Is there a way to do the "Rescue" command like in the FE games so you can have some units transport other units? I also want to be able to put limits on such things such as Some units can and cannot rescue, while making others unable to be.
Also, is there a means we can show crit chances on the battle prediction screen?
I also want to be able to set up a "dummy" Damage calculation to be shown to the player because the means I use to create random damage adjustments are within the damage calculation itself as opposed to the variance percentage.
MV - SRPG Engine MV - Plugins for creating Tactical Battle System
● ARCHIVED · READ-ONLY
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Hey @boomy , sorry to annoy you again, but, I was wondering if I am missing something, because when I tried to use the formula you posed on the forums, I got this weird error.
had to leave spaces in between because anything longer gets deleted.
what I want to do is make 7 the "effective" range, then 8 and 9 become a liability.
this is what the console told me btw -
Looks like you are already using Yanfly Hit Accuracy Pluginweird error.
If not, it needs it
Also put my plugin below Yanfly plugins since they edit Yanfly functions
userHitRate function is defined by Yanfly's Hit Accuracy Plugin
If you want to further debug, do a test play in your project, select a unit and make it target a unit (bring up the prediction window - I know you have erased parts of it based on your previous posts) and then in the console post: $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].currentAction().userHitRate()
and see what you get (it will return the hit rate of the skill with the intended target) -
Welp, I seems I missed that.Looks like you are already using Yanfly Hit Accuracy Plugin
If not, it needs it
Also put my plugin below Yanfly plugins since they edit Yanfly functions
userHitRate function is defined by Yanfly's Hit Accuracy Plugin
If you want to further debug, do a test play in your project, select a unit and make it target a unit (bring up the prediction window - I know you have erased parts of it based on your previous posts) and then in the console post: $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].currentAction().userHitRate()
and see what you get (it will return the hit rate of the skill with the intended target)
Now it works at least, thanks mate. I will start thinkering with it.
it's possible to combine Zone Customisation with this one? since I want to show on-screen when it becomes less than 100% effective -
The way zone_customisation is set, it is restricted by the number of plugin parameters available (in this case, 2). This makes it difficult to implement multiple skills with varying zone qualities. But lets assume we only have 1 skill that highlights targets within 7 squares as "red" and targets 8-9 squares as "green" then we would use the following plugin parameters:Welp, I seems I missed that.
Now it works at least, thanks mate. I will start thinkering with it.
it's possible to combine Zone Customisation with this one? since I want to show on-screen when it becomes less than 100% effective
Condition 1:
actor.currentAction().item().name == "YewBowAttack" && actor.event().distTo(enemy.event().posX(), enemy.event().posY()) > 7 && actor.event().distTo(enemy.event().posX(), enemy.event().posY()) <= 9
Result 1:
Green
Condition 2:
actor.currentAction().item().name == "YewBowAttack" && actor.event().distTo(enemy.event().posX(), enemy.event().posY()) <= 7
Result 2:
Red
*Requires SRPG_PositionEffects.js (unit.event function) and SRPG_AoE.js (distTo function + zoneCustomisation.js)
If you wanna streamline this, then I would give each skill with the same range effect a notetag (lets say <range7Optimal>) and then tag such skills with <range7Optimal> then in the condition change name == "YewBowAttack" to meta.range7Optimal !== undefined. You can get fancier using conditions such as meta.srpgRange > 3 etc.
I have edited zoneCustomisation to have extra conditions. But if you want to keep it consistent, perhaps have one colour with "optimal" and one colour with "non-optimal" then in the condition put a whole bunch of conditionals checking if a skill meets any of the optimal requirements -
I imagine "yewbowattack" should be changed with the name of my skill insteadThe way zone_customisation is set, it is restricted by the number of plugin parameters available (in this case, 2). This makes it difficult to implement multiple skills with varying zone qualities. But lets assume we only have 1 skill that highlights targets within 7 squares as "red" and targets 8-9 squares as "green" then we would use the following plugin parameters:
Condition 1:
actor.currentAction().item().name == "YewBowAttack" && actor.event().distTo(enemy.event().posX(), enemy.event().posY()) > 7 && actor.event().distTo(enemy.event().posX(), enemy.event().posY()) <= 9
Result 1:
Green
Condition 2:
actor.currentAction().item().name == "YewBowAttack" && actor.event().distTo(enemy.event().posX(), enemy.event().posY()) <= 7
Result 2:
Red
*Requires SRPG_PositionEffects.js (unit.event function) and SRPG_AoE.js (distTo function + zoneCustomisation.js)
If you wanna streamline this, then I would give each skill with the same range effect a notetag (lets say <range7Optimal>) and then tag such skills with <range7Optimal> then in the condition change name == "YewBowAttack" to meta.range7Optimal !== undefined. You can get fancier using conditions such as meta.srpgRange > 3 etc.
I have edited zoneCustomisation to have extra conditions. But if you want to keep it consistent, perhaps have one colour with "optimal" and one colour with "non-optimal" then in the condition put a whole bunch of conditionals checking if a skill meets any of the optimal requirements -
My fellow, thank you, I am very grateful towards you and your plugins. I don't think I can thank you enough, you're a lifesaver... well that's a bit of an exaggeration, but you had been very helpful!The way zone_customisation is set, it is restricted by the number of plugin parameters available (in this case, 2). This makes it difficult to implement multiple skills with varying zone qualities. But lets assume we only have 1 skill that highlights targets within 7 squares as "red" and targets 8-9 squares as "green" then we would use the following plugin parameters:
Condition 1:
actor.currentAction().item().name == "YewBowAttack" && actor.event().distTo(enemy.event().posX(), enemy.event().posY()) > 7 && actor.event().distTo(enemy.event().posX(), enemy.event().posY()) <= 9
Result 1:
Green
Condition 2:
actor.currentAction().item().name == "YewBowAttack" && actor.event().distTo(enemy.event().posX(), enemy.event().posY()) <= 7
Result 2:
Red
*Requires SRPG_PositionEffects.js (unit.event function) and SRPG_AoE.js (distTo function + zoneCustomisation.js)
If you wanna streamline this, then I would give each skill with the same range effect a notetag (lets say <range7Optimal>) and then tag such skills with <range7Optimal> then in the condition change name == "YewBowAttack" to meta.range7Optimal !== undefined. You can get fancier using conditions such as meta.srpgRange > 3 etc.
I have edited zoneCustomisation to have extra conditions. But if you want to keep it consistent, perhaps have one colour with "optimal" and one colour with "non-optimal" then in the condition put a whole bunch of conditionals checking if a skill meets any of the optimal requirements -
i finished the newPlugin SRPG_EventUnitGraves and updated
SRPG_MapStateOverlay.js for better compatiblety..
..and a cleaner code solution.
Also the new plugin adds the EnemyUnit ID to enemys battler&event so the plugins "actorUnits" and "enemyUnits"are not needed anymore
(because with "actor id" and "enemyUnitID", we can get every needed eventID easyly and we wont need to waste GameVariables)
bad news is, even if the plugin code is pretty well explained with "//info".. the plugin help part has just the most important infos..so i will rework&update that soon aswell..
Done Plugin help info is updated
@ShoukangExample Imgs for unit_id in console_f8in my Case the enemyUnit with the "eventID=24" hast the "UnitID=4"
Thats the EventnoteSetup
<type:enemy><id:1><unit:4>
about SRPG_Summon.js
SpoilerI learned a lot from it, and couldnt have finished my plugin without it..atleast without needing GameVariables & beeing limited to the amount of GameVariables.
(its also in the Credits)
But i recognized a little problem in the "SRPG_Summon.js"..
i had the same issue in my plugin, till i figured it out..
You used: "SceneManager._scene._spriteset.createCharacters();"
-> i did that aswell ,but that caused problems on my new plugin aswell as on my "MapStateOverlay" Plugin
However by creating only singel sprite-characters for,the related unit that has been summoned, that can be solved..
I am trying to show what i mean with code in the spoiler:
You can use the same code with changing "Grave" into "Summon"
i didnt test your plugin in my project yet, but i am pretty sure this will make the same problems like it did in mineJavaScript:// default from SRPG_Summon.js if (SceneManager._scene instanceof Scene_Map){ SceneManager._scene._spriteset.createCharacters(); } // singel unit setup related to event id in my case its named "graveEID": Spriteset_Map.prototype.createGraveEvent = function(graveEID) { var spriteID = this._characterSprites.length; var graveEvent = $gameMap.event(graveEID); this._characterSprites[spriteID] = new Sprite_Character(graveEvent); this._tilemap.addChild(this._characterSprites[spriteID]); }; // this scriptcall replaces "SceneManager._scene._spriteset.createCharacters();" SceneManager._scene._spriteset.createGraveEvent(graveEID);
(my stateOverlaySprite was bugged so that they dublicated when that script triggered & i got some issues when trying to summon actors with my "old" method.. the new unit ended up at the position of the acting Unit.. i guess that was "gameplayer/cursor" related but idk) -
Thank you, I didn't see this bug but if this happens I will change it.well i got some good and some bad news:
the good ones are, i finished the Plugin SRPG_eventUnitGraves.js and updated
SRPG_MapStateOverlay.js for better compatiblety..
..and a cleaner code solution.
Also the new plugin adds the EnemyUnit ID to enemys battler&event so the plugins "actorUnits" and "enemyUnits"are not needed anymore
(because with "actor id" and "enemyUnitID", we can get every needed eventID easyly and we wont need to waste GameVariables)
bad news is, even if the plugin code is pretty well explained with "//info".. the plugin help part has just the most important infos..so i will rework&update that soon aswell..
@Shoukang
about SRPG_Summon.js
SpoilerI learned a lot from it, and couldnt have finished my plugin without it..atleast without needing GameVariables & beeing limited to the amount of GameVariables.
(its also in the Credits)
But i recognized a little problem in the "SRPG_Summon.js"..
i had the same issue in my plugin, till i figured it out..
You used: "SceneManager._scene._spriteset.createCharacters();"
-> i did that aswell ,but that caused problems on my new plugin aswell as on my "MapStateOverlay" Plugin
However by creating only singel sprite-characters for,the related unit that has been summoned, that can be solved..
I am trying to show what i mean with code in the spoiler:
You can use the same code with changing "Grave" into "Summon"
i didnt test your plugin in my project yet, but i am pretty sure this will make the same problems like it did in mineJavaScript:// default from SRPG_Summon.js if (SceneManager._scene instanceof Scene_Map){ SceneManager._scene._spriteset.createCharacters(); } // singel unit setup related to event id in my case its named "graveEID": Spriteset_Map.prototype.createGraveEvent = function(graveEID) { var spriteID = this._characterSprites.length; var graveEvent = $gameMap.event(graveEID); this._characterSprites[spriteID] = new Sprite_Character(graveEvent); this._tilemap.addChild(this._characterSprites[spriteID]); }; // this scriptcall replaces "SceneManager._scene._spriteset.createCharacters();" SceneManager._scene._spriteset.createGraveEvent(graveEID);
(my stateOverlaySprite was bugged so that they dublicated when that script triggered & i got some issues when trying to summon actors with my "old" method.. the new unit ended up at the position of the acting Unit.. i guess that was "gameplayer/cursor" related but idk)
edit
has the help info of plugins a limit in using rows that are displayed when reading in the pluginmanager?? -
a little bit more detailled:Thank you, I didn't see this bug but if this happens I will change it.
edit infodetailed bug infoThat scriptcall triggers all mapEvents+Gameplayer/Cursor instead of just the new summoned.
1. MapStateOverlay
And that will somehow cause the MapStateOverlay to remove its child and moving behind the Unitsprite.Even if the removed child should not be visible anymore.. and the new Child which can be triggered by the update frame function (or in the older version by calling it again) will be above the Event sprite like it should, on some states like charm that(having 2 OverlayChilds at the same time) is very visible,and stays till we go to the menu or into sv than it resets to normal.
2. Problem with cursor
the second issue happened as soon the script was once triggered,.. when summoning an actor based on the curser/gameplayer's xy data..& i think this problem doesnt reset.
(the summoned actor will be summoned over the acting Actor, and the cursor moves with it.. instead of beeing summoned where the cursor triggered the "call actor skill")
->my setup uses a common event instead on any Plugin for that
-> I found these bugs by coincidence & it took me a few days to figure this out & solving it,in my Plugin..
(that was part of the "spawn Grave functions",which are simmilar to your "Summon Unit from a storage Map"-functions)
-> thats why i am pretty sure its the same with your plugin,or else i would be very surprised^
Help text from "SRPG_EventUnitGraves" is Updated!
editNr2
@MetalKing11417 about "Rescue"
Is there a way to do the "Rescue" command like in the FE games so you can have some units transport other units? I also want to be able to put limits on such things such as Some units can and cannot rescue, while making others unable to be.textI guess this can be done by using a "normal" Char-event at a fixed position. And use the Add Actor scriptcall to transform it if the trigger requirements are solved
that could be triggered by "distance" or by making that event an "<type:unitEvent>" (like a chest) with eventNote, so that other actors must move on it (than use the first eventpage for the eventing, and the second one for normal setup)
-> i would recommend using the Distance === 0 or 1(not sure), that can be done for only specific actors or for all of them (in that case i would use "<type:object>")
-> it would be aswell possible to let enemys aswell move to that event and if distance ===0 or 1,,trigger a conversation that shows how the enemy kills that "char".. then delete the event without spawning/adding an actor
=> in such Case both enemys and actors will have to get first to that Unit
(all that should be possible by default with eventing and a few scripts from the srpg core help & perhaps gameVariables)
==> its actually a pretty nice idea
or the event could be deleted and spawning the related Actor when that happens (requires spawn/summon plugin)
=> also i think Shoukang made a plugin for interactions with other Units
SRPG_AdvancedInteraction.js -
Trying to use the SRPG_Positional command
a.teleportAoE(jump)
but it doesn't seem to work? The character doesnt teleport or jump at all. Here's my skill set up. -
i have suggestion, why is there no self-switch D activated, when event unit dies? so that you can have the down graphics set, and the event does not disappear from battle?? and unit can have a message window dialogue when it is defeated? this is a feature from tomoaky SRPG.
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in srpg, when Units get killed their events get deleted..i have suggestion, why is there no self-switch D activated, when event unit dies? so that you can have the down graphics set, and the event does not disappear from battle?? and unit can have a message window dialogue when it is defeated? this is a feature from tomoaky SRPG.
(using other eventpages at that point is useless)
so i didnt want to mess with that setup and used spawned events instead to replace the alive UNIT events..
whenever a unit gets revived, the related grave event gets erased..
Note:
erased events are not deleted completly, their are just "inactive" .. same thing will happen on my spawned grave events
(and whenever the unit get killed again, the erased grave event will be "activated" again)
with my solution the graves can have other "event-types" in addition, that way we can decide if we want to make Grave_events not possible to move on(<type: object>)..
or to loot event graves(<type:unitEvent>)..similar how we loot chests....
battle unit events cant be any other event type than "actors" or "enemys"..
about the steal plugin..(not existing yet)
so by now i can say, that by default enemys have no equip at all.. and srpg just uses the meta(enemy_note) of enemys to pretend and act like they have a weapon..
what i mean there are no equip slots for enemys ect..
(also you cant display equip in a status window ,if the equip is not existing)
so the most difficult part will not be to steal the weapons, but to give the enemys equipment at all, and perhaps even equip slots via enemy note
(also adding the stat features of the equip to the enemy stats)
i know there are plugins from hime and YEP to do that somehow, but i dislike beeing dependent on Yeps plugins,especially if they are payed, when building srpg plugins.. (because of terms ect)..
And i am not sure if himes plugin is the right solution for us..
It might be better to build all that for srpg on our own.. -
I guessed about that events are deleted.. I'm still wondering how a character dialogue can be made per action like in ogre tactics - when doing attack, when using skill, when using item, when defeated..
about the steal plugin, ive seen this in VX tomoaky SRPG. meta note tags are placed in the enemy note tags, then displayed in the custom window. They are just listed in order, this is from MV Tomoaky SRPG. but this SRPG plugin didnt reach this forum.
I think it will just need another note tag on how the "weapon" was placed, but instead "armor1" "armor2" "armor3" "armor4". aside from the equip page, a skill page would be nice, like the player can see what skills are equipped with the enemy - this is in FFTA and ogre tactics. "skill1" "skill2" "skill3" "skill4" "skill5". Yes I'm just focusing on 5 lines as its the default width for the window.
I'm still at page 33 of this thread,
enemy equip -
about equip meta stuffI guessed about that events are deleted.. I'm still wondering how a character dialogue can be made per action like in ogre tactics - when doing attack, when using skill, when using item, when defeated..
about the steal plugin, ive seen this in VX tomoaky SRPG. meta note tags are placed in the enemy note tags, then displayed in the custom window. They are just listed in order, this is from MV Tomoaky SRPG. but this SRPG plugin didnt reach this forum.
I think it will just need another note tag on how the "weapon" was placed, but instead "armor1" "armor2" "armor3" "armor4". aside from the equip page, a skill page would be nice, like the player can see what skills are equipped with the enemy - this is in FFTA and ogre tactics. "skill1" "skill2" "skill3" "skill4" "skill5". Yes I'm just focusing on 5 lines as its the default width for the window.
I'm still at page 33 of this thread,
enemy equip
yes this will have to happen over the enemy notes.. but it will still require some codes to make that availleble..
similar to the code that makes weapons availleble via enemy note..
about
there are several ways to do that,.. like i sayd every skill usage can trigger script or common events.. that way text can be added depending on the skill which is used..or the common event that is triggered with that skill.I'm still wondering how a character dialogue can be made per action like in ogre tactics - when doing attack, when using skill, when using item, when defeated..
(we can also check the targets ID to use the right face img ect)
in common events textboxes can be used, what i think is the easier solution..
btw the grave events .. are still events aswell and can be used with parrallel trigger,textboxes,and selfswitches(incase of if a unit died).. only if they have a different "event type" that will make them not being normal events anymore..
or how i solved that the last time in my project was to trigger some text whenever an actor got killed,means is "deathstate affected"..
(same could be done with enemys and common events)
edit
about :
as far as i understand it, enemys have no skills , similar to the equip, they use the data skills that are added to their enemy setup..aside from the equip page, a skill page would be nice, like the player can see what skills are equipped with the enemy - this is in FFTA and ogre tactics. "skill1" "skill2" "skill3" "skill4" "skill5". Yes I'm just focusing on 5 lines as its the default width for the window.
so it would be similar to adding equipment, but less usefull..
(lets talk about that after the first request is solved)
editNr2 @ all..
i updated the eventGraves plugin again, and added a plugin param switch that can be controlled with a scriptcall aswell..
this can be used to deactivate the grave spawn if thats ever needed for whatever reason..
(in such case all functions and scriptcalls from the plugin are still availleble.. only the auto-grave spawn trigger is Inactive) -
I just finished all 3 stages of the demo. it was fun and long, gave me idea on how an SRPG game in this engine be expected. I really like the last stage, the eventing was complicated, but it did give a great fight.
Even without those fancy skills and UI, a game could still be fun and manageable - strategy and challege. maybe ill focus on gacha characters and what "weapons" and skills they could bring in battle, like there's no good job class plugin i found and skills learning. Also i think ill just have a plugin for actor license board for stat growth, then item teach skills.
i did not understand how EXP is calculated, or what is even the effect of the dummy level.
i added the SRPG_DispHPOnMap, it has graphics bug, first time it appears blank black bars before the map is loaded, and when the game menu is accessed, you can see the empty bars of erased event units.
I wish there is a short list of all the fancy skills made for this plugin.. i mean im backreading everything. i found dancer (refresh unit action), godspeed (refresh user action), teleport, autolife.. im looking for: --unit warp (transfer ally unit to another cell)
-thief lock pick common event everytime unit opens a locked chest
-guts state, when receiving fatal damage, HP is reduced to 1 instead
How is the distinction for water only units, flying units? i checked the bat, its flying cause of the
<srpgThroughTag:1>. What plugin is compatible to make an event unit region locked?
are there compatible event modification plugin compatible, like the ghost unit fades opacity, or skills that enlarges or shrinks event size? changing event hue when receving - poison, blind, burn, etc.. oh i have not seen a balloon plugin used with this srpg - like thirop balloon for events.. also KGC TOMY has a plugin for persistent message.
the equip and skill page, would just be for info, so the player can plan better. like if it sees a ghot unit, and a recolor of that ghost - the player cannot distinguish what's the difference but can only see stats. Making the skills visible would be very helpful. The Dark Priest in the Demo has Fire, Sleep, and Heal. But you cannot see this in battle. Seeing the Drop Items would be nice too. -
i have an edited version of that plugin. i found the code that makes that hp bar very complicated and could only do 1 acceptable edit.. ill attach that version here.i added the SRPG_DispHPOnMap, it has graphics bug, first time it appears blank black bars before the map is loaded, and when the game menu is accessed, you can see the empty bars of erased event units.
thats the part where i edited it:
----
about all the other questions,,
Spoilerim not gonna explain every single plugin.. and some things dont need plugins..
I can only advice to check all plugins from DrQ first .. and then the other plugins from other autors of this thread..
for example: ("lock pick")
trigger common event with a chest,, that chest is already an event and can call any common event aswell with event command..
if that needs if conditions to ask about that active unit.. you will be able to do that after you learned the basics of the most used scripts in srpg..
i listed a few scripts on my Github "srpg scriptcall list"-plugin-..which is not a plugin i just put it there to make the JS better visible..
.. the most difficult plugins but also giving most options are the "NRP" plugins.. and these have their own help internet page.. ryan posted that..
( i still didnt used them much and cant give advice on these plugins)
about the status info:
on the skill part i agree.. thats just for make stuff visible.
And on the equip part.. there i preffer to make the equip also add the stat that the equip has..or else it makes not much sence to steal the equip..enemys should lose these stats aswell in such case..
i already found most code which i need but it will take more time to put everything together..
And you will still need to build that window,...
i already finished that part myself
------
at the end i can just say:
better do things step by step and learn how to work with the engine instead of trying to find plugins for everything or trying to clone well known games like FE or FFT..
When i started with srpg i was doing the same thing and tried to find all compatible plugins ect.. but i learned that atleast a bit JS knowlegde is required to work with srpg..
(or else you will be very limited and dependent on other people to help you.. while everybody here has its own projects to work on.. no offense i am just trying to make that point clear)
EDIT nr2
@xabileug
I finished the window part myself..
here it what it looks likeScreenshot preview
(but the plugin is not done yet) -
Alright figure I'll ask since I can't find it through the search function.
So I've got 4 main weapon types. 3 are ranged/guns and 1 is a melee.
I've got the 3 guns using alternative skills just fine with the <srpgWeaponSkill:x> tag. Works like a dream.
The problem is they also use this skill for counter attacks.
The reason this is a problem is because the guns makes use of an Overheat Mechanic that if used too often they shut down the unit for a turn or two. All gun skills also grant extra actions every time they're used so without the Energy (mana) and Overheat systems the player could keep using their weapon skill indefinitely. The melee skill on the other hand incurs no Heat uses no mana and can only be used once per turn.
Ideally I want that to be a player choice on if they want to push through and cause more damage and risk becoming a punching bag or if they want to reserve their actions and let their Heat cool down bit by bit over the next few turns maybe use melee attacks instead of the more powerful gun attacks. For the time being I've just wholesale disabled counter attacks but I'm hoping someone here has an idea on how to give everyone a "Counterattack specific skill"
And if this has been asked an answered before I wouldn't be opposed to someone just vaguely pointing me towards the page number and I'll go look closer myself. -
About unique counter Skill UsageI'm hoping someone here has an idea on how to give everyone a "Counterattack specific skill"
Spoileras far i know, without editing into any plugin, thats only possible with DoctorQs plugin "StatbasedCounter"..
you can find that on his Github, but i will attach it here aswell ,to make it easier..
Pls NOTE:
"StatbasedCounter" is INCOMPATIBLE with AgiAtt+ and its counter behavior..
So you have to disable AgiAtt+ completly,..
.. or with JS knowledge you could look into DoctorQs plugin and try to replicate that "using unique counterskill" with changing the code of your srpg core
(or making a mini plugin, if you dont wanna edit the srpg core for that)
i preffer DoctorQs plugin anyway, so i would recommend using that one,..
( this plugin makes counter depend on the "counterStat") -
thanks @dopan, you changed the original size of the window, it would affect the prediction window?
where do you change the damage pop up font? is it just changing the image "Damage" in the system folder? I'd really like the roll damage from KGC here
EDIT: i found TSR_Popup.js is compatible! nice.. so you can only choose between TSR_Popup.js or KMS_RouletteDamageDigits.js as they both modify the same function create digits
Also, I want a static EXP of 100, what plugin do you suggest, and how to add it in the info window? I want the EXP gauge bar reduce length and aligned to MP, and change its color.
I checked @Shoukang extension plugins, and the puzzle mechanics in his demo would add the challenge - talk, open, wrap, push, pull..
Is there a coop plugin? like all nearby allies can join the attack? i like this to be a TP skill, how to set this up.
EDIT:
mjshi PrettySleekGauges.js is not compatible as it keeps redrawing the HP MP TP values when you select units