Any way to force the enemy to have the first turn, such as an ambush scenario?
MV - SRPG Engine MV - Plugins for creating Tactical Battle System
● ARCHIVED · READ-ONLY
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Basicly just skip the Actors Turn , and disable the "Player Phase" message with extra switches that controll if these messages get shown or not.Any way to force the enemy to have the first turn, such as an ambush scenario?
info from srpg core help info
this.turnEnd(); # End player's turn(Same 'Turn End' in menu). -
I have added votes for RTP suggestion.
Feel free to vote your suggestion. (^_^) -
Many thanks to the people who created this plugin. Can I have enemies spawn randomly on the map?
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you could try to use an event spawner, or you could use Placeholder events, that get enabled by switches..Many thanks to the people who created this plugin. Can I have enemies spawn randomly on the map?
than let those switches get activated randomly..
(but i got no working solution, those are just my first thoughts on this Question) -
Question how do get friendly or enemy unit to attack an unit if they are on same team eg. if hit with confusion state they attack everyone I have seen it happen when my healer uses heal on my own undead and it damages them and they keep casting heal on undead and then they die I have seen it happens multiple times while play testing
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But I cannot figure out how to replicate the effect it seems to only happen when I activate auto battle mode and by the way I’m using yanfly engine and frogboy races plugins for undead state and it works with SRPG engine.Question how do get friendly or enemy unit to attack an unit if they are on same team eg. if hit with confusion state they attack everyone I have seen it happen when my healer uses heal on my own undead and it damages them and they keep casting heal on undead and then they die I have seen it happens multiple times while play testing
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@Lonepirate21
you were speaking of "teams", do you use the "SRPG_Teams.js" Plugin from DrQ?
(this plugin was made to have more Controll over what Unit attacks what other Unit)
The confusion state is by default working the way, to make the Confused Unit, act randomly on all other Units..
I dont know the "frocboy races" plugin so I cant say anything about that or if it makes any conflicts, but i assume that it wasnt made to be compatible with all SRPG Plugins..
most interressting would be, to find out if "frocboy races" plugin doesnt conflict with SRPG_AIControll.js and SRPG_RangeControll.js
For undead i am using the Plugin AP_ZombieVampiricState ..
You mentioned that your problem only happens on autobattle so i assume it has something to do with the AI..
But at the moment i cant say more to this . -
Neither I have i featured it out but I do know the durability gets used do to number of weapons and armour cuz they break during combat if I kill at lease 30 enemy’s units I have found out if you go items tab you can see how much durability they have.Has anyone managed to update the window prior to attacking to include Yanfly's Weapon Durability? The code for the window is in the Core file, but I can't seem to figure out how to add the durability into the informaton.
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@Lonepirate21
(about : "update the window prior to attacking to include Yanfly's Weapon Durability ")
boomy showed that here #1,125 -
Frogboy plugins do not conflict with srpg ai control and srpg range control as i am using all of@Lonepirate21
you were speaking of "teams", do you use the "SRPG_Teams.js" Plugin from DrQ?
(this plugin was made to have more Controll over what Unit attacks what other Unit)
The confusion state is by default working the way to act randomly on all other Units..
I dont know the "frocboy races" plugin so I cant say anything about that or if it makes any conflicts, but i asume that it wasnt made to be compatible with all SRPG Plugins..
most interressting would be, to find out if "frocboy races" plugin doesnt conflict with SRPG_AIControll.js and SRPG_RangeControll.js
For undead i am using the Plugin AP_ZombieVampiricState ..
You mentioned that your problem only happens on autobattle so i assume it has something to do with the AI..
But at the moment i cant say more to this .
frogboys plugins and srpg ai control and srpg range control plugins all in same project and had no problems so far as they do not inpact the SRPG engine it self and I thought it was ai just being dumb but would like to know how to make ai target friendly units like if they are suffering charmed state or traitor state in my game what it does is make units attack everyone as if they where enemy units and for the undead racial trait I’m using yanfly engine plugins but as a Luna java variant so java coding is really complex but it works as I’m running Luna code for lot of the skills in my game.
my game is SRPG survival open world game that was working on for 3 years. -
again.. did you tried "SRPG_Teams.js" ?Frogboy plugins do not conflict with srpg ai control and srpg range control as i am using all of
frogboys plugins and srpg ai control and srpg range control plugins all in same project and had no problems so far as they do not inpact the SRPG engine it self and I thought it was ai just being dumb but would like to know how to make ai target friendly units like if they are suffering charmed state or traitor state in my game what it does is make units attack everyone as if they where enemy units and for the undead racial trait I’m using yanfly engine plugins but as a Luna java variant so java coding is really complex but it works as I’m running Luna code for lot of the skills in my game.
my game is SRPG survival open world game that was working on for 3 years.
(that plugin can make teams no matter if they are actors or enemys.. this can be used for "traitor Units" ect)
On FrogBoy Plugins :
i cant say anything to that, if you are sure that this makes no problems then focus on other stuff
the reason why i mentioned SRPG_AIControll.js and SRPG_RangeControll.js is that these 2 Plugins handle most AI stuff ,.. but i think "SRPG_Teams.js" should be able to do what you want by building&changing the teams.
If you are Using SRPG Teams, and that cant solve your problem, then i would advise to figure out everything that can be done with SRPG_AIControll.js and SRPG_RangeControll.js.
(if that cant solve your problem than i cant help at this point) -
Right I got it figured out toke me half doses tries and one hell of coding spegtti and it works now thank you for your helpagain.. did you tried "SRPG_Teams.js" ?
(that plugin can make teams no matter if they are actors or enemys.. this can be used for "traitor Units" ect)
On FrogBoy Plugins :
i cant say anything to that, if you a sure that this makes no problems then focus on other stuff
the reason why i mentioned SRPG_AIControll.js and SRPG_RangeControll.js is that these 2 Plugins handle Most AI stuff ,.. but i think "SRPG_Teams.js" should be able to do what you want by building&changing the teams.
If you are Using SRPG Teams, and that cant solve your problem then i would advise to figure out everything that can be done with SRPG_AIControll.js and SRPG_RangeControll.js.
(if that cant solve your problem than i cant help at this point) -
I’m one step closer to getting my game demo released.
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Wow, I missed a lot of stuff, as the forum stopped notifying me until now (missed rpg maker web youtube events as well). Did I miss any new updates on the new core?
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@NatePlays, welcome back..Wow, I missed a lot of stuff, as the forum stopped notifying me until now (missed rpg maker web youtube events as well). Did I miss any new updates on the new core?
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RyanBram made a new Demo with new Plugins,more info here#1,129
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I made another Edit on my edited Version of the new Core,more info here#1,145
(Edited Core Version update + info Solved Exa Issue)
And here#1,128(tutorial info about EXA Frame Issue)
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My tutorial demos are Currently not Updated, this will take longer time, but my Github is up to date. -
just finished updating to the latest version.
and seems like I found an incompatibility with YEP Job Points system because it doesn't go into the battle screen.
And still struggling with MZ,. -
Hey @RyanBram. I just recently purchased the latest version of your dope-ass engine, and am trying to test it alongside other plugins that I'm using. So far, I've ran into the attached error, even though I've added the image in question to the appropriate folder. What am I doing wrong?
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@ZayrielHey @RyanBram. I just recently purchased the latest version of your dope-ass engine, and am trying to test it alongside other plugins that I'm using. So far, I've ran into the attached error, even though I've added the image in question to the appropriate folder. What am I doing wrong?
View attachment 169281
for some reason idk, you dont have the "srpg_set" img..
( i mean the default one not the extra imgs which i made for the EXA fix..)
-> perhaps the IMG is just wrongly named.. you can choose the img that is used in the core param setup..
i attached that default "srpg_set" img, incase you dont have it in your project..
Edit
if adding the img to the correct folder ect doesnt solve it, than it might be an incompatiblety with "YEP_X_CoreUpdatesOpt.js".. -
Very much appreciated, @Dopan! I'm not sure how, but the name was changed in the core param setup for my project even though I copied the same plugin from the "SRPG Engine MV and DynamicAction 1.32Q + BONUS" project, which had the correct name.
Thanks again, dude!