So. The problem seems to be solved. A coder will make a compability edit to Galvs eventspawner :3 Thx for the help!
MV - SRPG Engine MV - Plugins for creating Tactical Battle System
● ARCHIVED · READ-ONLY
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So. The problem seems to be solved. A coder will make a compability edit to Galvs eventspawner :3 Thx for the help!
And here it is:
GALV_EventSpawnerMrFuExtension
This extension basically inserts a firstspawn-variable to the spawnobject and overwrites the locate-function to handle first- and followingspawns. -
New day, new luck:3
Encountered a strange error:
TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': The provided double value is non-finite. at Bitmap.gradientFillRect (rpg_core.js:1289) at Bitmap.gradientFillRect (YEP_CoreEngine.js:1014) at window.Window_SrpgStatus.Window_Base.drawGauge (YEP_CoreEngine.js:2418) at window.Window_SrpgStatus.Window_Base.drawSrpgExpRate (SRPG_core.js:3978) at window.Window_SrpgStatus.Window_SrpgStatus.drawBasicInfoActor (SRPG_core.js:4134) at window.Window_SrpgStatus.Window_SrpgStatus.drawContentsActor (SRPG_core.js:4115) at window.Window_SrpgStatus.Window_SrpgStatus.refresh (SRPG_core.js:4104) at window.Window_SrpgStatus.Window_SrpgStatus.setBattler (SRPG_core.js:4089) at Scene_Map.update (SRPG_core.js:5280) at Scene_Map.update (SRPG_core.js:6823)
the problem may lie in my custom paramters (from Yanfly):
<Custom Class Parameters>
maxhp = (level-1) * 5 + 10 + $gameVariables.value(351);
maxmp = (level-1) * 0 + 10 + $gameVariables.value(352);
atk = (level-1) * 2 + 6 + $gameVariables.value(353);
def = (level-1) * 1 + 1 + $gameVariables.value(354);
mat = (level-1) * 0 + 1 + $gameVariables.value(355);
mdf = (level-1) * 0 + 1 + $gameVariables.value(356);
agi = (level-1) * 1 + 2 + $gameVariables.value(357);
luk = (level-1) * 2 + 8 + $gameVariables.value(358);
exp = 0; </Custom Class Parameters>
at level 1 all is good, but at level 2 and more when I choose to attack an enemy on the map, the error appears.
Anybody an idea? :)
EDIT: it seems to work with the normal Change Level command, but if I choose one beginning level in he actor-area (database), then the error will show. There is still a problem as when I use the normal command, then the level goes straight to 99...don't know why...
EDIT EDIT:
kinda fixed it: I deleted the exp in the custom class parameters, then the level goes up like it should. and now I can use the normal command :3
Thx for reading :) -
Is there a way to remove gauges from the status and battle windows? Specifically, I'm trying to remove the HP and MP gauges from the predictions windows and from the battle windows. I've managed to do this for the actor side, but not the enemy side. Ultimately, I'm trying to replace them with health gauges from Frogboy's Health plugin, but right now I'm just seeing if the HP and MP gauges can be removed, as they won't be used.
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@Chazareth You should be able to remove them the same way, assuming you're doing it directly in the plugin code- the code that handles drawing each side of the status window is like drawContentsActor() for actors, and drawContentsEnemy() for enemies. I forget where the actual prediction windows are set, but once again there's two different windows, one for the user, one for the target. It's just a matter of finding the other instance it uses to draw.
Also, when you say "actor" and "enemy" sides, did you check what it looks like when an actor targets another actor? Like for a healing spell? -
@Chazareth You should be able to remove them the same way, assuming you're doing it directly in the plugin code- the code that handles drawing each side of the status window is like drawContentsActor() for actors, and drawContentsEnemy() for enemies. I forget where the actual prediction windows are set, but once again there's two different windows, one for the user, one for the target. It's just a matter of finding the other instance it uses to draw.
Also, when you say "actor" and "enemy" sides, did you check what it looks like when an actor targets another actor? Like for a healing spell?
Sorry, I actually the meant the prediction window. I have removed the gauges from the actor side of the prediction window, but not the enemy side. The gauges for both actors and enemies have been removed from the battle windows, too, so I'm a little confused about how to remove the gauges from the enemy side of the prediction window. It seems that the gauges are drawn using drawBasicInfoActor and drawBasicInfoEnemy. I noticed the enemy section still uses drawActorHp, so maybe that's why it's not working.
To answer your question: the gauges are not there when an actor targets another actor.
EDIT: Okay, I got it to work. The code that draws the gauges is indeed under drawBasicInfoEnemy, I just had the changes in the wrong place. I'm using a separate JS script to overwrite functions instead making changes to the code itself. -
@Dopan
May you upload your demo somewhere else? The Gofile only shows " This upload does not exist "
It will be very thankful -
Hello again, there's a bug(?) I've come across while making use of SRPG_MapForceAction.js.
this.isMapForceAction works like so
Example : "this.isMapForceAction(9, 28, 1, true);"
=> this will forceAction, with "user"(event id 9 ),"target"(event id 28 ),using "Skill 1" with "PayCost"= true
Here's what I've tried doing with it
For some reason, however, it seems to repeat/add an extra attack every time the event is called up. It's a bit hard to explain in words, but...
Call 1 - One attack, as intended
Call 2 - Two attacks
Call 3 - Three attacks
And so on and so forth.
Here's the example event from Dopan's version of the demo (changed event values aside).
It shows two choices, the second of which uses the this.isMapForceAction script call. For some reason, it functions as it should when called after the choice, but by itself, the bug persists. I should also add that changing the trigger doesn't really affect the outcome. -
@CardCaph
i checked it and you are correct, somehow it doesnt clear the action ,and for some reason it add allways one more if triggered without the choice ..
-> till i figured out how to fix that, i recommend to use only "mapforceactionNote" which can add actions to other attacks/skills..
(or use a choice if possible )
=> mapforceaction is made different and has several problems..without the choice, it also doesnt check if the target is dead but it should..
..and mapforceactionNote works similar like DrQs mapbattle plugin and should work better..
-> it can take longer till i got time to work on that , or to work on some of my other plugins..
thx for showing the bug
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@ult21
sry the problem with gofile is, that the link doesnt stay up for long if not used.. (thats a new "feature")
=> so i have to re-upload them more often..
(i am still working on making a new demo version but that takes longer because i am edting customs sprites for 4directional mapbattle usage..)
all links in my signature spoiler are re-uploaded ! -
Thanks a million!:LZSexcite:@CardCaph
i checked it and you are correct, somehow it doesnt clear the action ,and for some reason it add allways one more if triggered without the choice ..
-> till i figured out how to fix that, i recommend to use only "mapforceactionNote" which can add actions to other attacks/skills..
(or use a choice if possible )
=> mapforceaction is made different and has several problems..without the choice, it also doesnt check if the target is dead but it should..
..and mapforceactionNote works similar like DrQs mapbattle plugin and should work better..
-> it can take longer till i got time to work on that , or to work on some of my other plugins..
thx for showing the bug
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@ult21
sry the problem with gofile is, that the link doesnt stay up for long if not used.. (thats a new "feature")
=> so i have to re-upload them more often..
(i am still working on making a new demo version but that takes longer because i am edting customs sprites for 4directional mapbattle usage..)
all links in my signature spoiler are re-uploaded ! -
How can i 'Remove' commands like 'Skills' , 'Special' and 'Guard' , I want the game be like Fire Emblem (I try to find them but i can't)
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in my edited versions of the srpg core plugin, i added switches to the "actor_commands" that way you can enable or disable them with switch usage.. the switchID can be setup in the core param.How can i 'Remove' commands like 'Skills' , 'Special' and 'Guard' , I want the game be like Fire Emblem (I try to find them but i can't)
if you want to enable or disable a special skillType, you have to disable it by default and add weapons/equip or states that enable the skilltype .. that way you can use the Equip or the States to controll the skilltype by adding or removing the Equip or States which enables the skilltype..
- also all skills(&skilltypes) are controlled with the actorcommand "skills"
(example from my demos for the used skilltypes) -
Small Update: (new Plugin "SRPG_MapStateOverlay.js")
while i am still working on making 4Dierectional weapon usage char sprites, i took some time to finish the new Plugin :
"SRPG_MapStateOverlay"
Without this Plugin the State Overlay Animations in SRPG will only be shown in the SV battle scene.
Basicly the Plugin enables the default State Overlay Animations to be played on map as soon the battle starts..
I wasnt able to add more extras , so it will allways only show the State affected which has the highest priority..
(same way it works on "normal" rpg mv projects in SV battles)
This plugin works plug and play and allows in addition to change in the Plugin param ,the Anchor of the State Overlay for SV aswell as for Map usage separately ..
Credits: caethyril for helping me with the coding to make the main Function , that enables the StateOverlay on map..
I added the new Plugin to my github and also to my tutorial demos,..
Every link in my signature spoiler was updated again^
Sidenote:
I still wasnt able to solve the MapForceAction Bug which
CardCaph showed here #1,288 .. sry i just cant figure out why it happens to bug without using choice, but hopefully i will figure it out in the future..
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Also i wish you all a good start into the new year! -
I still wasnt able to solve the MapForceAction Bug which
@CardCaph showed here #1,288 .. sry i just cant figure out why it happens to bug without using choice, but hopefully i will figure it out in the future..
Oh hey, I did manage to tinker around and find a fix(?) for the repeat bug. There may be some side effects that I haven't found yet as a result, but there's no more repeats as far as I can tell.
I'm still getting used to reading Javascript, but once I changed the first two values for "this._list.splice" in MapForceAction.js, it did the job. That said, I've only tested out this.isMapForceAction so far. Hopefully that helps with making an official fix.
And a happy new year to you too! -
@Dopan Thank you so much for your continuous outstanding work! I don't know if it's only me, but the demo download link in your signature does not seem to work (I get the message "To download this file, please visit the download page : xxx", said link does not work either. When testing the plugin as a stand alone on a fresh 1.32Q demo setup, I don't seem to be getting any effect (or any error either), is there a plugin requirement I am missing?
Thank you very much for your support, and have a happy new year too!! -
THX!Oh hey, I did manage to tinker around and find a fix(?) for the repeat bug. There may be some side effects that I haven't found yet as a result, but there's no more repeats as far as I can tell.
View attachment 173426
I'm still getting used to reading Javascript, but once I changed the first two values for "this._list.splice" in MapForceAction.js, it did the job. That said, I've only tested out this.isMapForceAction so far. Hopefully that helps with making an official fix.
And a happy new year to you too!
if you look into this topic, you can see how i came to get that code with the "this._list.splice".. its the part which i hardly understand myself in that plugin because i had help here ..
the other Mapforceaction functions, are made with codes from DrQs Mapbattle plugin and should work fine.
so i am not sure if your solution will work well but i will try it out..
also the "this.isMapForceAction"- Function has other "issues"..
it wont add exp to the acting unit if the target dies, i wasnt able to recreate the needed stuff for that, i hope i can solve this aswell in the future..
@CardCaph did your solution solved the bug that the "this.isMapForceAction"- Function also triggered on dead Units?
(what should not happen and doesnt happen if the choice was used)
edit
@CllZoR@Dopan Thank you so much for your continuous outstanding work! I don't know if it's only me, but the demo download link in your signature does not seem to work (I get the message "To download this file, please visit the download page : xxx", said link does not work either. When testing the plugin as a stand alone on a fresh 1.32Q demo setup, I don't seem to be getting any effect (or any error either), is there a plugin requirement I am missing?
Thank you very much for your support, and have a happy new year too!!
sry i am currently re-uploading the demos because of a little change in the new plugin which i added allready to my github..done
(but all links should have worked anyway..even if not updated)
=>All Links should work at the moment, if you got still trouble to download them, should i try another upload side?
(i just downloaded everything for testing purposes myself and it worked)
=>..also if the new plugin doesnt seem to work, you probably have to change the priorities of the states and also add state overlay to some StateSetups.. in the re uploaded demos the friend and enemy state will show hearts and angry fire by default..
(if the affected state with the highest priority has no state overlay in the StateSetup, it wont show any other affected state which has lower prioritys as well
info imgs
edit2
@CardCaph
I tried your solution but i doesnt work correctly..it will trigger the action incorrectly..
But your solution showed me how to solve it ,because the problem was indeed the "this._list.splice"- Part..it stored the older actions..
I had to clear that list and will release the fixed Plugin soon
(i want to test some things first,before i do all uploads again ..) -
How I can make certain terrain effects that affect troop status?
EG: Snow and mud tiles slow you down. -
@Yew BowmanHow I can make certain terrain effects that affect troop status?
EG: Snow and Dirt tiles slow you down.
pls try the plugins :
SRPG_Terrain Effect (has to be placed above "SRPG_RangeControl")
SRPG_Terrain States (states can affect Movement)
SRPG_RangeControl ( can affect Movement)
this is already explained in the tutorial demos with the "ice fields",..
(ice fields have "terrain tag 1", ..)
Basicly you have to choose a terrain, give it an "own" terrain tag, and use the Plugins above to change the movement cost of that terrain tag, or to change a state on that terrain tag..info imgs
(states can also affect the movement with StateNote : "<srpgMovePlus:X> " )
You can even make terrains where some units get slower while other units get faster..
(thats what happen on the ice fields, enemy "slimes" and the actor "nymphe" dont lose movement while other units get slower on ice.. you even could make Units get faster on ice in addittion..)
For more infos,.. i already tried to explain that a bit more.. you can find these infos, if you read some postings starting from here #1,101
(stuff about " Terrain and MoveCost: ".. )
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@ all
i fixed the Bug from MapForceAction.js Plugin which CardCaph, showed here #1,288 .
I also added more info to the Plugin
The only Issues left one the Scriptcall"this.isMapForceAction", are:
1. this scriptcall doesnt trigger the preAction Phase because it would happen to late
2. The Scriptcall User Unit wont get any EXP
=> i hope to solve these 2 Issues in the future ,..
--> all Links in my Signature spoiler are Updated again to include the Plugin Fix.. its also added to my github.. -
@Yew Bowman
pls try the plugins :
SRPG_Terrain Effect (has to be placed above "SRPG_RangeControl")
SRPG_Terrain States (states can affect Movement)
SRPG_RangeControl ( can affect Movement)
this is already explained in the tutorial demos with the "ice fields",..
(ice fields have "terrain tag 1", ..)
Basicly you have to choose a terrain, give it an "own" terrain tag, and use the Plugins above to change the movement cost of that terrain tag, or to change a state on that terrain tag..
(states can also affect the movement with StateNote : "<srpgMovePlus:X> " )
You can even make terrains where some units get slower while other units get faster..
(thats what happen on the ice fields, enemy "slimes" and the actor "nymphe" dont lose movement while other units get slower on ice.. you even could make Units get faster on ice in addittion..)
For more infos,.. i already tried to explain that a bit more.. you can find these infos, if you read some postings starting from here #1,101
(stuff about " Terrain and MoveCost: ".. )
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@ all
i fixed the Bug from MapForceAction.js Plugin which CardCaph, showed here #1,288 .
I also added more info to the Plugin
The only Issues left one the Scriptcall"this.isMapForceAction", are:
1. this scriptcall doesnt trigger the preAction Phase because it would happen to late
2. The Scriptcall User Unit wont get any EXP
=> i hope to solve these 2 Issues in the future ,..
--> all Links in my Signature spoiler are Updated again to include the Plugin Fix.. its also added to my github..
trouble is that I am already using terrain tags for things such as spikes and walls, and some weapons can't get through neither. should I rewrite those to go above? -
i think sotrouble is that I am already using terrain tags for things such as spikes and walls, and some weapons can't get through neither. should I rewrite those to go above?
The amount of terrain tags is limited by default and if you want to do anything with terrain than you need those terrain tags, ..
In cases where you want some places that cant be moved on by events(=units), you can also use regions..
->but that will probably only work for all events(units) the same way
(i am not sure if there is a plugin that allows to restrict regions for singel event_ids or even events with special event notes only.. ect.. but i guess such thing could be possible..)
edit
If using yeps region restrictions plugin, you can atleast let some events go trough by setting "trough on".. for more info read this topic
Disable Yanfly region restrictions for 1 event only i guess "trough on". means this:
info imgs