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

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Started by RyanBram 3313 posts Page 70 of 166 View original ↗
  1. Spoiler
    Dopan said:
    Use SRPG_StatBasedCounter..
    make sure to disable AGIAtt+ function in the core or with the skillnote(AgiExtra:false) from my edited core version..
    (this AGIAtt+ function and its counter behavior,which is based on AGI, conflicts with SRPG_StatBasedCounter Plugin)

    Thank you for the advice @Dopan ,
    will try it, as I am trying to make the default battle attack is to input combo :D
  2. Has anyone tested SRPG on Mac? Does it work?
  3. @Dopan
    @Doktor_Q

    So I've got something I'd like to try and I'm not sure how to approach it, or if it's possible. I'd like to have enemy units that "hide" as bushes or barrels and become active units when players get within a certain range.

    I know how to create an empty event that becomes a unit, but how would I go about setting up a "listener" that checks for all player unit proximities to the enemy event?
  4. theredglove said:
    @Dopan
    @Doktor_Q

    So I've got something I'd like to try and I'm not sure how to approach it, or if it's possible. I'd like to have enemy units that "hide" as bushes or barrels and become active units when players get within a certain range.

    I know how to create an empty event that becomes a unit, but how would I go about setting up a "listener" that checks for all player unit proximities to the enemy event?
    if you still have an old(tutorial) demo, then you know how to make a placeholder event(this event can be a bush if you like) that becomes an Unit later..

    there is a code that allows you to calculate the distance betwen units(events)..
    JavaScript:
    $gameMap.distance(x1, y1, x2, y2)
    (there are several topics that explain $gameMap.distance...it returns the distance betwen the events)

    .. and the main code from SRPG_unit groups can adress all units.. (the test code in the plugin can be used)

    ..you can activate the unit when other units come in distance..
    i would put whatever common event trigger in the Enemy Phase, to check the distance, so you dont have to run the script the whole time..

    edit
    (i will try to build the needed script later..
    -> that checks the distance and turns a switch_Z if the distance is X betwen Event Y and a group of other Events ..
    => switch_Z can be used as trigger to activate the placeholder event to become a unit)

    => i will probably add that script to the plugin UnitGroups aswell
  5. How to decrease the HP of a given unit without entering a battle? (with a script line and if possible using a variable)

    I tried this

    $gameSystem.EventToUnit(22)[1].hp -= $gameVariables.value(29)

    But it wasn't correct.
  6. CarpenterScr said:
    How to decrease the HP of a given unit without entering a battle? (with a script line and if possible using a variable)

    I tried this

    $gameSystem.EventToUnit(22)[1].hp -= $gameVariables.value(29)

    But it wasn't correct.
    close but 1 little mistake:

    $gameVariables.value(29) = $gameSystem.EventToUnit(22)[1].hp

    -> this should work..


    using only "=" will make the "Variable Value" to be the same like the "UNITs(eventID_22)_HP"

    => also you tried to use the UNIT first,.. but its the "Variable Value" that you want to change to the "data of the UnitsHP" and not the other way around^^

    you can also put the script in the Variable:
    ->view attached IMG
  7. Thank you, I will try it today. I was so close this time.

    I have 3 other questions:

    * Is it possible to integrate in the battle formula or in a common event linked to a skill whether an enemy unit has been attacked by front/side/back?

    * I tried to make a skill that becomes unusable if the unit moves, using the following tags:

    <srpgRange:2>
    <srpgUncounterable>
    <notUseAfterMove>

    However it's still usable after they move.

    What did I do wrong?

    * Is it possible to use Battle Events in SRPG?

    In Troops, Troop #1 has "SRPG Engine only" written but it's not clear to me if we can still use Battle Events for it and if so, will they affect all battles?
  8. CarpenterScr said:
    1* Is it possible to integrate in the battle formula or in a common event linked to a skill whether an enemy unit has been attacked by front/side/back?

    2* I tried to make a skill that becomes unusable if the unit moves, using the following tags:

    <notUseAfterMove>


    3* Is it possible to use Battle Events in SRPG?
    1. yes but i dont know how, .. perhaps if you read the help stuff of DrQs Plugins that are related to "front/side/back"-stuff.. that could help to figure it out
    ( i know DrQ explained a few times in this thread about using "front/side/back"-stuff ,but i wasnt using that much.. thats why i got no idea )


    2. i dont know ..

    <notUseAfterMove> should work..
    (ealier there was a plugin that did the same stuff but i dont remember,.. )
    ->also perhaps try make another skill from scratsch with minimum setup and look if it works..
    (perhaps you made another little mistake which i cant tell at this point)

    3. that makes only sence if you try to use normal RPG battles, i guess..
    (which should be possible but i didnt tested that)
    -> SRPG has no Troops to give the enemy an id , All Units are Events,mixed with a Battler
    => you can probably use the Battle Events as "SV Common Event" but thats not really required
    (because you can allways ask via script if "sv battle" is used or if "MapBattle" is used)
  9. 1. Where could I find that information? Is DrQ still around?

    2. I did that: a skill with only this tag. It still didn't work.
    I am able to move the unit and still use the skill. I tried if maybe it could affect the next round (who knows?) and it still didn't work.

    The only time it's mentionned in SRP_Core is this:

    Code:
        var _SRPG_Game_BattlerBase_canUse = Game_BattlerBase.prototype.canUse;
        Game_BattlerBase.prototype.canUse = function(item) {
            if ($gameSystem.isSRPGMode() == true) {
                if (!item) {
                    return false;
                }
                if ($gameSystem.isBattlePhase() === 'actor_phase' &&
                    $gameSystem.isSubBattlePhase() === 'normal') {
                    return false;
                }
                if (($gameSystem.isSubBattlePhase() === 'invoke_action' ||
                     $gameSystem.isSubBattlePhase() === 'auto_actor_action' ||
                     $gameSystem.isSubBattlePhase() === 'enemy_action' ||
                     $gameSystem.isSubBattlePhase() === 'battle_window') &&
                    (this.srpgSkillRange(item) < $gameTemp.SrpgDistance() ||
                    this.srpgSkillMinRange(item) > $gameTemp.SrpgDistance() ||
                    this.SrpgSpecialRange(item) == false ||
                    (this._srpgActionTiming == 1 && this.srpgWeaponCounter() == false) ||
                    (item.meta.notUseAfterMove && ($gameTemp.originalPos()[0] != $gameTemp.activeEvent().posX() ||
                     $gameTemp.originalPos()[1] != $gameTemp.activeEvent().posY()))
                    )) {
                    return false;
                }
            }
            return _SRPG_Game_BattlerBase_canUse.call(this, item);
        };

    Any idea?
  10. @CarpenterScr
    about2:

    i just tried it with using skillnote "<notUseAfterMove>" on the "default attack"-skill on my older demo..
    and it works.. the "fight button" is disabled after moving..
    (see attached IMG)
  11. Thank you! I thought the skill was going to be greyed out hence how I couldn't see it.
    It's in fact the "fight" that's greyed out. OK, so it works in the end.
  12. Hey, either @boomy or @Dopan, could either of you create an expanded version of SRPG_DirectionMod? What I am asking for is the ability to create custom direction rules for stuff like weapons and skills.
  13. Thank you for the great help guys,
    just want to share my latest work updates that you helped,
    *still doing some extra animation works, after that refreshing the portrait images problem.
  14. @MetalKing11417

    -sry i wont ,i dont know the plugin well enough at the moment and have to much other stuff on my todo list
    -----------
    @siluman

    - which core version are you using? preloading face img problem should be solved in newest version..
    => however you can also solve that with galvs preloader plugin.. this was explained earlier in this thread..
  15. Spoiler
    Dopan said:
    @MetalKing11417

    -sry i wont ,i dont know the plugin well enough at the moment and have to much other stuff on my todo list
    -----------
    @siluman

    - which core version are you using? preloading face img problem should be solved in newest version..
    => however you can also solve that with galvs preloader plugin.. this was explained earlier in this thread..
    @Dopan, actually I am editing the latest plugin so it has 3 types of showing face images,
    The first one is the basic icon face,
    The second one is the one I am currently doing it is a bust-up image,
    The third one is a Live2D patching addition,
    All of them work to show but still need to be cleared after the selection is what I am trying to do.

    This is the small part of the edit:
    Spoiler
    Code:
         Window_SrpgStatus.prototype.drawContentsActor = function() {
            var lineHeight = this.lineHeight();
            if(_imgSrpgActorFace=='face'){
                this.drawActorName(this._battler, 6, lineHeight * 0);
                this.drawActorClass(this._battler, 6, lineHeight * 1);
                //drawing the actor face
                this.drawActorFace(this._battler, 200, lineHeight * 1);
                this.drawBasicInfoActor(6, lineHeight * 2);
                this.drawActorSrpgEqiup(this._battler, 6, lineHeight * 5);
                this.drawParameters(6, lineHeight * 7);
                //this.drawSrpgParameters(6, lineHeight * 12);
            }else if(_imgSrpgActorFace=='pic'){
                this.drawActorName(this._battler, 6, lineHeight * 0);
                this.drawActorClass(this._battler, 6, lineHeight * 1);
                //drawing the actor face
                console.log("drawing actor");
                console.log(this._battler);
                console.log(this._battler.name());
                $gameScreen.showPicture(11, "Char_"+this._battler.name()+"_Neutral", 0, 0, 0, 100, 100, 255, 0)
                this.drawBasicInfoActor(6, lineHeight * 2);
                this.drawActorSrpgEqiup(this._battler, 6, lineHeight * 5);
                this.drawParameters(6, lineHeight * 7);
            }
            else if(_imgSrpgActorFace=='live2D'){
                this.drawActorName(this._battler, 6, lineHeight * 0);
                this.drawActorClass(this._battler, 6, lineHeight * 1);
                //drawing the actor face
                Game_Interpreter.prototype.pluginCommand.call(this, 'TalkLive2d', [this._battler._name,'show']);
                this.drawBasicInfoActor(6, lineHeight * 2);
                this.drawActorSrpgEqiup(this._battler, 6, lineHeight * 5);
                this.drawParameters(6, lineHeight * 7);
            }
          };
  16. How to manually add MP or TP to a unit?
    Would this work:

    $gameSystem.EventToUnit(X)[1].tp += 2

    where X is the unit event ID.
  17. CarpenterScr said:
    How to manually add MP or TP to a unit?
    Would this work:

    $gameSystem.EventToUnit(X)[1].tp += 2

    where X is the unit event ID.
    why "+=" ??

    however this should work: (X is the event ID of the Unit)

    $gameSystem.EventToUnit(X)[1].gainMp(2);
    => adds 2mp

    $gameSystem.EventToUnit(X)[1].gainTp(2);
    =>adds 2tp

    ..you can use negative value..
    Example for negative value:

    $gameSystem.EventToUnit(X)[1].gainHp(-2);
    => removes 2hp
  18. Thank you.

    Code:
    $gameSystem.EventToUnit($gameVariables.value(39))[1].atk

    Would this work to collect the atk of the unit whose ID number is indicated by the value of variable 39?

    Basically instead of asking directly, for example:
    Code:
    $gameSystem.EventToUnit(12)[1].atk
    I'd like to use a variable instead of the 12.
  19. CarpenterScr said:
    Thank you.

    Code:
    $gameSystem.EventToUnit($gameVariables.value(39))[1].atk

    Would this work to collect the atk of the unit whose ID number is indicated by the value of variable 39?

    Basically instead of asking directly, for example:
    Code:
    $gameSystem.EventToUnit(12)[1].atk
    I'd like to use a variable instead of the 12.
    when you are on battleMap, press F8 to open the console, insert your code, press enter and you will see if it returns the atk..
    (spoiler => probably it will work, i see no mistake,..)


    Usefull Scriptcalls Info (Page is not made by me)
    alternative Scriptcall List (Page is not made by me)
  20. it's possible for me to add ranged penalty?
    Like, at X distance tile you can still shoot but your shots will not be as accurate as you would shoot closer.