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

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Started by RyanBram 3313 posts Page 63 of 166 View original ↗
  1. hi i write this thread to wonder
    how to make Action Function like Chest open event?
    i want to make chest event and actor move and open..
  2. Dr_Applemango said:
    hi i write this thread to wonder
    how to make Action Function like Chest open event?
    i want to make chest event and actor move and open..
    Ryans demo shows how chests can be used in battleMap
    Screenshot_3.png
  3. hello i happen same problem..
    i changed five variabe to first variabe page but when actor attack victory event came out again.. help me..1.PNG2.PNG3.PNG
  4. @All
    about 4directional Chars with weapon usage on Map:

    I found another Version of the Universal-LPC-Spritesheet-Character-Generator.
    And this one has way more assets!
    (weapons ,clothes, shields ect)
    More infos and an Example img can be found here:
    Herodom Open Source Spritesheet Generator
    EDIT
    I made another Update on the
    How to Make Oversize Char Imgs and use Weapons on Map_CharSprites
    .. this time i showed how to use the LPC generator and Frankesprinting in order to build Custom Chars .. #4
    ---------------------
    --
    @Dr_Applemango
    sry i got no idea what you mean
  5. So, this plugin is a bit of a pleasant surprise! Looking through the demo, this does pretty much everything I need it to.

    I do have one question. Is it possible to make a Dance skill? In Fire Emblem, Dancers are units that use their action to refresh another unit's action. So, Harold uses his turn to move. Therese uses a Dance on him. Now, Harold can move again.

    Is that possible to do? I adore those skills, they bring so much extra tactics to SRPGs.

    Good job on making this, by the way!
  6. TheTitan99 said:
    So, this plugin is a bit of a pleasant surprise! Looking through the demo, this does pretty much everything I need it to.

    I do have one question. Is it possible to make a Dance skill? In Fire Emblem, Dancers are units that use their action to refresh another unit's action. So, Harold uses his turn to move. Therese uses a Dance on him. Now, Harold can move again.

    Is that possible to do? I adore those skills, they bring so much extra tactics to SRPGs.

    Good job on making this, by the way!
    yes it would be possible to make a skill that let other units act again.
    this could be done by add action points or by undoing the turn end of the other unit.
    i think both solution would require a bit of scripting in a common event but it should be pretty simple..
  7. Hey there!

    First: Great Plugin and Extensions! So much to do. So much to see! Great job!

    A tiny question (not sure, if this was asked before as I did not read all the freaking 63 pages here XD

    is there a way to use variables inside the enemy-notetags for the enemy description?

    I mean these:


    <srpgClass:Warrior>

    <srpgLevel:1>

    <srpgMove:5>

    <srpgWeapon:2>

    so instead of the numbers I'd like to change them more flexible inside the game if possible.

    Thx for the answer!

    Dizzy


    Edit:

    the player in my project can choose, how many actors (and which) to spawn on the map. When defeated, they should be able to respawn where they started after a few turns. Any ideas, how to handle this?
  8. well, here we go again, now here's two things I need to get done, one is that I want small healthbars above the characters, is that possible?
    The second one is that I want to remove this
    1607575049029.png
    I know this is the window that will show you your healthbar and your MP, but beacuse my window is smaller than that, it does jack and instead obscures your vision, I want to get rid of it and instead add small healthbars above my characters and enemies.
  9. i can turn battle scene but some skill has no damage..
    what should i do??
    plus = i removed <mapBattle:true> all skils.
  10. Yew Bowman said:
    well, here we go again, now here's two things I need to get done, one is that I want small healthbars above the characters, is that possible?
    The second one is that I want to remove this
    View attachment 170594
    I know this is the window that will show you your healthbar and your MP, but beacuse my window is smaller than that, it does jack and instead obscures your vision, I want to get rid of it and instead add small healthbars above my characters and enemies.

    In srpg_core.js, comment out the two instances off: $gameSystem.setSrpgActorCommandStatusWindowNeedRefresh(battlerArray) as this command opens up that mini status window. The first instance occurs when you click on a unit, the second instance is when you deselct from the battle prediction window

    As for health bars, I believe there is already a script that does that. Check out Dopan's demo (SRPG_DispHPOnMap.js)

    @Diz89 You can achieve lunatic code with notetags by crawling through the srpg_core.js code and adding eval( ) to lines which you want to change. So for example if you want to make srpgLevel = $gameVariables.value(124) then you could achieve this by having the notetag srpgLevel:$gameVariables.value(124) and in srpg_core.js code add eval where meta.srpgLevel is found (so for example change var srpgLevel = enemy.enemy().meta.srpgLevel; to var srpgLevel = eval(enemy.enemy().meta.srpgLevel);
  11. @ Yew Bowman about SrpgActorCommandStatusWindow :
    On my own project, i removed that window because I use MogsActorHud instead,
    Next Img shows where the code is and how i removed the Window

    putting " // " before the Codeline DEACTIVATES the Codeline
    Screenshot_2.png
    ----------
    @
    Diz89 about Spawn and Respawns:
    you should read everything you can find and also learn everything from the demos,if you want to do more complicated stuff..
    However for respawns you can revive the Units or Spawn the Units with Galvs Eventspawner for example..
    My demos use that Eventspawner to spawn units and to make the "unit-graves"..

    (dead Unit event)..
    these "event graves" spawn when a Unit dies and get deleted when the Unit gets revived.. i made this with eventing in Common Event..i wanted to make a plugin for that but i didnt figure out how to use the spawn command inside of my plugin..

    ( i will probably make a plugin later for that as soon i figured it out)
    ----------
    @ Dr_Applemango about:
    some skill has no damage

    Pls try to explain better if you have a problem, use Screenshots explain the whole situation as much you can,..
    In this case you should check your Skill Setup ,without more infos i cant say what makes the problem.
  12. boomy said:
    In srpg_core.js, comment out the two instances off: $gameSystem.setSrpgActorCommandStatusWindowNeedRefresh(battlerArray) as this command opens up that mini status window. The first instance occurs when you click on a unit, the second instance is when you deselct from the battle prediction window

    As for health bars, I believe there is already a script that does that. Check out Dopan's demo (SRPG_DispHPOnMap.js)

    @Diz89 You can achieve lunatic code with notetags by crawling through the srpg_core.js code and adding eval( ) to lines which you want to change. So for example if you want to make srpgLevel = $gameVariables.value(124) then you could achieve this by having the notetag srpgLevel:$gameVariables.value(124) and in srpg_core.js code add eval where meta.srpgLevel is found (so for example change var srpgLevel = enemy.enemy().meta.srpgLevel; to var srpgLevel = eval(enemy.enemy().meta.srpgLevel);
    uhhh, this happened when I commented both lines
    1607611478288.png
    These are the two lines I commented
    1607611513052.png
    (Last Minute edit)
    Sorry dopan, will try that out, didn't saw your message
  13. Yew Bowman said:
    uhhh, this happened when I commented both lines
    View attachment 170632
    These are the two lines I commented
    View attachment 170633
    (Last Minute edit)
    Sorry dopan, will try that out, didn't saw your message
    @Yew Bowman
    only edit the one line from my IMG, nothing more..
    (to avoid possible conflicts)
    .. the edit you showed here made your bug

    JavaScript:
    // default:
    this.addWindow(this._mapSrpgActorCommandStatusWindow);
    
    // disabled:
    //this.addWindow(this._mapSrpgActorCommandStatusWindow);
  14. @ @Diz89 about Spawn and Respawns:
    you should read everything you can find and also learn everything from the demos,if you want to do more complicated stuff..
    However for respawns you can revive the Units or Spawn the Units with Galvs Eventspawner for example..
    My demos use that Eventspawner to spawn units and to make the "unit-graves"..
    (dead Unit event)..
    these "event graves" spawn when a Unit dies and get deleted when the Unit gets revived.. i made this with eventing in Common Event..i wanted to make a plugin for that but i didnt figure out how to use the spawn command inside of my plugin..
    ( i will probably make a plugin later for that as soon i figured it out)

    You're right about reading everything @Dopan :3

    I also manage my spawns with Galvs Eventspawner. But I didn't find that revive command lol XD this would be cool or like you said just using the eventspawn command. "eventgraves" sounds like the right pointer. Thx :)

    Edit:
    Thx @boomy for the pointer! That will help.

    Also any ideas for the yanfly enemy params? There I can set extra formulars for the Stats, f.e. with variables. The problem is, that if I increase the variable f.e. atk stat while on the map, then the change will not work work for now. It works after "finishing" the map/mission and reloading the map again.
  15. Dopan said:
    @ Yew Bowman about SrpgActorCommandStatusWindow :
    On my own project, i removed that window because I use MogsActorHud instead,
    Next Img shows where the code is and how i removed the Window

    putting " // " before the Codeline DEACTIVATES the Codeline
    View attachment 170631
    ----------
    @
    Diz89 about Spawn and Respawns:
    you should read everything you can find and also learn everything from the demos,if you want to do more complicated stuff..
    However for respawns you can revive the Units or Spawn the Units with Galvs Eventspawner for example..
    My demos use that Eventspawner to spawn units and to make the "unit-graves"..

    (dead Unit event)..
    these "event graves" spawn when a Unit dies and get deleted when the Unit gets revived.. i made this with eventing in Common Event..i wanted to make a plugin for that but i didnt figure out how to use the spawn command inside of my plugin..

    ( i will probably make a plugin later for that as soon i figured it out)
    ----------
    @ Dr_Applemango about:


    Pls try to explain better if you have a problem, use Screenshots explain the whole situation as much you can,..
    In this case you should check your Skill Setup ,without more infos i cant say what makes the problem.
    oh.. now all skill has damage.. for enemy..
  16. i want to play BGM before battle starts like SRW all series.( put Bgm at beforebattle?? or...)
    + how to add actor or enemy when Specific turn passes??
    when add event has error → " cannot real property 'match' of undefined"
  17. Dr_Applemango said:
    i want to play BGM before battle starts like SRW all series.( put Bgm at beforebattle?? or...)
    + how to add actor or enemy when Specific turn passes??
    when add event has error → " cannot real property 'match' of undefined"
    @Dr_Applemango

    how to add actor or enemy when Specific turn passes?
    this is shown in the demo , in the first level (forest) the demo uses event placeholder, or you can use an eventspawner..
  18. 1607679274842.png
    uhh... Can you tell why this is happening?
    (Game is latest demo version)
  19. Hey there!

    the eval suggestion for the enemy notetags works great. Thx again for that :) The only problem is, that with Yanflys Enemy Base Parameter with an level up for the enemy, the stats are not changing. When leaving the Map and doing the quest/mission again, then it is shown (the level with a variable is shown, that it changed, but not the stats, which will be calculated with that level variable)

    got a new question:

    I want to store the actorID of the battling actor into a variable. in the plugin parameters there allready exists a variable for this, but I want to store it in another one, so right in the after Battle Event I do


    $gameVariables.setValue(80, $gameVariables.value(24));

    this works perfectly in the Player Turn, but seems not to happen in the enemy turn

    my goal is something like this:
    - when my actor is defeated (either my turn or in the enemy turn), I want to give the enemy, who defeated it a special boost (or other stuff)...depending on the actor wgo got defeated (so f.e. if my archer actor got defeated, the enemys health will recover a bit, if the warrior is defeated, the enemy will be stronger in the next battle and so on.

    is there a way to check, whether it's the enemies turn? then I could make a condition workaround maybe :3


    I found a workaorund for the last thing, the stat changing thingy remains :3
  20. sjqpsd said:
    View attachment 170755
    uhh... Can you tell why this is happening?
    (Game is latest demo version)

    Show your console (hit F8 to make it open) to get the detailed error info so we can look at it.