Recent content by boomy

  1. boomy

    SRPG Engine - Plugins for creating Turn Based Strategy game

    Pretty hard to do what you are asking for and SRPG_AuraSkill isn't designed for "show attack range" I presume ZR in 3Houses is the same as in the 3DS games where it highlights in red the enemy attack range. I made a plugin that shows the enemy "movement range" but attack range is harder to do...
  2. boomy

    SRPG Engine - Plugins for creating Turn Based Strategy game

    <srpgRange:1> <srpgAreaRange:2> <srpgAreaTargets:3> <srpgAreaType:line> This creates a 3 target line AoE skill adjacent to the user. Requires SRPG_AoE.js
  3. boomy

    SRPG Engine - Plugins for creating Turn Based Strategy game

    I'm using <aiTarget:1000 - b.hp> and works fine for me. I made a plugin for you. Slap it on the end of any plugin. It just checks when a "srpg subPhase" is set and if its the one where the status window pops up it makes it invisible. var _a = Game_System.prototype.setSubBattlePhase...
  4. boomy

    RMMV Moving VisuStella's "Input Combo Skills" Combination List Lower on Screen

    Obfuscated code is a devisive issue amongst the community and makes it really hard to help you here buddy. I presume you could just adjust a y value somewhere in the code.
  5. boomy

    SRPG Engine - Plugins for creating Turn Based Strategy game

    Works for me. When you are in the prediction window, is the activeEvent facing the targetEvent? If not then that's the problem. I recall encountering a bug where activeEvent only faces targetEvent after an action is confirmed (so directionMod works but only after an action is confirmed). Make...
  6. boomy

    SRPG Engine - Plugins for creating Turn Based Strategy game

    The plugin multiplies the hit/evade rate by X. In the script it is defined by itemHit and itemEva. I use yanfly hit accuracy plugin to further modify the default hit rate of things (though that is now a paid plugin) though that is technically not necessary. Default hit rate calculation is: "Did...
  7. boomy

    SRPG Engine - Plugins for creating Turn Based Strategy game

    This is hard. srpg_core does not store the last action of a unit (well it does, but wipes it once the exp screen is loaded) so its hard to check if the last action done by anyone is an item or not. Usually we would use $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].currentAction()...
  8. boomy

    SRPG Engine - Plugins for creating Turn Based Strategy game

    There is an anytarget notetag within one of dr Qs plugins.
  9. boomy

    SRPG Engine - Plugins for creating Turn Based Strategy game

    Slap this code into the bottom of srpg_core.js or any plugin that is placed after srpg_core.js //==================================================================================================================== // Overwritten function: Change character colour if turn has ended...
  10. boomy

    SRPG Engine - Plugins for creating Turn Based Strategy game

    Based on the tweet by @Ariake_Takumi (the author of the demo / not the original creator of SRPG_Core), looks like the script will be released within a few days. From my tinkering of the demo, not much seems to be added (the battle prediction window looks a bit changed) and looks like the demo is...
  11. boomy

    SRPG Engine - Plugins for creating Turn Based Strategy game

    There isn't an easy way to check this. Unfortunately, srpg_core.js deletes all troop and party data after a battle (via clearSrpgBattleActors and clearSrpgBattleEnemy functions) so you can't just read data using a <type:afterAction> event. You could do it using other plugins (such as yanfly buff...
  12. boomy

    Actor-Bound vs Non-Actor-Bound Resources

    Well do you want to restrict how the player plays? Some players may argue pooling all their resources into one character is the best way to play. Given your game is using LeTBS, perhaps your could balance the game in other ways (let's say the player is using their mushrooms on Mario who is a...
  13. boomy

    Actor-Bound vs Non-Actor-Bound Resources

    I would keep both systems but make one of them hidden (lets say Stat points). Then I would make an item (lets call it mushroom) that adds "stat" as well as "stat points" Stat gained from a mushroom will be inversely proportional to "stat points" So if a player stacks all their mushrooms onto a...
  14. boomy

    Yeh the right side is an actual auto-tile whereas the left is just a bunch of tiles on a B/C/D...

    Yeh the right side is an actual auto-tile whereas the left is just a bunch of tiles on a B/C/D tileset
  15. boomy

    [ATTACH] Trying to draw some pixel art forests. Which side looks better, left or right?

    Trying to draw some pixel art forests. Which side looks better, left or right?

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