SRPG Gear MZ - Plugins for creating Tactical Battle System

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Started by RyanBram 190 posts Page 10 of 10 View original ↗
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    Hi, there's a bug with what appears to be a specific enemy type. It was appearing at the start, so I changed some attacks and assumed that was the issue (based on the skill ID). When I was testing, it never reappeared, but it did reappear for someone else playing. And it hasn't happened on any other map, only here. I'm not 100% sure what's causing it, although I think it's this enemy.
    I can't pinpoint a specific time either; it just happens sometimes.
  2. Will the demo be updated for corescript 1.9?
  3. Anyone run into a problem where it's like an enemy is defeated twice on being defeated? I notice when an enemy is defeated it plays the defeat sound effect twice in rapid succession and the fade out kind of double plays as well. It even drops the enemies remaining variable by two rather than one. So it's taking it as if, when defeating one enemy, it defeats them twice. I tried disabling all other plugins other than the SRPG ones and it still does it so it doesn't seem to be a plugin conflict.
  4. Posting in case anyone else runs into the same issue I had: if you're having trouble with counterattacks with VisuStella Core Engine, the incompatibility issue seems to only affect Skill #1. I copy/pasted Skill #1 into the Skill #4 slot then set SRPG Gear's default reaction skill to #4, and counterattacks work fine for me now. I haven't tested everything super extensively, but manually setting an enemy's reaction skill to Skill #2 (Guard) also worked fine, so I assume that the issue is only on Skill #1 and no other skill.
  5. If the project is still alive, kindly apply this patch to SRPG_Core_MZ. Not only because of my plugin, but because you disable every other plugin that does something with the Main Menu and is put above SRPG in the Plugin Manager.

    Replace:
    JavaScript:
    Scene_Menu.prototype.update = function() {
            Scene_Base.prototype.update.call(this);
            if (this._winLoseConditionWindow.isOpen()) this.updateWinLoseCondition();
        };

    With:
    JavaScript:
    var _SRPG_SceneMenu_update = Scene_Menu.prototype.update;
        Scene_Menu.prototype.update = function() {
            _SRPG_SceneMenu_update.call(this);
    
            if (this._winLoseConditionWindow.isOpen()) {
                this.updateWinLoseCondition();
            }
        };


    That should resolve this user's request:

    TRIDIUM said:
    Yello! Reposting this question from here https://forums.rpgmakerweb.com/thre...ing-wysiwyg-editor.173278/page-7#post-1548632

    Any idea if there's a way to fix this?
  6. Thanks for the help.
    It certainly had a result lol
    IDK why they're squished like that
    aljg.JPG
  7. Hi.

    I'm currently writing some plugins to turn SRPG more like Dofus.
    it's going well so far for all plugins I have done for now.

    I'm currently trying to make a plugin to chain actions and I have trouble founding what method to use to do that.

    The way i would the plugin to work would be to have those note-tags :
    * <multiSkills:id1,id2,id3...>
    * After the skill has been performed, perform skill id1, then id2...
    * You can put as many ids as you need.
    *
    * <randomSkills:id,id,id...>
    * After the skill has been performed, perform a random skill between all
    * id you put on the note-tag
    * You can put as many ids as you need.

    And what I'm looking for is the method that apply skill effect and popups after the range check and use conditions if there is one. I'd love to know those methods if you can help me :)

    Note: I'm only using map battles !
    So a lot of RMMZ methods are not called and I think the logic is in your plugin.


    If you want to check the plugins i've done it's here :)
    MZ - Dofus plugin for Rpg Maker MZ (Work with SRPG)
  8. NessTor said:
    View attachment 354305
    View attachment 354307
    Hi, there's a bug with what appears to be a specific enemy type. It was appearing at the start, so I changed some attacks and assumed that was the issue (based on the skill ID). When I was testing, it never reappeared, but it did reappear for someone else playing. And it hasn't happened on any other map, only here. I'm not 100% sure what's causing it, although I think it's this enemy.
    I can't pinpoint a specific time either; it just happens sometimes.

    I got a similar issue:

    1777565812761.png
    1777565835833.png
    [How to reproduce the BUG] : On a fresh SRPG Demo
    1. On SRPG_Core settings, on BattleExtentionParams, srpgPredictionWindowMode to 3
    2. Change the minRange value of "heal" to be > 1
    3. With Rachel, try using heal on herself. Then you can try to use it again wherever you want or go back to the skill menu and select another skill and you'll crash the game !
    The bug is not happening when srpgPredictionWindowMode is not 3.

    I did some researches and it seems that commenting out thie line of code resolve the issue.
    I don't know yep if it causes other ones tho so I hope the creator will look for it.

    (It's on an Override currently but the override is exactly the same as the original. I only commented out the line and got the parameters from the original into the variable at the beining of the method with Number(PluginManager.parameters('SRPG_core_MZ')['srpgPredictionWindowMode'] || 1)
    To be sure everything work well.

    The huge code below is commented out entierly with /* ... */.

    When not commented out, the bug still remain.

    1777568460347.png
  9. Hey, is there a plug-in (or could somebody create one) for alternate turn orders, such as each units going in order based on speed, with the choice of turn aorder being something like standard RPGmaker where every unit gets a turn or time Progress, where a unit can get in multiple turns before their slower adversaries.