that would be a good solution aswell, but im just using another plugin written by someone else so i thought the easiest way to solve the problem would be to just disallow the ability to cancel in this one.
As for the difficulty, that's what im going for, i want to encourage really careful exploration and moving without thinking twice should be very punishing in most cases.
MV - SRPG Engine MV - Plugins for creating Tactical Battle System
● ARCHIVED · READ-ONLY
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I think you can find the following code in the core plugin,that would be a good solution aswell, but im just using another plugin written by someone else so i thought the easiest way to solve the problem would be to just disallow the ability to cancel in this one.
As for the difficulty, that's what im going for, i want to encourage really careful exploration and moving without thinking twice should be very punishing in most cases.
this._mapSrpgActorCommandWindow.setHandler('cancel', this.selectPreviousActorCommand.bind(this));
replace it with:
this._mapSrpgActorCommandWindow.setHandler('cancel', this.commandWait.bind(this));
This will make your actor wait when you press cancel in the actor command window, rather than go to the previous state. -
@Shoukang works perfectly! thank you so much :D
Im amazed at how flexible this system is, i know it has fire emblem in mind (and i love it for it) but with just a little customization in can probably be adapted to many other turn based kind of games, like a roguelike in my case. -
Is it possible to change actor's sprite while SRPG battle is on? I want to make an actor able to mount and dismount. I've already tried using an afterAction type with a conditional branch if actor has mount equipped (armor)but it didn't change the sprite.
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Pernament change:Is it possible to change actor's sprite while SRPG battle is on? I want to make an actor able to mount and dismount. I've already tried using an afterAction type with a conditional branch if actor has mount equipped (armor)but it didn't change the sprite.
$gameActors(X)._characterName = "Y"
Change on map only
$gameMap.event($gameSystem.ActorToEvent(X))._characterName = "Y"
So pernament change means the game thinks the unit has Y character set
But srpg battle sets an event to "look" like the unit at the start of battle; therefore if you say mount a horse during an srpg battle, doing the first option will not change the graphic until the next srpg battle (because that is when map events have their character set). Using the second option, it will change the actor's corresponding event to have Y character (temporary change). -
how do i summon another enemy if one specific enemy dies for ex. boss 1 was killed then after that another boss appears
EDIT: actually not this problem but for some reason i cannot spawn enemies using "this.addEnemy();" anymore. Did I broke my game or something? I really don't want to start all over again. -
I made a new plugin SRPG_advancedInteraction that allows actors to interact with unit events, objects, actors, and enemies through the actor command window.(Requires my latest-updated SRPG_battlePrepare plugin) By eventing, I think it can accomplish a lot of interesting interactions, for example, 'push' in this gif.
If anyone with coding experience wants to contribute to this plugin to add some built-in interactions, such as rescue, support conversation, use Ballista, etc, please feel free to do so. Recently, I'm busy and don't have enough time to finish these interactions. So I leave some TODO notes in the code for you to start with and you are welcome to ask me for help. The interactions I mentioned all need to do some extra work and are not easy to accomplish. I recommend one to start with adding an actor-playerEvent interaction to get familiar with the plugin and then try to go further.
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Cool. I was thinking of some puzzles with the push rock mechanic.I made a new plugin SRPG_advancedInteraction that allows actors to interact with unit events, objects, actors, and enemies through the actor command window.(Requires my latest-updated SRPG_battlePrepare plugin) By eventing, I think it can accomplish a lot of interesting interactions, for example, 'push' in this gif.
If anyone with coding experience wants to contribute to this plugin to add some built-in interactions, such as rescue, support conversation, use Ballista, etc, please feel free to do so. Recently, I'm busy and don't have enough time to finish these interactions. So I leave some TODO notes in the code for you to start with and you are welcome to ask me for help. The interactions I mentioned all need to do some extra work and are not easy to accomplish. I recommend one to start with adding an actor-playerEvent interaction to get familiar with the plugin and then try to go further.
View attachment 197889 -
Hey,
So I'm using FOSSIL to operate this plugin on MZ, only downside is I don't know what I'm doing at all. Like I can start up a demo project and put in note tags that seem to be working. I can start the battle but I cant attack anything? Can someone please upload screenshots of how the note tags are supposed to be incorporated with this plugin? Just one enemy fully set up, even if its just basic attacks. I just want to try to get it to work with MZ through FOSSIL. Also are there plugin commands that I cant see with MZ? The only info I can see is the plugin parameters and the notebox where it says what the notetags are. -
Trying to cap the Hit% in the predictive window at 100%. Anyone able to help me change the code?
Window_SrpgPrediction.prototype.drawContents = function() {
var windowWidth = this.windowWidth();
var lineHeight = this.lineHeight();
var x = 40;
// 攻撃側
var actor = this._actionArray[1];
var target = this._targetArray[1];
var action = actor.currentAction();
var damage = action.srpgPredictionDamage(target);
var hit = action.itemHit(target);
var eva = action.itemEva(target);
this.drawSrpgBattleActionName(actor, action, windowWidth / 2 + x, lineHeight * 0, true);
this.drawSrpgBattleHit(hit, eva, windowWidth / 2 + x, lineHeight * 1);
this.drawSrpgBattleDistance(actor, action, windowWidth / 2 + 160 + x, lineHeight * 1);
this.drawSrpgBattleDamage(damage, windowWidth / 2 + x, lineHeight * 2);
// 迎撃側
var actor = this._targetArray[1];
var target = this._actionArray[1];
var action = actor.currentAction();
if (!this._targetArray[1].canUse(action.item())) {
action = null;
}
if (!action || actor == target) {
this.drawSrpgBattleActionName(actor, action, x, lineHeight * 0, false);
return;
}
var damage = action.srpgPredictionDamage(target);
var hit = action.itemHit(target);
var eva = action.itemEva(target);
this.drawSrpgBattleActionName(actor, action, x, lineHeight * 0, true);
this.drawSrpgBattleHit(hit, eva, x, lineHeight * 1);
this.drawSrpgBattleDistance(actor, action, 160 + x, lineHeight * 1);
this.drawSrpgBattleDamage(damage, x, lineHeight * 2);
this._targetArray[1].clearActions();
Basically trying to use Math.min(Hit, 100) but can't seem to get it to work. -
Are you using Yep_HitAccuracy?Trying to cap the Hit% in the predictive window at 100%. Anyone able to help me change the code?
Basically trying to use Math.min(Hit, 100) but can't seem to get it to work.
If so use this in Accuracy formula:
Math.min(skillHitRate * (userHitRate - targetEvadeRate), 1.00) -
Oops, that was the first thing I tried but was using 100 instead of 1. Thanks!
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i have this confusing yellow error on terrain effects: Line:752 Column:24
basically i want to give all units +30% evasion on tree tiles using terrain tag 6 -
LOVE this plugin! One thing I just noticed is that your help section states:I made a new plugin SRPG_advancedInteraction that allows actors to interact with unit events, objects, actors, and enemies through the actor command window.(Requires my latest-updated SRPG_battlePrepare plugin) By eventing, I think it can accomplish a lot of interesting interactions, for example, 'push' in this gif.
If anyone with coding experience wants to contribute to this plugin to add some built-in interactions, such as rescue, support conversation, use Ballista, etc, please feel free to do so. Recently, I'm busy and don't have enough time to finish these interactions. So I leave some TODO notes in the code for you to start with and you are welcome to ask me for help. The interactions I mentioned all need to do some extra work and are not easy to accomplish. I recommend one to start with adding an actor-playerEvent interaction to get familiar with the plugin and then try to go further.
View attachment 197889
New plugin command:
$gameMap.event(eventId).setInteractionName('name');
Can be used to: 1. change the interaction name for events that can be triggered repeatedly, for exampele: 'open' --> 'close' --> 'open' --> 'close'
2. disable interaction by $gameMap.event(eventId).setInteractionName('null');
But, it is actually a Script Call not Plugin command. Just in case anyone has trouble disabling their events.
Second, for anyone getting a syntax error, the script call does not accept single digit eventID's.
For example:
$gameMap.event(4).setInteractionName('null');
returns a syntax error.
$gameMap.event(04).setInteractionName('null');
Works fine however.
Overall, thank you for the plugin, it's amazing! -
Is there a way to recondition this code to separate items from skills when targeting party members? I'd like a skill to equal 10 exp regardless, and items to be 0 exp.
var _SRPG_Game_Troop_expTotal = Game_Troop.prototype.expTotal;
Game_Troop.prototype.expTotal = function() {
if ($gameSystem.isSRPGMode() == true) {
if (this.SrpgBattleEnemys() && this.SrpgBattleEnemys().length > 0) {
if (this.isAllDead()) {
return _SRPG_Game_Troop_expTotal.call(this);
} else {
var exp = 0;
for (var i = 0; i < this.members().length; i++) {
var enemy = this.members();
exp += enemy.exp();
}
return Math.floor(exp * _srpgBattleExpRate);
}
} else {
var actor = $gameParty.battleMembers()[0];
var exp = actor.nextLevelExp() - actor.currentLevelExp();
return Math.floor(exp * _srpgBattleExpRateForActors);
}
} else {
return _SRPG_Game_Troop_expTotal.call(this);
}
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Is there a way I could restrict movement terrains from a certain units like a ship that can only move on sea not on land?
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Thanks for your advice! I updated the description.LOVE this plugin! One thing I just noticed is that your help section states:
But, it is actually a Script Call not Plugin command. Just in case anyone has trouble disabling their events.
Second, for anyone getting a syntax error, the script call does not accept single digit eventID's.
For example:
$gameMap.event(4).setInteractionName('null');
returns a syntax error.
$gameMap.event(04).setInteractionName('null');
Works fine however.
Overall, thank you for the plugin, it's amazing!
For the single-digit event Id, I think most likely you missed a ")" or something that caused a syntax error. This doesn't happen to me.
Looks like the action info is cleared when calculating the exp. I will add this to my to-do list.Is there a way to recondition this code to separate items from skills when targeting party members? I'd like a skill to equal 10 exp regardless, and items to be 0 exp.
This doesn't tell much. Most likely your equation or value is invalid. Show what you wrote and what is the error info.i have this confusing yellow error on terrain effects: Line:752 Column:24
View attachment 198266
basically i want to give all units +30% evasion on tree tiles using terrain tag 6
Try my modified move table, I recently added a note tag to enable special move costs.Is there a way I could restrict movement terrains from a certain units like a ship that can only move on sea not on land? -
This doesn't tell much. Most likely your equation or value is invalid. Show what you wrote and what is the error info.
EDIT: nvm i got it all work by moving the plugin on top of some plugin
tried to set it on paramteres tab
I even tried this one:
Error still there:
error occurs whenever i select any unit -
I see, the makeMoveTable function in the terrain effect plugin is completely outdated... Put it above the range control plugin could fix the problem. because the range control plugin will replace the makeMoveTable function with a new one. Or you can simply delete the makeMoveTable function in the terrain effect plugin. Consequence: change move costs in plugin parameters of terrain effect will not work, but you can change them in range control instead. And the other features of the terrain effect plugin won't be affected.EDIT: nvm i got it all work by moving the plugin on top of some plugin
tried to set it on paramteres tab
View attachment 198507
I even tried this one:
View attachment 198508
Error still there:
View attachment 198509
error occurs whenever i select any unit
The error line 752 should beif (route[route.length - 1] != 2) {, I don't know why it points to a different place in your previous post. -
Another thing I can't seem to figure out is how to remove an actor or enemy mid battle via script call. I've tried just "erasing" the event, but that doesn't seem to work.