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

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Started by RyanBram 3313 posts Page 88 of 166 View original ↗
  1. Shoukang said:
    Nice Suggestions! I made the BattleResultAutoClose plugin so your code now supports both map battle and scene battle. I made AgiAttackControl, to deal with Agi attacks. To make the map battle Agi attack work it needs the newly updated AoE Animation. AgiAttack control supports AoE Agi attack and supports Agi attack that does no cost.
    I also updated the SRPG_DynamicAction to fix some bugs for AoE Animation.
    I tested the updated plugins with the entire demo battle 2 and it runs smoothly.
    May I make a suggestion for the AgiAttack control Plug-in? You should add a double attack indicator for the unit which can double attack and its chance of doing so.

    On a more optional scale, you should also be able to be able to implement skills and buffs which can prohibit the opposing target from double attacking, much like Wary Fighter from fire emblem.
  2. NatePlays said:
    you can't make custom status effects
    I have made a small plugin to attempt to make Yanfly's Buff and States core work better with srpg_core.js. Most of the functionality of Yanfly's Buff and States core works with srpg_core.js out of the box but breaks when it comes to code that runs when 'turns' elapse

    It allows code to run when a player's phase ends or begins. Kind of replicates what the <Custom Turn End Effect> notetag would do but it is team (actor/enemy) specific.

    MetalKing11417 said:
    display their levels in the enemy level area
    If you use yanfly Enemy levels you can replace:

    var srpgLevel = enemy.enemy().meta.srpgLevel; (in srpg_core.js)

    to

    var srpgLevel = enemy.enemy().level;

    Yanfly enemy plugin gives enemies a level property so we can call it.
  3. I never had an issue displaying an Enemy's level using Yanfly's plugin, my main issue is calculating the experience using both the battling actor's level versus the enemy's level using EnemyBaseParam. Would this change allow me to use a custom formula to that end?
  4. e463gx said:
    I never had an issue displaying an Enemy's level using Yanfly's plugin, my main issue is calculating the experience using both the battling actor's level versus the enemy's level using EnemyBaseParam. Would this change allow me to use a custom formula to that end?
    I made a plugin for this
    Its a simple edit of Game_Troop.prototype.expTotal function that is defined in srpg_Core.js but I made it into a plugin so its a bit easier to use. Place below srpg_core.js
    This plugin allows the developer to use a formula to calculate exp

    For your requirement, you could have regular battle / kill exp formula to be:

    enemy.level / actor.level * enemy.exp()

    This gives exp based on level. so if the actor's level is double the enemy, the exp given is halved. Exp() is defined in the database (where you put your monster's stats etc.)

    The plugin gives exp regardless if the action succeeds or not. It also gives exp for every target (so AoE actions will give out huge Exp). This can be mitigated by using $gameTroop.members().length (which gives us the number of enemies in battle) in the plugin parameter formula
  5. boomy said:
    I made a plugin for this
    Its a simple edit of Game_Troop.prototype.expTotal function that is defined in srpg_Core.js but I made it into a plugin so its a bit easier to use. Place below srpg_core.js
    This plugin allows the developer to use a formula to calculate exp

    For your requirement, you could have regular battle / kill exp formula to be:

    enemy.level / actor.level * enemy.exp()

    This gives exp based on level. so if the actor's level is double the enemy, the exp given is halved. Exp() is defined in the database (where you put your monster's stats etc.)

    The plugin gives exp regardless if the action succeeds or not. It also gives exp for every target (so AoE actions will give out huge Exp). This can be mitigated by using $gameTroop.members().length (which gives us the number of enemies in battle) in the plugin parameter formula

    I'm having trouble getting it to work - are there any changes I need tomake to Srpg.Core? Seems to default to the core plugin's formula
  6. // accidentally double posted //
  7. boomy said:
    I made a plugin for this
    Its a simple edit of Game_Troop.prototype.expTotal function that is defined in srpg_Core.js but I made it into a plugin so its a bit easier to use. Place below srpg_core.js
    This plugin allows the developer to use a formula to calculate exp

    For your requirement, you could have regular battle / kill exp formula to be:

    enemy.level / actor.level * enemy.exp()

    This gives exp based on level. so if the actor's level is double the enemy, the exp given is halved. Exp() is defined in the database (where you put your monster's stats etc.)

    The plugin gives exp regardless if the action succeeds or not. It also gives exp for every target (so AoE actions will give out huge Exp). This can be mitigated by using $gameTroop.members().length (which gives us the number of enemies in battle) in the plugin parameter formula
    Hi, Boomy:
    Since I overwrote the exptotal to calculate total exp for an AoE battle. This implement will conflict with AoE Animation. I think the easiest way is to edit the Game_Actor.prototype.finalExpRate and the Game_Enemy.prototype.exp
  8. MetalKing11417 said:
    May I make a suggestion for the AgiAttack control Plug-in? You should add a double attack indicator for the unit which can double attack and its chance of doing so.

    On a more optional scale, you should also be able to be able to implement skills and buffs which can prohibit the opposing target from double attacking, much like Wary Fighter from fire emblem.
    I update the plugin as well as the AoE Animation, so now it should fulfill your needs.
  9. e463gx said:
    I'm having trouble getting it to work - are there any changes I need tomake to Srpg.Core? Seems to default to the core plugin's formula

    Shoukang said:
    Hi, Boomy:
    Since I overwrote the exptotal to calculate total exp for an AoE battle. This implement will conflict with AoE Animation. I think the easiest way is to edit the Game_Actor.prototype.finalExpRate and the Game_Enemy.prototype.exp
    I see your new AoEanimation.js plugin has a rewrite of totalExp function that was not present before (I was using your older plugin)

    I have updated my plugin to use a different function to alter exp gain. This time it uses BattleManager.makeRewards function.

    How it works is a lot different now but here is an example:

    AoE EXP Distribution Plugin Parameter = True
    Multiplier Plugin Parameter = (targetsAverageLevel + 10 / user.level + 10)
    SRPG_core.js plugin parameter for battles = 0.4
    Lv 4 Actor uses an AoE Spell that does damage (does not kill) 3 enemies with levels of 3, 3 and 4
    All enemies give out a flat 100 EXP when killed (set in database)
    Formula for EXP will be: (targets Average Level + 10) / (user.level + 10) * (EXP gained for each target) * battleEXPmodifier from srpg_core /number of AoE Targets
    EXP gained by Lv4 Actor will be equal to (10/3 + 10) / (4 + 10) * (100 + 100 + 100) * 0.4 / 3 = 38EXP

    If the user was level 1 then EXP gained would be: 48
    If the user was level 10 then the EXP gained would be: 27
  10. I have a problem, when its de enemy turn, the enemy moves but dosen´t attack like in the demo, why is that ?
  11. any way to make reinforcements and a dancer skill? :C
  12. NoPiessadface said:
    any way to make reinforcements and a dancer skill? :C
    Reinforcement: this.addEnemy(EventID, EnemyID);
    this.addActor(EventID, ActorID);

    Place this code in a common event that is triggered by the dance skill:
    $gameSystem.EventToUnit($gameTemp.targetEvent().eventId())[1].setSrpgTurnEnd(false);
    $gameSystem.EventToUnit($gameTemp.targetEvent().eventId())[1].SRPGActionTimesSet();
  13. aral333 said:
    I have a problem, when its de enemy turn, the enemy moves but dosen´t attack like in the demo, why is that ?
    May be a dumb question, but did you make sure the enemy has the attack skill assigned in the database?
  14. Hm, a turn indicator like some of the FFT and Fire Emblem games would look neat with this
  15. Man, I didn't even get to breathe, you guys are on a ride!
    akingofcrows said:
    Hm, a turn indicator like some of the FFT and Fire Emblem games would look neat with this
    I'd use some other plugin to make a simple hud element, but shouldn't be hard to code: It's a window attached to SceneMap, just like the TerrainIndicator; the Player Turn and Enemy Turn indicators can be made by playing Animations at those turn start events, using an event call.

    Shoukang said:
    I update the plugin as well as the AoE Animation, so now it should fulfill your needs.
    Lovely stuff! Hope I can get back to dev soon...

    boomy said:
    I have made a small plugin to attempt to make Yanfly's Buff and States core work better with srpg_core.js. Most of the functionality of Yanfly's Buff and States core works with srpg_core.js out of the box but breaks when it comes to code that runs when 'turns' elapse
    Does it require BattleCore as well? I use the standard YEP_CoreEngine and some other small yanfly pugins but BattleCore broke my DynamicMotion sequences a couple of times, so I'm not using it as of now. Otherwise, that opens a couple of interesting opportunities.
  16. NatePlays said:
    Does it require BattleCore as well? I use the standard YEP_CoreEngine and some other small yanfly pugins but BattleCore broke my DynamicMotion sequences a couple of times, so I'm not using it as of now. Otherwise, that opens a couple of interesting opportunities.
    I have tested it with just core engine and buff and states core and it seems to work fine.

    I'm using it extensively in my own personal project to add a lot of different interactions in the battle like auto-guard at the end of a unit's turn or apply damage to surrounding enemies at the start of the unit's turn.
  17. NatePlays said:
    Man, I didn't even get to breathe, you guys are on a ride!

    I'd use some other plugin to make a simple hud element, but shouldn't be hard to code: It's a window attached to SceneMap, just like the TerrainIndicator; the Player Turn and Enemy Turn indicators can be made by playing Animations at those turn start events, using an event call.

    Someone with more Javascript knowledge should do this as an addon, it'd be nice. I'm still learning, it'd be a large undertaking for me
  18. akingofcrows said:
    Someone with more Javascript knowledge should do this as an addon, it'd be nice. I'm still learning, it'd be a large undertaking for me
    The demo uses a plugin called DTextPicture that allows you to show the current turn. You can find it here: https://github.com/triacontane/RPGMakerMV
  19. i have a glitch on advance interaction when i try to make and open a door the selection window won't close and i can't select units
    EDIT:
    also how does level on enemies work does it change their stats or just a display/ threat level?