, for example, I want my mage to have her basic attack function use her M.Atk and the enemy's M.Def. is this possible? A way to link an Attack Element to a specific Hit Type could simplify this (because this parameter can be tied to class or weapon), but I am not sure how exactly to achieve such a thing.
  3. Grilled Mormons said:
    Currently using updated demo/plugins, I have two questions and a suggestion.

    1. Is there anything like $gameTroop that i can use to get properties of enemies on the map?

    2. Is there a way to get data from both actors and enemies such as what coordinates (x/y) their assigned events are at?
    1. like i mentioned earlier: (Example for a "if Condition")
    Code:
    $gameSystem.EventToUnit(EventID)[1].isStateAffected(2)
    this works on Actor- and Enemy-Units, basicly every Unit uses:
    Code:
    $gameSystem.EventToUnit(EventID)[1]
    and
    $gameMap.event(EventID)

    2.coordinates (x/y) are stored in the "$gameMap.event(EventID)" -Part

    edit extra info:
    -> I use "Store EventID in Variables" i order to adress every Unit (Actor or Enemy) on the Map .. in order to do this with a plugin "automaticly" i use the ActorID on Actors and the EventNoteTag "Unit:X" on Enemys
    => this way i can identify every singel Actor and Enemy
    ("X" can be any Number from 1 to 100)
    -----------------------
    -----------------------
    BlueCheezus said:
    Has YEP Absorption barrier been made compatible yet by chance?
    Honestly i dont know,i dont use "YEP Absorption barrier" and
    i didnt do any change for a compatiblety with "YEP Absorption barrier"
    -----------------------
    -----------------------
    Aquilux said:
    @Dopan
    One critical aspect to the Fire Emblem series is the ability for actors to attack the opposing unit twice if said actor's speed exceeds the opponent's speed by at least 5, for example. Is this possible using this system?
    Another question regarding basic combat involves the Hit Type (physical/magical) depending on the equipped weapon. If, for example, I want my mage to have her basic attack function use her M.Atk and the enemy's M.Def. is this possible?
    --> I dont use such Function but thats what the "AgiAttack+ Plugin" is supposed to do.. this was asked somewhere here, (#835) the last time.
    --> your Damage formula(of the Skill) defines what Dmg u make and what kind of def (p-def or m-def) is supposed to be used in the calculation..
    -----------------------
    -----------------------
    @ All
    Important Sidenote:
    old Zoom Issue = solved
    I recognized that the new used zoom Plugin from Galv,
    has some Issues with AOEs..
    (it seems to reset the Zoom with every battleAction)
    ..and i could not find a way to change this ..
    -so I am trying to find another Zoom plugin that works better with SRPG .. or find someone who is able to build a little Zoom-Plugin which fits in the needs of SRPG
    => basicly we need only a "Zoom in on Player"- Function,
    and a "Zoom-back"-Function..

    ->without any other Effect that makes everything useless
    (dont reset on battleAction & dont look bad on zoom-out ect)

    => at the moment i evaluate this problem as "known Issue" without a bugfix till i found an acceptable Solution.
  4. Dopan said:
    1. like i mentioned earlier: (Example for a "if Condition")
    Code:
    $gameSystem.EventToUnit(EventID)[1].isStateAffected(2)
    this works on Actor- and Enemy-Units, basicly every Unit uses:
    Code:
    $gameSystem.EventToUnit(EventID)[1]
    and
    $gameMap.event(EventID)

    2.coordinates (x/y) are stored in the "$gameMap.event(EventID)" -Part
    -----------------------
    -----------------------

    Honestly i dont know,i dont use "YEP Absorption barrier" and
    i didnt do any change for a compatiblety with "YEP Absorption barrier"
    -----------------------
    -----------------------

    --> I dont use such Funtion but thats what the "AgiAttack+ Plugin" is supposed to do.. this was asked somewhere here, (#835) the last time.
    --> your Damage formula(of the Skill) defines what Dmg u make and what kind of def (p-def or m-def) is supposed to be used in the calculation..
    -----------------------
    -----------------------
    @ All
    Important Sidenote:
    I recognized that the new used zoom Plugin from Galv,
    Has some Issues with AOEs..
    (it seems to reset the Zoom with every battleAction)
    ..and i could not find a way to change this ..
    -so I am trying to find another Zoom plugin that works better with SRPG .. or find someone who is able to build a little Zoom-Plugin which fits in the needs of SRPG
    => basicly we need only a "Zoom in on Player"- Function,
    and a "reset-Zoom"-Function..

    ->without any other Effect that makes everything useless
    (dont reset on battleAction & dont look bad on zoom-out ect)

    => at the moment i evaluate this problem as "known Issue" without a bugfix till i found an acceptable Solution.

    ----------

    @Dopan

    Thank you for the response! I will have to try out the "AgiAttack+ Plugin" you mentioned when I am able to test in detail - sorry I had missed that in the thread.

    I understand the skill formula defines what stats are used in the damage calculation, so I guess I will rephrase my question around how the counter attack function works in your plugin; does it default to the 0001 Attack skill? If so, is there a way to enable certain actors with certain equipment to have their basic Attack and their counterattack utilize a different skill such that the Attack(s)/counterattack(s) can have the Magic Hit Type in addition to utilizing a different damage formula?

    I really appreciate you taking the time to monitor this thread and help us curious folks out.
  5. Aquilux said:
    ----------

    @Dopan

    Thank you for the response! (...)
    how the counter attack function works in your plugin; does it default to the 0001 Attack skill? If so, is there a way to enable certain actors with certain equipment to have their basic Attack and their counterattack utilize a different skill such that the Attack(s)/counterattack(s) can have the Magic Hit Type in addition to utilizing a different damage formula?

    I really appreciate you taking the time to monitor this thread and help us curious folks out.
    First of all , SRPG ist NOT my Plugin^^,
    ->second: u are welcome
    (aswell as everybody else).

    about your Question:
    Im not sure if i understand right or if my response can solve your needs..
    => counterattack is controlled by "AgiAttack+"-Plugin or
    the "SRPG StatCounter"- Plugin from DrQ.. depending on which Plugin u use.
    -> by default Units should use the "basic" Attack Skill which can be affected by the weapon u use with the right Notetag.
    info note on basic attack
    QUOTE:
    This skill number 1 is used by default when
    you select the Attack command. If you set
    <srpgWeaponSkill> for the equiped weapon,
    that skill will be used instead of this.
    -----
    <srpgRange: -1>
    (If srpgRange is set to -1, it means it
    will apply <weaponRange> setup from
    the weapon and enemy notetag.)
    -> i think there is a way to use different Skills as CounterSkills but i am not sure how this is handled..
    (in the past i could make enemys use the heal skill on selftarget, as counter for example, but i dont remember what Setup i used..)
    -----------------------------
    -----------------------------
    EDIT (sidenote about the Zoom-Issue):
    This Issue is Solved by using the Default Zoom-ScriptCalls from the RPG System (and with the help of info in this forum).
    The Old Zoom Plugins are not Used anymore,to avoid any possible Conflict. All Zoom Setup is handled in Common Events.This are the Used Scriptcalls :
    (could be used to build other Zoom Plugins)
    Zoom-ScriptCalls-Info
    Code:
    $gameScreen.startZoom($gamePlayer.screenX(), $gamePlayer.screenY(), 2.0, 30);
    // this Zoom-in ,on Cursor to a Scale of "2.0" with a duration of 30 Frames => "Zoom"
    
    $gameScreen.startZoom($gamePlayer.screenX(), $gamePlayer.screenY(), 1.0, 30);
    // this Zoom-in ,on Cursor to a Scale of "1.0" with a duration of 30 Frames => "Zoom back"
    
    var xPos = $gamePlayer.screenX();
    var yPos = $gamePlayer.screenY();
    $gameScreen.setZoom(xPos,yPos,2);
    // This prevents the Zoom-Reset, which happens by default on battleActions.
    // Loop this ScriptCall to keep the Zoom-Active on Cursor,with a Scale of 2.0  => "Zoom-Active"
    
    $gameScreen.clearZoom();
    // this resets the Zoom to default (its INSTANT ,without any duration) => "Zoom-Reset"
    Code:
    $gameScreen.startZoom(x, y, scale, duration);
    $gameScreen.setZoom(x, y, scale);
    $gameScreen.clearZoom();
    // these are the default ScriptCalls
    info Video from SRD about Zoom
  6. Anyone have any method for showing state tool tips with the SRPG engine? I used to use olivias state tool tips but it doesn't seem to work with SRPG. I have near 500 different states and would love a way to be able tell what each does during battle.
  7. BlueCheezus said:
    Anyone have any method for showing state tool tips with the SRPG engine? I used to use olivias state tool tips but it doesn't seem to work with SRPG. I have near 500 different states and would love a way to be able tell what each does during battle.
    wow that seem to be a nice Plugin(link),..well i never used it, and i wont add any "not-free-Plugins" to the demo..
    Also i dont have any idea how this plugin works and my JS knowledge is very low when it comes to "build windows" and other more complicated stuff..
    So i think i cant help u on that.Probably u need a Plugin that does a similar thing on "GameMap" instead of "battleScreen"..
    Or you would need a Compatiblety Update of this plugin in order to work on Maps ,instead.
    (And i got no idea, if the Plugin autor provides any support or allows any edits)

    -> sry at the moment i got no helpfull idea on this..
  8. Question: How can I make the actors and enemy to use idle motion in SRPG Map Battle?

    I've just succeeded to apply the motions for attack and taking damage so I think I do understand how to apply the motions for specific situations.

    But from my greed, I'd like to make the actors and enemies to be using other idle motion in character index, so actors are not keep walking in same location.

    making source is not a problem but I'm not sure how to apply what I want.

    I've tried to make the actors to have their passive stats that plays idle motion but did't worked well. any method suggested?
  9. Sanguine_Giraud said:
    Question: How can I make the actors and enemy to use idle motion in SRPG Map Battle?

    I've just succeeded to apply the motions for attack and taking damage so I think I do understand how to apply the motions for specific situations.

    But from my greed, I'd like to make the actors and enemies to be using other idle motion in character index, so actors are not keep walking in same location.

    making source is not a problem but I'm not sure how to apply what I want.

    I've tried to make the actors to have their passive stats that plays idle motion but did't worked well. any method suggested?
    Answer:
    State notetag:
    <idleMotion:X> repeats motion X when no other motion is playing.
    bypasses the noMotions tag
    idle motion is a "State Notetag" so i assume u need to use States on it (not passiveStates* which are not exactly States).
    In the past i used the State "topfit" which applied whenever no negative state is active (setup with common events).
    Or you could use the EventPage to make a Unit "not walking" when the Unit is not moving.
    Screenshot_1.pngScreenshot_2.png
    *passive States are not stored in "_states",they are stored in: "_passiveStatesRaw"..
    ->shown on "Console f8 IMG" after using:
    "$gameSystem.EventToUnit(EventID)[1]"
    Screenshot_3.png
  10. Sanguine_Giraud said:
    Question: How can I make the actors and enemy to use idle motion in SRPG Map Battle?

    I've just succeeded to apply the motions for attack and taking damage so I think I do understand how to apply the motions for specific situations.

    But from my greed, I'd like to make the actors and enemies to be using other idle motion in character index, so actors are not keep walking in same location.

    making source is not a problem but I'm not sure how to apply what I want.

    I've tried to make the actors to have their passive stats that plays idle motion but did't worked well. any method suggested?

    That's what the motions in the plugin parameters for SRPG_MapBattle_Motions are for. Your default animation is the "idle" motion, but you can set a different motion when "active", such as running- the character will run in place while selected for movement, but not while just sitting on the map, much like a lot of other tactics games (Advance Wars, any FE game before 3 Houses).
  11. @Doktor_Q @Dopan Thanks for all the reply My friends.

    I've succeeded to apply the idle motion in SRPG map battle as I wished.

    I was trying to set the Running index as default and making not running in SRPG Battle without any other command in same time. but It seems It was my problem being lazy.

    It's been solved easily by making Actor's Character index into Idle one just before the SRPG Battle begins and setting up the Running Index as "Selected Motions"

    Of course It made the Actor to be moving with Idle motion at the outside of SRPG Battle, But It can be also easily solved with making the actors to have their Running index just after the SRPG Battle ends.

    Besides, I was planning to making the actors to have a different sprite from the one in SRPG Battles. So anyway this Sprite changing before and after the SRPG battle was necessary for me... :)

    Thanks for all the helps!

    this is the GIF of the function test for my game :) Character Motions are functioning well ~~!!

    Honeycam 2020-08-25 23-59-32.gif
  12. @Sanguine_Giraud There's also a feature in SRPG_MapBattle_Motions for using a different spritesheet in combat compared to the map, using the suffix- so Hero.png is used on the map, but Hero_battle.png is used in combat. My plan was to have my characters' weapons drawn in combat, but not on the map, as part of their sprites.
  13. Dopan said:
    First of all , SRPG ist NOT my Plugin^^,
    ->second: u are welcome
    (aswell as everybody else).

    about your Question:
    Im not sure if i understand right or if my response can solve your needs..
    => counterattack is controlled by "AgiAttack+"-Plugin or
    the "SRPG StatCounter"- Plugin from DrQ.. depending on which Plugin u use.
    -> by default Units should use the "basic" Attack Skill which can be affected by the weapon u use with the right Notetag.
    info note on basic attack
    QUOTE:
    This skill number 1 is used by default when
    you select the Attack command. If you set
    <srpgWeaponSkill> for the equiped weapon,
    that skill will be used instead of this.
    -----
    <srpgRange: -1>
    (If srpgRange is set to -1, it means it
    will apply <weaponRange> setup from
    the weapon and enemy notetag.)
    -> i think there is a way to use different Skills as CounterSkills but i am not sure how this is handled..
    (in the past i could make enemys use the heal skill on selftarget, as counter for example, but i dont remember what Setup i used..)
    -----------------------------
    -----------------------------
    EDIT (sidenote about the Zoom-Issue):
    This Issue is Solved by using the Default Zoom-ScriptCalls from the RPG System (and with the help of info in this forum).
    The Old Zoom Plugins are not Used anymore,to avoid any possible Conflict. All Zoom Setup is handled in Common Events.This are the Used Scriptcalls :
    (could be used to build other Zoom Plugins)
    Zoom-ScriptCalls-Info
    Code:
    $gameScreen.startZoom($gamePlayer.screenX(), $gamePlayer.screenY(), 2.0, 30);
    // this Zoom-in ,on Cursor to a Scale of "2.0" with a duration of 30 Frames => "Zoom"
    
    $gameScreen.startZoom($gamePlayer.screenX(), $gamePlayer.screenY(), 1.0, 30);
    // this Zoom-in ,on Cursor to a Scale of "1.0" with a duration of 30 Frames => "Zoom back"
    
    var xPos = $gamePlayer.screenX();
    var yPos = $gamePlayer.screenY();
    $gameScreen.setZoom(xPos,yPos,2);
    // This prevents the Zoom-Reset, which happens by default on battleActions.
    // Loop this ScriptCall to keep the Zoom-Active on Cursor,with a Scale of 2.0  => "Zoom-Active"
    
    $gameScreen.clearZoom();
    // this resets the Zoom to default (its INSTANT ,without any duration) => "Zoom-Reset"
    Code:
    $gameScreen.startZoom(x, y, scale, duration);
    $gameScreen.setZoom(x, y, scale);
    $gameScreen.clearZoom();
    // these are the default ScriptCalls
    info Video from SRD about Zoom

    ----------
    @Dopan

    Your answer was very helpful! Please kindly bear with my testing troubles below.

    1) Unfortunately, I tested the "AgiAttackPlus" plugin (with "attacker attack first" and "Q Statcounter" disabled), but no double attacks occur in the 3.0 Demo. I had added 500 agility to a fighting actor to be certain. Instead, an unexpected behavior was occurring where every actor had a 100% counterattack rate (range restrictions were still obeyed)... Meaning Harold would attack a slime, the attack would miss, and the slime would execute a basic 0001 Attack immediately, then the slime's turn in the battle sequence would execute: the slime would attack Harold, miss, and then Harold would immediately execute a basic 0001 Attack. (The classic RPG Maker Counterattack sequence with both actors upon both attacks within one battle sequence.)

    2) Assuming the "AgiAttackPlus" can get working, it would also appear to scale with the % chance of a double attack based on a multiplier set in the plugin. Default is 2 equating to a 100% chance for an actor to double attack if this actor's agility is twice the opponent's. Could this equation be modified to instead work based on a flat # comparison? For example, a 100% chance to attack again if actor's agility is 5 or more than the opponent's.

    3) Your mention of note <srpgWeaponSkill:ID> in the Weapon tag is exactly what I was looking for! Sadly, it does not appear to apply upon counterattacking with "AgiAttackPlus"; it only uses the assigned skill ID when attacking. :( I don't know if maybe there is a way to make the system not skip to Skill 0001 upon counterattack but to instead look at the Equipment's <srpgWeaponSkill:ID> note and apply that?
    It's possible that you used "YEP.82 - Counter Control" in the past for your "counter with heal" idea. It looks like the skill used to counter can be completely customized with it, including the flexibility to allow damage to be taken before counterattacking.



    Yet I think this locks the counter to the predefined response skill (after changing it from 0001 Attack) and would cause the same trouble of not using the desired equipment skill / not accounting for <srpgWeaponSkill:ID>. And so I think using the game's built in Counterattack function is actually a trap.

    To be clear, my goal with all of this is to:
    a) execute attacker's attack first (accounting for <srpgWeaponSkill:ID>) ->
    b) execute defender's attack (accounting for <srpgWeaponSkill:ID>) ->
    c) if an actor has 5 or more agility than the opponent, then execute attack (accounting for <srpgWeaponSkill:ID>) of the actor with the higher agility.


    I cannot seem to find a way to achieve this within one standard SRPG battle sequence.
    Thank you endlessly for your attention and support.
  14. Aquilux said:
    ----------
    @Dopan

    Your answer was very helpful! Please kindly bear with my testing troubles below.

    1) Unfortunately, I tested the "AgiAttackPlus" plugin (with "attacker attack first" and "Q Statcounter" disabled), but no double attacks occur in the 3.0 Demo. I had added 500 agility to a fighting actor to be certain. Instead, an unexpected behavior was occurring where every actor had a 100% counterattack rate (range restrictions were still obeyed)... Meaning Harold would attack a slime, the attack would miss, and the slime would execute a basic 0001 Attack immediately, then the slime's turn in the battle sequence would execute: the slime would attack Harold, miss, and then Harold would immediately execute a basic 0001 Attack. (The classic RPG Maker Counterattack sequence with both actors upon both attacks within one battle sequence.)

    2) Assuming the "AgiAttackPlus" can get working, it would also appear to scale with the % chance of a double attack based on a multiplier set in the plugin. Default is 2 equating to a 100% chance for an actor to double attack if this actor's agility is twice the opponent's. Could this equation be modified to instead work based on a flat # comparison? For example, a 100% chance to attack again if actor's agility is 5 or more than the opponent's.

    3) Your mention of note <srpgWeaponSkill:ID> in the Weapon tag is exactly what I was looking for! Sadly, it does not appear to apply upon counterattacking with "AgiAttackPlus"; it only uses the assigned skill ID when attacking. :( I don't know if maybe there is a way to make the system not skip to Skill 0001 upon counterattack but to instead look at the Equipment's <srpgWeaponSkill:ID> note and apply that?
    It's possible that you used "YEP.82 - Counter Control" in the past for your "counter with heal" idea. It looks like the skill used to counter can be completely customized with it, including the flexibility to allow damage to be taken before counterattacking.



    Yet I think this locks the counter to the predefined response skill (after changing it from 0001 Attack) and would cause the same trouble of not using the desired equipment skill / not accounting for <srpgWeaponSkill:ID>. And so I think using the game's built in Counterattack function is actually a trap.

    To be clear, my goal with all of this is to:
    a) execute attacker's attack first (accounting for <srpgWeaponSkill:ID>) ->
    b) execute defender's attack (accounting for <srpgWeaponSkill:ID>) ->
    c) if an actor has 5 or more agility than the opponent, then execute attack (accounting for <srpgWeaponSkill:ID>) of the actor with the higher agility.


    I cannot seem to find a way to achieve this within one standard SRPG battle sequence.
    Thank you endlessly for your attention and support.

    @Aquilux
    old Text
    -nope i never used the yep counter attack plugin, i think somebody said in the past it isnt compatible but thats another thing which im not sure about..

    -the heal-skill as counter thing, was more that i manipulated the AI to only use a specifik skill in specifik cases, (like low hp or whatever) and my condition what skill they can use, in what situation, made them use the skill as counterattack because they were "not allowed" to use other skills ..

    -the counter attack stat is at 100% in the updated Demo because thats needed for the "StatCounter" plugin from drQ in order to make Units use a Counter attack..

    -according to the info in the SRPG_core ; <srpgWeaponSkill:ID> is supposed to change the standart attack..
    weapon's note:
    <srpgWeaponSkill:X># set attack skill ID X. normal attack is skill ID 1.
    However im not sure if i ever used this weapon noteTag..

    - after looking into my main Project:
    (where the warrior uses 2 axes ,no shild and a different standart attack skill..)
    I found out that i missed to add a plugin into the "updated demo",which is allready in the Js -files but not in the PluginManager..
    -> "weaponskill" this plugin allows u to use weapon notetags that make the weapon user, use a different attackSkill..
    (the skill which is in the weapon notetag)
    ..this attackSkill is also used as counterAttack ,i tested it again a few minutes ago in my main project..
    => Im ReUpLoading the demo at this moment in order to add this plugin(= "weaponskill" ) to the plugin manager..
    Screenshot_1.png

    Edit1 (about investigating in "agiAttack+")
    if i would try to investigate in the "agi attack +" Plugin, i would start with using the default demo (NOT the updated-demo) of SRPG in order to avoid any Conflict with any of the Plugins from the "updated demo"..



    ...
    ---------------
    @ All
    The newest Versions of "the Updated-SRPG_Demo 3.0" & "Dopans Plugins"
    are Online, and whatever demo version anybody uses, i advise to use the newest DemoVersion ,because i fixed several Issues* today,..
    Issues *(=Plugin bugs and wrong Common event-Setups ect)

    ( i hope i fixed all bugs by now )

    Edit 2 (sidenote about "Fire Emblem-Counters")
    i also tried to look into the JS code of "agiAttack+"(<-Link) but my JS knowlegde is to low ,to understand this plugin, in order to edit it or in order to build a similar Plugin, which works and is fully compatible with the "Updated-SRPG_demo" and all of its Plugins..
    -> if anybody else has enough JS knowlegde to do this, i would be interested in the Result^^ .., in order to add this feature to the "updated demo" for those,who want to replicate how counters work in Fire Emblem.
    ->somehow it should be possible to repeat an attack-action if AGI is high ,similar to how the AOE Plugin is able to repeat actions,..


    Edit3 (last Edit)
    this problem about "agiAttack+" made me curius and i decided to investigate in this, with the "default demo"..
    The result is that the "second attack if high on Agi"-Function doesnt seem to work.. (like Aquilux mentioned it)
    So i looked again in the Plugin Help (info img in Spoiler).
    -> Im not sure but perhaps this has something to do with it, or perhaps the "agiAttack+" is buged and this function doesnt work at all..
    Screenshot_2.png(<-img of the default demo-zip.File)
    i think the "default demo" uses "Version 1.22",and it didnt work in the "default demo" where i used actors with AGI~60 and enemys with AGI~20

    -> or perhaps i understand wrong what " you need SRPG converter for MV Ver.1.12 " means in this case..,because i think this means "you need the SRPG_Core.js Plugin Ver.1.12"
    Img of the SRPG core from the "default demo" (old core)
    Screenshot_3.png
    =>Clarification: "agiAttack+" was part of the "default demo" ,..and i did not add/change any plugin when i tested this.
    agi_att+ plugin help info
    Screenshot_1.png
  15. Dopan said:
    Edit3 (last Edit)
    this problem about "agiAttack+" made me curius and i decided to investigate in this, with the "default demo"..
    The result is that the "second attack if high on Agi"-Function doesnt seem to work.. (like@ Aquilux mentioned it)
    So i looked again in the Plugin Help (info img in Spoiler).
    -> Im not sure but perhaps this has something to do with it, or perhaps the "agiAttack+" is buged and this function doesnt work at all..
    Screenshot_2.png (<-img of the default demo-zip.File)
    i think the "default demo" uses "Version 1.22",and it didnt work in the "default demo" where i used actors with AGI~60 and enemys with AGI~20

    -> or perhaps i understand wrong what " you need SRPG converter for MV Ver.1.12 " means in this case..,because i think this means "you need the SRPG_Core.js Plugin Ver.1.12"

    ----------
    @Dopan

    Interesting finds, and good advice. I will have to test further in the basic/original demo to remove extra variables. Your last comment made me wonder if "SRPG converter" means this: "SRPGconverter_with_YEP_BattleEngineCore.js"

    SRPGcore/SRPGconverter_with_YEP_BattleEngineCore.js at master · Echizen-ham/SRPGcore
    The .js says to place it under SRPG_core.js and YEP_BattleEngineCore.js. (though I am unsure if "agiAttack+" must be above or below this "SRPGconverter").
  16. Aquilux said:
    ----------
    @Dopan

    Interesting finds, and good advice. I will have to test further in the basic/original demo to remove extra variables. Your last comment made me wonder if "SRPG converter" means this: "SRPGconverter_with_YEP_BattleEngineCore.js"

    SRPGcore/SRPGconverter_with_YEP_BattleEngineCore.js at master · Echizen-ham/SRPGcore
    The .js says to place it under SRPG_core.js and YEP_BattleEngineCore.js. (though I am unsure if "agiAttack+" must be above or below this "SRPGconverter").
    look again at his Image im pretty sure he means the SRPG_Core plugin or in other words the SRPG Engine itself..and thats the SRPG_Core..
    Screenshot_1.png
    However i cant say whats wrong with "agiAttack+" ,sry..
    ( i did what i could ,if u find out how to make it work pls let me know)
    -> like i said i tried it in the "default demo" without changing any plugin there.. it should have worked but it didnt..
    -> and i just tried it again with adding the plugin=> "SRPGconverter_with_YEP_BattleEngineCore.js",in the "default demo" & it doesnt work.
    (btw this plugin is allready part of the Updated Demo..@ "patches" in the PluginManager)
  17. how can i make flight type(can move in immovable tile) class or enemy?
  18. ses1715 said:
    how can i make flight type(can move in immovable tile) class or enemy?
    i think u need to use this from the SRPG_Core:
    Code:
    <srpgThroughTag:X>
    # unit can go through tiles with terrain tags less than X(except for terrain tag 0)
    this is a NoteTag for :
    - class's note
    - weapon's note
    - armor's note
    - enemy's note
    - state's note
  19. Dopan said:
    i think u need to use this from the SRPG_Core:
    Code:
    <srpgThroughTag:X>
    # unit can go through tiles with terrain tags less than X(except for terrain tag 0)
    this is a NoteTag for :
    - class's note
    - weapon's note
    - armor's note
    - enemy's note
    - state's note

    of course i know that tag. but that tag is out of order like terrain effect plugin. this is because of doktor q's plugins(ex. ai plugin). he's plugin is very useful. but make some malfunction of original srpg plugin's function or other srpg plugins function
    try in your demo please~
  20. ses1715 said:
    of course i know that tag. but that tag is out of order like terrain effect plugin. this is because of doktor q's plugins(ex. ai plugin). he's plugin is very useful. but make some malfunction of original srpg plugin's function or other srpg plugins function
    try in your demo please~
    What "malfunctions" do u mean?
    ..,"terrain effect" does work, only the "moving Cost"-Function was conflicting with the plugin: "SRPG_rangeControl"(from DrQ). But Doktor_Q updated "SRPG_rangeControl" and added the "moving Cost"-Funtion (for terrain tags) to "SRPG_rangeControl".
    Did u look into "SRPG_rangeControl" if one of the noteTags from there could help ?
    I didnt made any " flight type " by now ,so thats the best idea i got on this.
    -Honestly i didnt used and tested all NoteTags from SRPG,but i thought that every Plugin that is in the "Updated-SRPG-demo" ,works bugfree..
    (for Terrain-Effect, i added an info in the Help text ,to not use the "moving Cost" in that Plugin)

    -> i will try later, to build a "flight type" ,in order to get more info, but every info u got, about any "malfunctions" could help,if u can explain what exactly doesnt work and why.

    edit
    @
    Aquilux
    after looking into "SRPG_rangeControl" again, i recognized that :
    Code:
    New actor and class notetags:
    <srpgWeaponSkill:X>
    # specify normal attack skill ID if no weapon is equipped
    is in there ,too. So i think i have to test more NoteTags.But i can say for sure that the Weaponskill plugin i mentioned earlier ,does also affect the counter-skill which is used.
    ("Weaponskill"-plugin is part of the "Updated-SRPG_Demo".. )