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

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Started by RyanBram 3313 posts Page 72 of 166 View original ↗
  1. I might a bit greedy but I need some help if could.
    can we do tag/team attack in with some members in nearby tiles?
    I want to experiment and which one of the functions and parameters should I take notes for?
  2. siluman said:
    I might a bit greedy but I need some help if could.
    can we do tag/team attack in with some members in nearby tiles?
    you can use "Mapforce action" plugin, but that only works on mapbattles..
    also i am planing to rework that plugin..

    But however you can use the "mapforce double action" scriptcall for combo attacks and make that skill only availleble if the distance betwen the teaming units is 0 or 1 for example..
    the problem is, by default it will also consume the turn of the helper unit and the in_demo eventing solution that *checked if the helper unit has ended its turn and undo the turn end if not*,.. is in the old demos..which are not availleble anymore.
    Screenshot_1.png

    JavaScript:
    $gameSystem.EventToUnit(event_id)[1]._srpgTurnEnd = true;
    // this will end an units turn
    
    $gameSystem.EventToUnit(event_id)[1]._srpgTurnEnd = false;
    // this undo turn end
    
    // can be used in if condition to check units turn end or not:
    // in such case use "==" to check if false or true

    Screenshot_3.png

    Sry that i cant explain it better and give proper advise without the tutorial demos..
    ( and i am still far away from building a new tutorial demo )
  3. I just have one more question. The on-map battle mode will not display the skills you are casting.
    It will be hard to understand what the enemies are doing, especially when my enemies have a lot of buff skills. If the on-map battle can display skills used that would be great.
  4. Shoukang said:
    I just have one more question. The on-map battle mode will not display the skills you are casting.
    It will be hard to understand what the enemies are doing, especially when my enemies have a lot of buff skills. If the on-map battle can display skills used that would be great.
    thats why i recommend to use my edited Version of the New Core (or old core and my edited version of the mapbattle Plugin)

    it gives us a corretly working pre action phase and allows us to use the "map action text Function",.. i explained this a few times already in this thread..

    Its basicly a Common event which is put in the pre action phase, to check the active skill and display its name
    (therefor the correctly working pre action phase is required,..)
    -> the default "mapbattle pre_action phase" happens to late after the action, and before the post action phase.. thats because of a little issue in the default mapbattle plugin

    the "edited core" or "edited mapbattle plugin" can be found on my github, but it needs another common event for the correctly working pre action phase..
    (that common event will be used to call that pre action phase outside of the plugin, to have a seperated "code action chain", that is needed to happen at the right timing)

    => thats also a thing that i dont wanna explain over and over again, and that is hard to give a step by step advise, without the tutorial demo

    ==> the Common Event has to be inserted in the plugin param of my edited plugin, it should be explained in the help text..


    info imgs
    Screenshot_1.pngScreenshot_2.pngScreenshot_3.png
    Screenshot_.png
    Screenshot_5.png
  5. Hello new user here! I had a question on both dead and reviving characters on the maps? I saw an older demo had those functions before where a character dies their death sprite shows on the map, and also being able to revive that dead unit, but it doesn't look like the updated demo on the front page has those features anymore? If there's a tutorial somewhere on how to implement both again I'd love to see it, thanks^^
  6. Rield said:
    Hello new user here! I had a question on both dead and reviving characters on the maps? I saw an older demo had those functions before where a character dies their death sprite shows on the map, and also being able to revive that dead unit, but it doesn't look like the updated demo on the front page has those features anymore? If there's a tutorial somewhere on how to implement both again I'd love to see it, thanks^^
    i guess you are talking about the tutorial demos, where i implenented common events that show death unit sprites on map instead of deleting the eventsprite..
    (actually that was spawned deadUNITsprites while the real unit sprite was erased till reviving, and after reviving the spawned deadUNITsprite get deleted/unspawned)
    However like i mentioned in the last 2 postings , i cant provide the tutorial demos anymore..
    (because of the usage of yeps plugins and yeps revised/adjusted terms which dont allow the usage of yep plugins in "gametemplates"..
    ..Because yep considers this as plugin restribution, what i didnt understand because i thought every project stores every plugin anyway,and i was only using free plugins..
    .. but however i respect the decision of other plugin autors ,thats why i had to remove all download links of the tutorial demos.
    And i am sorry that this makes it more difficult for new users)


    Reviving is a scriptcall from the srpg core and the info can be found in the plugin helpINFO..
    Screenshot_1.png
    But the whole Spawning and Unspawing deadUNITsprites was part of those tutorial demos and its for me to complicated to explain my eventing solution without providing that tutorial demo..sry
    (also i cant say when or if i will provide new tutorial demos because thats a lot of work..)

    -> i used "galvs eventspawner" plugin and variables that store position and event id of all units, ..
  7. Dopan said:
    you can use "Mapforce action" plugin, but that only works on mapbattles..
    also i am planing to rework that plugin..

    But however you can use the "mapforce double action" scriptcall for combo attacks and make that skill only availleble if the distance betwen the teaming units is 0 or 1 for example..
    the problem is, by default it will also consume the turn of the helper unit and the in_demo eventing solution that *checked if the helper unit has ended its turn and undo the turn end if not*,.. is in the old demos..which are not availleble anymore.
    View attachment 178148

    JavaScript:
    $gameSystem.EventToUnit(event_id)[1]._srpgTurnEnd = true;
    // this will end an units turn
    
    $gameSystem.EventToUnit(event_id)[1]._srpgTurnEnd = false;
    // this undo turn end
    
    // can be used in if condition to check units turn end or not:
    // in such case use "==" to check if false or true

    View attachment 178149

    Sry that i cant explain it better and give proper advise without the tutorial demos..
    ( and i am still far away from building a new tutorial demo )
    That is great news as it opens possibilities for what I wanted to make.
    As what I want is to use all similar battler in one battle scene it sure is hard and I can wait for further updates for it.
    Though it would help if I can get some hands-on tutorials when you have time.

    Thank you so much for these great updates.
  8. siluman said:
    That is great news as it opens possibilities for what I wanted to make.
    As what I want is to use all similar battler in one battle scene it sure is hard and I can wait for further updates for it.
    Though it would help if I can get some hands-on tutorials when you have time.

    Thank you so much for these great updates.
    no battle scene, mapForceAction works only n "mapbattle-mode", i got no idea how to use several units in the same "sv battlescene"
  9. Dopan said:
    no battle scene, mapForceAction works only n "mapbattle-mode", i got no idea how to use several units in the same "sv battlescene"
    There's the possibility and maybe using several animation phases will help XD
    Just me being roundabout maybe.
    Like as long as MP/TP and turn of surroundings involved party is consumed it will works I think
  10. siluman said:
    There's the possibility and maybe using several animation phases will help XD
    Just me being roundabout maybe.
    Like as long as MP/TP and turn of surroundings involved party is consumed it will works I think
    with the solution i mentioned it will be the one Unit make its turn and then right after that the other unit will add another action against the same enemy,both happen in mapbattle mode..
  11. Dopan said:
    thats why i recommend to use my edited Version of the New Core (or old core and my edited version of the mapbattle Plugin)

    it gives us a corretly working pre action phase and allows us to use the "map action text Function",.. i explained this a few times already in this thread..

    Its basicly a Common event which is put in the pre action phase, to check the active skill and display its name
    (therefor the correctly working pre action phase is required,..)
    -> the default "mapbattle pre_action phase" happens to late after the action, and before the post action phase.. thats because of a little issue in the default mapbattle plugin

    the "edited core" or "edited mapbattle plugin" can be found on my github, but it needs another common event for the correctly working pre action phase..
    (that common event will be used to call that pre action phase outside of the plugin, to have a seperated "code action chain", that is needed to happen at the right timing)

    => thats also a thing that i dont wanna explain over and over again, and that is hard to give a step by step advise, without the tutorial demo

    ==> the Common Event has to be inserted in the plugin param of my edited plugin, it should be explained in the help text..


    info imgs
    View attachment 178201View attachment 178202View attachment 178203
    View attachment 178205
    View attachment 178204
    Hi,

    Thanks, I figured this out. But after using this SRPG_MapBattle.js,the dynamic motion and dynamic animations didn't show up, I'm not sure why this happens.
  12. Shoukang said:
    Hi,

    Thanks, I figured this out. But after using this SRPG_MapBattle.js,the dynamic motion and dynamic animations didn't show up, I'm not sure why this happens.
    well i cant say why that happens..
    I didnt tested the "da plugins" outside of ryans demo yet, if there is an incompatiblety betwen these plugins that would be very bad..
    Did you tried to open the console F8 when this happens? and if so where there any errors?
    i will try this myself sooner or later ,and if i get any infos i will let you know..
    If we can figure out why this happens i think we can fix this.. atleast i hope so.
  13. Dopan said:
    well i cant say why that happens..
    I didnt tested the "da plugins" outside of ryans demo yet, if there is an incompatiblety betwen these plugins that would be very bad..
    Did you tried to open the console F8 when this happens? and if so where there any errors?
    i will try this myself sooner or later ,and if i get any infos i will let you know..
    If we can figure out why this happens i think we can fix this.. atleast i hope so.
    The da doesn't work, instead, default animation appears, there is no error when this happens. The console F8 show nothing.
  14. Shoukang said:
    The da doesn't work, instead, default animation appears, there is no error when this happens. The console F8 show nothing.
    the changes i made on the mapbattle plugin should not have any affect on that, i still dont know why that happens and also got no real idea because i also dont know the code from the Da plugins well enough to asume anything..sry

    i hope that you might have a mistake in any setup but i will test it anyway, but that will take longer time..

    edit
    if you use the edited mapbattle plugin instead of the edited core, i asume that you use the old core.. but ryans demo is made with the new core, so perhaps that could be the problem..

    difference on old and new core is that some little fixes were made and the new core has the mapbattle plugin included..
    so i asume you should try to use the neweset edited core from my github instead of using the edited mapbattle plugin and the old edited core

    (my github has several edited core Versions..one for each core version , old and new.. ect)
  15. I'm trying to set HP = 10 to unit 20 so I wrote this:

    Code:
    $gameSystem.EventToUnit(20)[1].hp = 10;

    But... it doesn't work. What am I doing wrong?
  16. CarpenterScr said:
    I'm trying to set HP = 10 to unit 20 so I wrote this:

    Code:
    $gameSystem.EventToUnit(20)[1].hp = 10;

    But... it doesn't work. What am I doing wrong?
    use gainHp to change the hp

    $gameSystem.EventToUnit(1)[1].gainHp(-10);

    Unit with event id 1 will lose 10 hp

    $gameSystem.EventToUnit(20)[1].hp
    is used to tell you what HP this unit has


    Edit
    I am not exactly sure but i think, what you tried will only change the HP for one moment than it will be overwritten to the real hp
    (with "one moment" i mean "1 frame".. and 60 frames are 1 second^^)

    i tried it in Console f8.. look at screenshot
    Screenshot_1.png

    this looks like there are functions that will make sure to always overwrite the hp back to normal if you try to change the HP that way.. thats probably why the "gainHp(number)" -function exists, it wouldnt be needed if it could work the way you tried it..
  17. Thank you.
    I have another question.

    When using a skill targeting multiples enemies, for each new enemy the BGM starts from the beginning. Would it be possible to edit SRPG_Core so that it doesn't happen and gives a better flow to the music and the whole battle sequence?
  18. CarpenterScr said:
    Thank you.
    I have another question.

    When using a skill targeting multiples enemies, for each new enemy the BGM starts from the beginning. Would it be possible to edit SRPG_Core so that it doesn't happen and gives a better flow to the music and the whole battle sequence?
    i guess you mean SV battle actions & AOEs and i am pretty sure that this has NOTHING to do with the SRPG_Core..
    Screenshot_2.png

    its the Music that you put on SV battles, i dont know in which default plugin this is handled , so i can only advise to disable the music on SV battles
    (SV battles are pretty short in SRPG, you could also take pretty short repeating music)
  19. Is there a way to visually make Zones of Control be a different color than usual passable tiles? I feel like it used to be visible, but I could be mistaken. Presently using the version provided by Dr. Q's SRPG_RangeControl.
  20. @Sissel Cabanela
    I am not sure what you mean with "zones of control"
    --
    --
    Edit3 (about Mapbattle Motions Usage)
    ( deleted the old text )
    i had a wrong setup,.. if using a char_frame plugin this has to be placed above the srpg_plugins, .
    .
    And the timing betwen dmg popup and animations can be handled with the "<animationDelay:x>" skillnote ..

    In order to let the target animation play at the correct timing in relation to the "attack" MapMotion, i used a custom animation where the first frames are empty..

    i think its possible to handle this otherways with using the DA plugins, but i didnt figured it out

    vid eg MapbattleMotion

    I cuted the Frame usage down to 3 frames, on all MapMotions to avoid conflicts when using different amount of frames on different MapMotions ..
    (in this example the orc hasnt the correct Imgs used yet, only the Crusader has the correct Setup)

    edit 4
    The video shows that the "attack" motion of the counter is missing, thats because i also used "damage"&"evade" -motions, and their timing conflict with the counter ("attack")-motion..
    it took me a while to figure that out.. and because of that i wont use "damage"&"evade" -MapMotions in my own Project..