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

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Started by RyanBram 3313 posts Page 8 of 166 View original ↗
  1. Doktor_Q said:
    Yeah, that's probably not something you'd want to push into the master branch, unless it's universally applicable. My changes are, aside from a couple bug fixes, mostly about exposing all of the new window and sprite typings in the global scope, so that extensions can modify the windows without having to completely redefine them. The battle results window is the specific one that's been giving me pain, for both UX+ and MapAttack.
    The counter attack part should be, so I'll try to look into that, but my github understanding is weak and I don't wanna interfere with other's work if I make an amateur mistake. Question for you boss, do you plan to make a plugin to allow the player to adjust actor position at battle start? Right now it's...rigid, to say the least. That's one topic I haven't really looked into yet, and figured I'd ask you about it first. After trying to make heads or tails of the AI, my brain is currently moot.
  2. @Doktor_Q I need to ask. Have you any ideas how to implement ressurection system? You know if ally/enemy dies it body disappear and can't be ressurected. It would be great if you could bring them back, but I am a bit dummy in JS so far. Also a custom state of death (when skeleton dies it transform into pile of bones that have some hp and are blocking the way, but you don't have to kill them if you want to win, and can be ressurected to its first form) would it be possible?
  3. @Sissel Cabanela was not planning to, as I personally don't like to use that system. I suspect you'd want to define a new battle phase that runs before it first drops into actor_phase / normal, and probably mess around with the script calls that let you add actors/enemies directly to events.

    @Krystek_My I haven't really dug into trying to have corpses that stick around, but the latter is quite possible with only Yanfly's Buffs & States Core. You need a passive state (to manage the psuedo-death status), and then the actual "dead" state.
    Lunatic tags on the passive state:
    Spoiler
    *Drop first, die if hit again*
    <Custom React Effect>
    if (this.isHpEffect() && value >= b.hp) {
    if (b.hp > 0) b.addState(4);
    else if (value > 0) b.removeState(4);
    }
    </Custom React Effect>

    *Received healing*
    <Custom Respond Effect>
    if (b.hp > 0) b.removeState(4);
    </Custom Respond Effect>

    *Healed via lifesteal, etc.*
    <Custom Establish Effect>
    if (b.hp > 0) b.removeState(4);
    </Custom Establish Effect>

    Actual "down" state (NOT the death state):
    Spoiler
    vITMz0Y.png

    To summarize: If you take more damage than you have HP, you go into "Critical Condition", where you're at 0 HP and can't do anything, but aren't actually dead. If you take any damage while already at 0 HP, it removes Critical Condition and you die for real. If you manage to recover any HP while at 0, you get back up.

    You can mess around with the exact effects to make all kinds of variants- maybe Critical Condition expires on its own after a few turns if they haven't been revived yet, or maybe they can only be healed back up by specific abilities.

    Otherwise, you could look into doing some eventing together with the NoTargetSkill plugin I posted earlier and make a summoning skill that only summons defeated allies- it'd probably involve a few other plugins and some clever scripting, but that's how resurrection worked in FFTA2, as an example.

    IN OTHER NEWS:
    I got a line-of-sight plugin working, though it (predictably) has some performance issues when trying to check whether there's any events in the way. Until I can resolve it, there's a plugin setting to ignore events for LoS calculations.
  4. @Doktor_Q So it's something like "Death's door" from Darkest Dungeon.
    Thanks!
  5. So, @Doktor_Q, given that this plug-in already has a class and level system for enemies but they don't really do anything, I would like to request a plug in where they actually fulfill a function beyond simple window dressing, namely allowing the player to associate an actual class with a designated enemy and use it to adjust the strength of said enemy based on some metric of the developer's choosing when they load up a map - be it the level of the player's party or some variable that can be altered on the fly or perhaps even designated within the notetags of the event that spawned it.
    Furthermore, I would appreciate it if a developer could designate it so that if the enemy is using a weapon, that the weapon the enemy uses could be adjusted based on level- like if say an Orc were at level 1 they would simply have a pickaxe, while at level 15 they would be using a Crystal Pickaxe, while at level 30 they use a war pick, ect.
    Other desired things would be to allow level ranges and the ability to adjust the exp and or gold given by an enemy based on level.
  6. @MetalKing there's already plugins for enemy classes that exist and should work fine paired with SRPG core, or might need at most a compatibility patch to deal with slightly different instantiation of enemies.
    For the most part, I'm only planning to work on things unique to the SRPG system itself, or features I'm planning to use for my own projects that are general enough for other people to use.
  7. Question: Does anyone else get lag when using ally targetted skills, seemingly at random? It create a massive frame slow that lasts until the game itself is closed/restarted.
  8. Doktor_Q said:
    @MetalKing there's already plugins for enemy classes that exist and should work fine paired with SRPG core, or might need at most a compatibility patch to deal with slightly different instantiation of enemies.
    For the most part, I'm only planning to work on things unique to the SRPG system itself, or features I'm planning to use for my own projects that are general enough for other people to use.
    Thank you... okay. it seems like Yanfly's works well enough, though the interface might need a bit of tweaking. Though that still leaves the ability to adjust the enemy's weapons, which is part of the actual SRPG engine.
  9. Sissel Cabanela said:
    Question: Does anyone else get lag when using ally targetted skills, seemingly at random? It create a massive frame slow that lasts until the game itself is closed/restarted.
    I've never had that happen, but healing does seem to cause about a second of freeze for me, sometimes.
    After I use the skill a few times, it seems to not happen as often.
  10. @Doktor_Q Hey! I'm using your "Move Effects" Plugin and I love it, but I'm having a small problem.

    The actors move by the determined amount BEFORE the attack is "executed". I can even cancel the attack and the movement still persists in the map.

    For example, I have a ranged spell that knocks the target back 1 space, with the following damage formula:

    a.mat * 4 - b.mdf * 2; a.push(b, 1)

    But it also happens if I put the movement instructions before the damage.

    The same thing happens with "approach", "swap", and other plugins functions.

    Am I doing something wrong? I've read your plugin throughly but I couldn't find any instructions about this.

    Thanks so much for your plugins and your time,
  11. @big_noob So, technically, that's because the prediction window runs the damage formula, which includes running the parts that trigger effects. There's a couple ways around it normally, but what the heck, I just finished up last night- so here's some updates to stuff:

    SRPG_LoS
    now has more detailed configuration options, and shouldn't cause performance issues.
    SRPG_PositionEffects is a combination of MoveEffects and NoTargetSkill with a bunch more options, functionalities, and some bugfixes (i.e. things moving during the prediction).
  12. Doktor_Q said:
    @big_noob So, technically, that's because the prediction window runs the damage formula, which includes running the parts that trigger effects. There's a couple ways around it normally, but what the heck, I just finished up last night- so here's some updates to stuff:

    SRPG_LoS
    now has more detailed configuration options, and shouldn't cause performance issues.
    SRPG_PositionEffects is a combination of MoveEffects and NoTargetSkill with a bunch more options, functionalities, and some bugfixes (i.e. things moving during the prediction).

    Just tested, now it is working perfectly, thank you so much!!!
  13. I'm having trouble making a teleport skill, the actor targets an empty space, "executes" the skill, but doesn't move.

    Is there something wrong here?

    upload_2019-12-15_19-10-30.png

    Thanks guys,
  14. @big_noob from the looks of it, the issue is that instant should be "instant" (in quotes). As you have it now, it's looking for a variable named instant, which doesn't exist, and is probably causing the damage formula to error out and fail before executing the function.

    If that still doesn't work, I'll take a look this evening and see if there's a code problem.
  15. Doktor_Q said:
    @big_noob from the looks of it, the issue is that instant should be "instant" (in quotes). As you have it now, it's looking for a variable named instant, which doesn't exist, and is probably causing the damage formula to error out and fail before executing the function.

    If that still doesn't work, I'll take a look this evening and see if there's a code problem.

    Thanks for the tip! But unfortunately it still doesn't work :/

    I also tested with "a.teleport("type")", "a.teleport("jump")", besides "a.teleport("instant")"

    Does the script work in your machine? IDK if something like my RPG Maker version or some other script might be conflicting with it.
  16. big_noob said:
    Thanks for the tip! But unfortunately it still doesn't work :/

    I also tested with "a.teleport("type")", "a.teleport("jump")", besides "a.teleport("instant")"

    Does the script work in your machine? IDK if something like my RPG Maker version or some other script might be conflicting with it.

    So I did some testing and it looks like if you're using the normal display (as opposed to the version of MapAttack I've been developing and using), skills are blocked from running target-based effects if the scope doesn't match the target type- meaning, a skill with a type of "none" won't apply its damage formula to anyone, even the user.

    If you're using Yanfly's Skill Core, you can get around this by putting a.teleport in a <custom execution> notetag instead of the damage formula, so it runs immediately after paying the skill's cost. I'll see if I can make damage formulas work with some fiddling around, and update the documentation if not.
  17. Doktor_Q said:
    So I did some testing and it looks like if you're using the normal display (as opposed to the version of MapAttack I've been developing and using), skills are blocked from running target-based effects if the scope doesn't match the target type- meaning, a skill with a type of "none" won't apply its damage formula to anyone, even the user.

    If you're using Yanfly's Skill Core, you can get around this by putting a.teleport in a <custom execution> notetag instead of the damage formula, so it runs immediately after paying the skill's cost. I'll see if I can make damage formulas work with some fiddling around, and update the documentation if not.

    It worked, thank you so much!

    Speaking of Yanfly's plugins, I'd very much like to use the Skill Cooldown plugin, but as another user has noted, it currently doesn't seem to work with this SRPG Engine.

    Do you think it will eventually be supported?

    Thanks for being so helpful,
  18. I wrote up a small patch that fixes it by tying cooldowns to the character-specific end-of-turn calculation, rather than the troop's Advance Turn calculation. Not sure why it was there in the first place, it seems kind of awkward.
  19. Doktor_Q said:
    I wrote up a small patch that fixes it by tying cooldowns to the character-specific end-of-turn calculation, rather than the troop's Advance Turn calculation. Not sure why it was there in the first place, it seems kind of awkward.

    Wow, I didn't expect you'd get around to fizing so quickly, thanks!

    However, I messed around a bit and I think I found a problem: it seems like two turns are decreased from a skill's cooldown for each unit that uses a skill during a SRPG battle (regardless of if the turn ends or not).

    I tested this by making a skill with a 100 turn cooldown, lol.

    Buuuut... Now that I done this, I realized this happens with or without your fix.

    I tested with multiple plugin orders, is there one you would recommend?
  20. @big_noob Found the problem- because the SRPG battle is technically on the map, moving the cursor counts as walking, I.E. it makes cooldowns decease according to the Cooldown Steps plugin parameter.

    I'll have an updated version of the patch this evening.

    EDIT: Here it is. It now stops cooldowns from updating by movement during SRPG battles. Let me know if you run into other weird behaviors I haven't caught yet.

    I should probably set up a proper GitHub repository of my own to host the most up-to-date versions of all these plugins, instead of leaving them scattered around the thread.