SRPG plugin seems to break when you try use it with yanflys
Action Sequence Pack 1,2,3 as well as yanflys x battle.objects when trying create custom action sequences that don’t use lunacy mode but doesn’t seem to Break when using its lunacy mode or it just me with my limited java skills has anyone had this problem?
MV - SRPG Engine MV - Plugins for creating Tactical Battle System
● ARCHIVED · READ-ONLY
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SRPG plugin seems to break when you try use it with yanflys
Action Sequence Pack 1,2,3 as well as yanflys x battle.objects when trying create custom action sequences that don’t use lunacy mode but doesn’t seem to Break when using its lunacy mode or it just me with my limited java skills has anyone had this problem?
edit:
I’m using SRPG plugin as my main battle system for the game I’m building -
Do you have github link to updated srpg demo please
sry i got no Github only the Download Links in my Signature Spoiler,and im about to make another quick fix update.. for a few bugfixes which im about to Finish in a few hours..
(its mostly about fixes on "SRPG_MapForceAction.js", ..more infos when its ready)
I could also attach the Demo to the Posting if that helps..
-> about Your Problems:
I am not sure perhaps u didnt Setup the Plugins right or are using older Version idk.
Thats what the Updated Demo is made for..to make sure that all used plugins fit in.. and i cant guaranty that all that works if u building your Own system on it .. -
SRPG Core plugin has been updated to v.1.30 + Q which includes On Map Battle by Doctor_Q and some of bugfix since the previous versions. Some information also updated in the first post of this topic.
I hope that I have lots of free time to update the official demo as well, especially since Yanfly updated his plugin policy which makes me unable to distribute his plugins as part of the Demo project.
Thank you everyone for your support. -
does this mean i have to Take down the Updated SRPG Demo?SRPG Core plugin has been updated to v.1.30 + Q which includes On Map Battle by Doctor_Q and some of bugfix since the previous versions. Some information also updated in the first post of this topic.
I hope that I have lots of free time to update the official demo as well, especially since Yanfly updated his plugin policy which makes me unable to distribute his plugins as part of the Demo project.
Thank you everyone for your support.
(or in other words ,do i have to take out all YEP plugins ?)
Do you have a Link about the Yep changed plugin policy?
Edit
also.. do i have to get my own Github in order to add my plugins to the an extra Extension List?
and.. are All Plugins which we use in the "Updated SRPG Demo" compatible to the new core and all of its added Plugins?
(AgiAtt+ never worked correctly as far as i know..)
.. i could make a demo Version without adding Yep Plugins But with adding a Screenshot that shows which Yep Plugins are needed in the PluginManager..
=> but i guess i have to look into the new core first and test it all..
I DISABLED MY SIGNATURE LINKS TILL I KNOW HOW HANDLETHIS -
Here http://www.yanfly.moe/wiki/Category:Yanfly_Engine_Plugins#Terms_of_Use and here http://www.yanfly.moe/wiki/Official_Statement_from_Yanfly_Regarding_Porting_of_Plugins .
"Redistribution of the plugins and its code, outside the scope of game projects, is strictly forbidden outside of the host website, Yanfly.moe, and by the following sites/members: itch.io. However, special permission has been granted to these individuals/entities for redistribution of the plugins as long as the plugins remain in their updated form: Archeia, Visustella (porting allowed), Ækashics Librarium, Caz Wolf, Raim, DreamX, Fallen Angel Olivia, Atelier Irina, Aries of Sheratan, Arisu's Dollhouse, Munokura of FunGameMake. This list may be updated in the future."
Based on above sentences I conclude that his plugin cannot be distribute unless by specific websites or individuals.
Maybe you just need to remove all of YEP plugins from your future demo. -
I started using action sequences last week and they work just fine. Don't know about action objects, though.SRPG plugin seems to break when you try use it with yanflys
Action Sequence Pack 1,2,3 as well as yanflys x battle.objects when trying create custom action sequences that don’t use lunacy mode but doesn’t seem to Break when using its lunacy mode or it just me with my limited java skills has anyone had this problem? -
@RyanBram
i quickly tested some things in the NEW Core v.1.30 + Q ..
Here the Issues that i found:
-the few Switches which i added to the SRPG_core.js-Version of my "Updated SRPG Demo" are missing ..
(it not possible to Enable/Disable the BattleCommands ).
-the things i added to SRPG_MapBattle.js-Version of my "Updated SRPG Demo" are missing aswell..
( no extra delay switch&var , and the pre ActionPhase happens to late after the effect )
=>But both Issues can be solved by making an own Edit of the New Core..
(if u are interrested to implement those features to your default Demo and its SRPG_Core pls Mail me in Private an i will give you all needed Infos and send you the newest Updated Versions of all related Plugins that could be needed)
I think my own Plugins should all be compatible,and i dont know how its about the new pathfinding Plugin from boomy
..
=> And i Think i found an Issue about the AgiAtt+ function:
it works but if everything is on "always mapbattle" and the normal attack is used and it triggers the agi extra att..
-> ..then SV battle will be forced on that attack!
(other units use MapbattleTrue on normal attacks at the same time ,with lower agi that doesnt trigger extra attacks)
=> by the way the newest Updated version of "SRPG_MapForceAction.js" could solve this Issue for "MapBattleTrue" or its Code could show how to fix it for the "agi att+ function" if you want to edit that function.. -
If you add new feature in SRPG_Core.js, it eventually get update and you need to update your change as well, which is why it is safer to make your additional feature as extension. You are very welcomed to contribute directly to the official SRPG_Core.js , but we suggest your contribution to be discussed first to prevent compatibility issue like this. You can read about contribution here:
SRPGcore/CONTRIBUTING.md at master · RyanBram/SRPGcore
And the issue in AgiAtt+ function , I cannot reproduce your problem, maybe you can send your project or record your screen or maybe test with the latest Demo here.
I am looking forward for your contribution directly to the project, because having more contributor is always better. (^_^) -
testing the same thing in your demo shows agiatt+ works fineIf you add new feature in SRPG_Core.js, it eventually get update and you need to update your change as well, which is why it is safer to make your additional feature as extension. You are very welcomed to contribute directly to the official SRPG_Core.js , but we suggest your contribution to be discussed first to prevent compatibility issue like this. You can read about contribution here:
SRPGcore/CONTRIBUTING.md at master · RyanBram/SRPGcore
And the issue in AgiAtt+ function , I cannot reproduce your problem, maybe you can send your project or record your screen or maybe test with the latest Demo here.
I am looking forward for your contribution directly to the project, because having more contributor is always better. (^_^)
,so its an Issue with me using most part of my Demo with the new core..
(Im not sure which part but nvm ill find it out sooner or later.)
and about extension ect.. :
as soon your demo is finished and hopefully saved in englisch Version^^.. I will make an edited Core Version.. and a demo with my Plugins and that edited Core Version.
(i will probably add a Img of PluginManager with "recommended Yep plugins", but i will have to make my "new extension demo" work without any yep Plugins by default)
Than you can compare everything and decide which part you want to implement by default or if you want to keep it seperated as Extensions..
(makes no differense for me at the End, all Extensions i made are free2use anyway..)
@All
My Plugins(Signature Spoiler) are Online again.. only the "NewExtensionDemo" will take more time..
In order to make it easier to find all Plugins ,i decided to make my own GitHub Acc.
(DopansPlugins GitHub)
All my 10 Plugins are inthere .I will add my edited Version of the Newest SRPG_Core (1.30) there aswell, as soon its Finished.
(same like in the "Updated SRPG Demo"):
-> added edited Version of SRPG_Core 1.27 (old Core)
->added edited version of DrQ's "SRPG_Mapbattle.js" (for old Core Usage)
->added edited version of DrQ's "SRPG_AOE.js"
Planed Updates:
- New "SRPG_ExtensionDemo" & an edited Version of the New SRPG_Core 1.30
( it will include all Newest and Compatible SRPG Plugins) -
Thanks dudetesting the same thing in your demo shows agiatt+ works fine
,so its an Issue with me using most part of my Demo with the new core..
(Im not sure which part but nvm ill find it out sooner or later.)
and about extension ect.. :
as soon your demo is finished and hopefully saved in englisch Version^^.. I will make an edited Core Version.. and a demo with my Plugins and that edited Core Version.
(i will probably add a Img of PluginManager with "recommended Yep plugins", but i will have to make my "new extension demo" work without any yep Plugins by default)
Than you can compare everything and decide which part you want to implement by default or if you want to keep it seperated as Extensions..
(makes no differense for me at the End, all Extensions i made are free2use anyway..)
@All
My Plugins(Signature Spoiler) are Online again.. only the "NewExtensionDemo" will take more time..
In order to make it easier to find all Plugins ,i decided to make my own GitHub Acc.
(DopansPlugins GitHub)
All my 10 Plugins are inthere .I will add my edited Version of the Newest SRPG_Core (1.30) and my new "SRPG Extension Demo" there aswell, as soon its Finished.
(same like in the "Updated SRPG Demo"):
-> added edited Version of SRPG_Core 1.27 (old Core)
->added edited version of DrQ's "SRPG_Mapbattle.js" (for old Core Usage)
->added edited version of DrQ's "SRPG_AOE.js"
Planed Updates:
- New "SRPG_ExtensionDemo" & an edited Version of the New SRPG_Core 1.30
(this demo Version wont have Yep Plugins by default,only recommendations for Yep Plugins as PluginManager_Image.
And it will include all Newest and Compatible SRPG Plugins) -
That will make sense I probably didn’t set up right and after few tries I got it work ya that was case I don’t set it up right now I can do all my planed fancy stuff for skills and all that.sry i got no Github only the Download Links in my Signature Spoiler,and im about to make another quick fix update.. for a few bugfixes which im about to Finish in a few hours..
(its mostly about fixes on "SRPG_MapForceAction.js", ..more infos when its ready)
I could also attach the Demo to the Posting if that helps..
-> about Your Problems:
I am not sure perhaps u didnt Setup the Plugins right or are using older Version idk.
Thats what the Updated Demo is made for..to make sure that all used plugins fit in.. and i cant guaranty that all that works if u building your Own system on it .. -
Al
also thanks for the help and I got yanflys x battle.object also working.That will make sense I probably didn’t set up right and after few tries I got it work ya that was case I don’t set it up right now I can do all my planed fancy stuff for skills and all that. -
Doctor Q and dopan your plugins are amazing so thanks
-
@Lonepirate21 You should avoid posting multiple times in a row, unless at least 72 hours have passed, or there's something that really needs to be a new post. Instead, you can just edit your previous posts.
Also, @RyanBram, based on the Yanfly plugins: Since you're distributing them as part of a game project (the SRPG demo project), it should be fine as long as you don't include the plugins that cost money. You're not putting them up as an alternative to people getting them from Yanfly's itch.io, you're putting them up as part of simple game used to illustrate the SRPG plugins, and their compatibility with Yanfly plugins. -
@ Doktor_Q@Lonepirate21 You should avoid posting multiple times in a row, unless at least 72 hours have passed, or there's something that really needs to be a new post. Instead, you can just edit your previous posts.
Also, @RyanBram, based on the Yanfly plugins: Since you're distributing them as part of a game project (the SRPG demo project), it should be fine as long as they're part of the set that's available for free. You're not putting them up as an alternative to people getting them from Yanfly's itch.io, you're putting them up as part of simple game used to illustrate the SRPG plugins, and their compatibility with Yanfly plugins.
Thx i hoped that this can be interpreted that way,but i wasnt sure.
(but i think as long all Plugins are free and None of the Yep Plugins are on a Github outside of a demo project,than this should be ok)
And i always made sure that all plugins on the Updated SRPG_Demo are free. So as long no Mod say that im thinking wrong here, i will keep the "Updated SRPG_Demo" version 3.1 as DemoProject for free testing Tutorial usage in my Signature Spoiler.
@ All
Info about latest "Updated SRPG_Demo" -update:
-changes on SRPG_Mapbattle.js (using old SRPG_core 1.27):
as mentioned before the PreActionPhase has a better timing with CommonEvent help and there is an extra Switch that can change the Timing of Skill_CommonEvent from "after effect or customEx" to "before customEx and effect" at any time with just enable/disable a gameSwitch.
(only for mapbattle"true" usage)
MapActionText is also Included in the Demo and connected to that Plugin Version.
- SRPG_MapForceAction.js is fixed !(finaly):
Moving Animations is compatible now and Plugin InfoText is Updated.
Link is the Signature spoiler is reactivated and the bugfixed "Updated SRPG_Demo" version 3.1 is online
(Still Using OLD SRPG_Core).
(as Soon i Figured Out the New Core, my new tutorial Demo will be called "SRPG_Extension_Demo1.0",..& using the new SRPG_Core)
Edit
@ RyanBram
About your new demo & new Core Plugin :
I think "SRPG_ImmediateSkill" and "SRPG_AreaAttack.js" were Incompatible with some important Plugins.. AgiAtt+ was also incompatible,im not sure but recognized you builded it into the Mapbattle part of the New Core.
-"SRPG_ImmediateSkill" was incompatible with "SRPG AOE" and AOE Skills i think,and the plugin wasnt needed because of "addActiontimes"-function which works and is Compatible.
-"SRPG_AreaAttack.js" was incompatible with "SRPG AOE".. and SRPG AOE is needed for "SRPG AOE_Dopan Ex" & "SRPG AOE_Extra"..
-"WeaponSkill.js" wasnt needed because "SRPG Core.js" has a similar Function (SRPG WeaponSkill) which is not compatible with "WeaponSkill"..
=> I tried to figure out whats new on the New SRPG_Core and ,as far i understand it :
..its "bugfixing and implement AgiAtt+" & "Implement SRPG MapBattle.js"
=> So fixing AgiAtt+ is a nice thing if it doesnt conflict with any other Plugin.
But i dont see why using:
"WeaponSkill","SRPG_ImmediateSkill" & "SRPG_AreaAttack.js"..
Hopefully this Info can help to find Compatiblety Issues of your new Demo and its New SRPG_Core.
(Also the Updated-SRPG_Demo uses a few SRPG-Patches,you can use the current Version 3.1 and its PluginManager as refference if you want. ) -
Summary of updates of srpg_core.js from 1.27 (a year old) and the new version 1.3 (a few days old):
New Plugin Parameters:
srpgRangeTerrainTag7 = Sets Terrain 7 to impassable (from an SRPG movement point of view) - This was originally baked into the script (now it can be toggled off)
New Tags:
srpgWRangePlus: Changes attack range of default attack of a weapon
srpgThroughTag seems to be passed onto units when they are creaated now (possible bug fix)
New features (or integrated):
Map battle
Double attack if agility is higher (Fire Emblem style)
Prevent counterattack
YEP - Battle Engine Core compatability (change position of actors/enemies + cast animation)
Conclusion:
Minimal changes; the integration of other plugins into SRPG_core.js streamlines the script but doesn't actually add any new features
There are really two "new" features in this update: srpgThroughTag fix and srpgWRangePlus -
Ok I just finished my Edit on the New SRPG_Core 1.30
-added Switches for ActorBattleCommands & Added Stuff For Mapbattle Usage
(its basicly a transfer from my edit on the Mapbattle Plugin which is integrated in the SRPG_Core 1.30 now)
-this adds the "betterTiming"-MapBattle_PreAction-Phase and some other Switches + Var which can be found in the Parameters of the Plugin ..
=> the Edited new Core is uploaded on my github
(aswell as the old Core ,they must be renamed correctly.. just delete the array)
=> i made the New SRPG-Extension_Demo1.0 which uses the New SRPG_Core and i deleted the Plugins from the PluginManager which are new Implemented..
(new_Core-Implements_info can be found in the first post of this thread)
-there is also an edited Img of Default SRPG plugins in this demo to show what plugins are deleted ect
=> The New SRPG-Extension_Demo doesnt use :
- "WeaponSkill.js"
-"SRPG_ImmediateSkill.js"
-"SRPG_AreaAttack.js"
(because they are not needed in this demo Plugin Setup and i feared compatiblety Issues)
All other Plugins and the whole demo is basicly the same like the Updated SRPG Demo
(remade with the new SRPG_Core 1.30)
Both Tutorial Demos can be found in my signature Spoiler,and all SRPG plugins which are made by me OR which are edited by me can also be found in my GitHub
Edit (about AgiAtt+)
also i recognized that the AGI.double attack seems to work with all used skills.. and im thinking about making a SkillNote that works similar to how "mapbattle:true/false" works..
..something like SkillNote: "AgiExtra: true/false"..
In order to be able to decide on which skill this will work or not.. default if no SkillNote is used ,would be "true" like no change is made. -
Messing with SRPG_AoE and found some bugs (as in, they don't seem intended):
- If initial target is able to attack my unit (as in, he gets hit by the AoE attack but can itself attack my unit back), all other targeted units WILL attack back, even if not in range. I.E. I target a line of bats with attack range 1, starting with the first, all bats will have their chance to attack my unit.
- Converselly, if initial target is not able to attack my unit, all other targets won't attack it, even if in range. Using that last example, if I target the last bat on the line, none of them will attack me back, even the one right next to me.
- If you set the AoE shape to Line, it will choose the direction based on where the unit is facing, but diagonals are chosen arbitrarily. I.E an attack of only range 2 can target 8 spaces, and giving it a Line AoE makes it face up 3 different ways, down 3 different ways, but left and right only 1 different way each (when in the same Y coord from the unit). The diagonals have a preference for aiming up or down.
---
Also, is there any function in one of the plugins that lets me use an AoE attack without having to select a specific target, as in, I can select a ground tile and any targets around it will be affected? Was thinking of doing an AoE centered on my character, like a shockwave. -
first of all, which core or which demo did u use when having this Issues on AOEs? (as much info as possible pls^^)Messing with SRPG_AoE and found some bugs (as in, they don't seem intended):
- If initial target is able to attack my unit (as in, he gets hit by the AoE attack but can itself attack my unit back), all other targeted units WILL attack back, even if not in range. I.E. I target a line of bats with attack range 1, starting with the first, all bats will have their chance to attack my unit.
- Converselly, if initial target is not able to attack my unit, all other targets won't attack it, even if in range. Using that last example, if I target the last bat on the line, none of them will attack me back, even the one right next to me.
- If you set the AoE shape to Line, it will choose the direction based on where the unit is facing, but diagonals are chosen arbitrarily. I.E an attack of only range 2 can target 8 spaces, and giving it a Line AoE makes it face up 3 different ways, down 3 different ways, but left and right only 1 different way each (when in the same Y coord from the unit). The diagonals have a preference for aiming up or down.
---
Also, is there any function in one of the plugins that lets me use an AoE attack without having to select a specific target, as in, I can select a ground tile and any targets around it will be affected? Was thinking of doing an AoE centered on my character, like a shockwave.
second ,yes the plugin SRPG_Aura.js has a Function "passive AOE" that does affect all Units which are in a Distance of another unit..(units can be all Units, or actors ,or enemys, or team)
-> example: Unit X has other 4 Units within a range than those 4 and the 1Unit X will get DMG ,will play animation and will get DMG-Popup.. but this Function has no BattleResult Window yet and its more like the Dmg was made by nobody..
But this Function could Probably get Expanded if needed..
edit
JavaScript:This is probably what you need it will work on all Units ,..// PassiveAOE Team: "this.isPassiveAoeTeam(unitId, rangeId, aniId, hpId, mpId, tpId, "team");"
(also beeing the Unit X will be Possible for all Units)..
but the Effect will only happen on Team-members, that way Your hero can make a shockwave that damages the enemy-team only..
(But this has to be used on a Unit not a empty tile,i needed something to be used as target for xy position data)
-by now i know a bit more about Js and SRPG so i could edit this Function or make a similar one, to also be able to use the "cursor" ="gameplayer" as target X