OcRam - Battle_EX plugin (for MV)

OcRam

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Introduction
With this plugin you may create enemy troops dynamically from fixed enemy ids or from named enemy group (like 1-4 enemies from named pool "Forest") or use wild card for total randomness (you may exclude some enemies ofc)!

Also changing "Substitute" behaviour is possible for example: Substitute always on one target physical attacks.

This plugin also gives possibility to control command list visibilities (attack, guard, skill, item).

Here's what you need:
  1. OcRam_Battle_EX -plugin
  2. Configure plugin parameters
  3. Create "Base troop" (if you already havn't)
  4. Create DYNAMIC battles
battle_ex_parameters.png

base_troop.png

battle_ex_event.png

All OcRam -plugins now available at ocram-codes.net

Please read:
Terms of Use

Latest version: Download from here

All my plugins: Check 'em out!
 
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Neo Soul Gamer

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Now this is cool! If I can request a feature... There are a lot of us devs who make games with on-map encounters. Those on-map enemies are sometimes represented by one monster who is joined by other monsters in battles. Is it possible to create a plugin command/parameter where at least ONE of a specific monster type has to show up in the troop pool?
 

OcRam

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Now this is cool! If I can request a feature... There are a lot of us devs who make games with on-map encounters. Those on-map enemies are sometimes represented by one monster who is joined by other monsters in battles. Is it possible to create a plugin command/parameter where at least ONE of a specific monster type has to show up in the troop pool?
This is a great idea! I will do it to next version of this plugin.
 

anthnintendofan

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I don't know if this is a stupid question or not, but is it possible to get this to work with random encounters?
 
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Plugin not working for me. The "init_battle" plugin command simply does nothing.
Any idea what I am doing wrong?
 

OcRam

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I don't know if this is a stupid question or not, but is it possible to get this to work with random encounters?
Thank you for the message,

Random encounters should also work if "init_battle" -command is used before encounter occurs.

Plugin not working for me. The "init_battle" plugin command simply does nothing.
Any idea what I am doing wrong?
Thank you for the message,

Example usage of this plugin command (before actual battle processing): "init_battle 1-6 from_ids *"

Please see picture in opening post of this thread for more examples.
 

Kikeluzi

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It's working until the battle part...
The command init_battle select the enemies and the battle begins with them.

But there are two issues :c

1 - The command force_ids doesn't work
Event 35 is a hornet;
Event 32 is a Slime;
upload_2019-6-13_16-55-33.png
I set 4 hornets to appear from force_ids
and 1 slime from init_battle

upload_2019-6-13_16-57-43.png
but only the slime from the init_battle appeared

Taking another example for the same enemies ID:
upload_2019-6-13_17-0-57.png
I set 3 slimes to appear from force_ids
and 2 hornets from init_battle

upload_2019-6-13_17-2-14.png
Now, only the 2 hornets from the init_battle appeared (each five hornets is one sprite xD)

2 -
The game crashes when I an actor uses a skill (All other plugins disabled)
upload_2019-6-13_16-48-26.png
Here's the error codes when I disabled all plugins to test compatibilities issues:
Code:
rpg_managers.js:1949 TypeError: Cannot read property 'result' of undefined
    at Game_Action.apply (rpg_objects.js:1647)
    at Function.BattleManager.invokeNormalAction (rpg_managers.js:2549)
    at Function.BattleManager.invokeAction (rpg_managers.js:2540)
    at Function.BattleManager.updateAction (rpg_managers.js:2522)
    at Function.BattleManager.update (rpg_managers.js:2253)
    at Scene_Battle.updateBattleProcess (rpg_scenes.js:2265)
    at Scene_Battle.update (rpg_scenes.js:2257)
    at Function.SceneManager.updateScene (rpg_managers.js:2024)
    at Function.SceneManager.updateMain (rpg_managers.js:1983)
    at Function.SceneManager.update (rpg_managers.js:1907)
SceneManager.catchException @ rpg_managers.js:1949
upload_2019-6-13_16-52-49.png
Code:
SceneManager.catchException = function(e) {
    if (e instanceof Error) {
        Graphics.printError(e.name, e.message);
        console.error(e.stack);
    } else {
        Graphics.printError('UnknownError', e);
    }
    AudioManager.stopAll();
    this.stop();
};
The game crashes when I an actor uses a skill (All plugins enabled)
upload_2019-6-13_17-4-15.png

And when I press F8, it appears a Core Engine error
Code:
YEP_CoreEngine.js:1098 TypeError: Cannot read property 'hp' of undefined
    at Game_Action.apply (YEP_Z_SkillRewards.js:584)
    at Game_Action.apply (YEP_EnhancedTP.js:3759)
    at Game_Action.apply (YEP_RowFormation.js:1619)
    at Game_Action.apply (MOG_CollapseEffects.js:234)
    at Function.BattleManager.invokeNormalAction (rpg_managers.js:2549)
    at Function.BattleManager.invokeAction (YEP_BattleEngineCore.js:2095)
    at Function.<anonymous> (YEP_BattleEngineCore.js:2709)
    at Array.forEach (<anonymous>)
    at Function.BattleManager.actionActionEffect (YEP_BattleEngineCore.js:2706)
    at Function.BattleManager.processActionSequence (YEP_BattleEngineCore.js:2300)
SceneManager.catchException @ YEP_CoreEngine.js:1098
upload_2019-6-13_17-10-14.png another stack error :v well... I don't know if I'm showing the right things, I'm a layman :LZSlol:
Code:
SceneManager.catchException = function(e) {
  if (e instanceof Error) {
    Graphics.printFullError(e.name, e.message, e.stack);
    console.error(e.stack);
  } else {
    Graphics.printError('UnknownError', e);
  }
  AudioManager.stopAll();
  this.stop();
};

Plugin not working for me. The "init_battle" plugin command simply does nothing.
Any idea what I am doing wrong?
And about you, maybe you was doing the same thing as I was, and was trying to initiate a battle only with the plugin command, and not inserting the event battle command after it xD
 

Calvynne

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This looks like it could be the plugin that I needed to pull my last project out of a holding pattern. I really wanted to mix up what enemies appeared where, and absolutely love that this appears to let me do it.
 

dragonx777

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Perfect once again @OcRam. This is spot on what I need for mobs based on environment without having to program a crap ton of troops.
 

OcRam

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It's working until the battle part...
The command init_battle select the enemies and the battle begins with them.

But there are two issues :c

1 - The command force_ids doesn't work
Event 35 is a hornet;
Event 32 is a Slime;
View attachment 117406
I set 4 hornets to appear from force_ids
and 1 slime from init_battle

View attachment 117407
but only the slime from the init_battle appeared

Taking another example for the same enemies ID:
View attachment 117408
I set 3 slimes to appear from force_ids
and 2 hornets from init_battle

View attachment 117409
Now, only the 2 hornets from the init_battle appeared (each five hornets is one sprite xD)

2 -
The game crashes when I an actor uses a skill (All other plugins disabled)
View attachment 117404
Here's the error codes when I disabled all plugins to test compatibilities issues:
Code:
rpg_managers.js:1949 TypeError: Cannot read property 'result' of undefined
    at Game_Action.apply (rpg_objects.js:1647)
    at Function.BattleManager.invokeNormalAction (rpg_managers.js:2549)
    at Function.BattleManager.invokeAction (rpg_managers.js:2540)
    at Function.BattleManager.updateAction (rpg_managers.js:2522)
    at Function.BattleManager.update (rpg_managers.js:2253)
    at Scene_Battle.updateBattleProcess (rpg_scenes.js:2265)
    at Scene_Battle.update (rpg_scenes.js:2257)
    at Function.SceneManager.updateScene (rpg_managers.js:2024)
    at Function.SceneManager.updateMain (rpg_managers.js:1983)
    at Function.SceneManager.update (rpg_managers.js:1907)
SceneManager.catchException @ rpg_managers.js:1949
View attachment 117405
Code:
SceneManager.catchException = function(e) {
    if (e instanceof Error) {
        Graphics.printError(e.name, e.message);
        console.error(e.stack);
    } else {
        Graphics.printError('UnknownError', e);
    }
    AudioManager.stopAll();
    this.stop();
};
The game crashes when I an actor uses a skill (All plugins enabled)
View attachment 117410

And when I press F8, it appears a Core Engine error
Code:
YEP_CoreEngine.js:1098 TypeError: Cannot read property 'hp' of undefined
    at Game_Action.apply (YEP_Z_SkillRewards.js:584)
    at Game_Action.apply (YEP_EnhancedTP.js:3759)
    at Game_Action.apply (YEP_RowFormation.js:1619)
    at Game_Action.apply (MOG_CollapseEffects.js:234)
    at Function.BattleManager.invokeNormalAction (rpg_managers.js:2549)
    at Function.BattleManager.invokeAction (YEP_BattleEngineCore.js:2095)
    at Function.<anonymous> (YEP_BattleEngineCore.js:2709)
    at Array.forEach (<anonymous>)
    at Function.BattleManager.actionActionEffect (YEP_BattleEngineCore.js:2706)
    at Function.BattleManager.processActionSequence (YEP_BattleEngineCore.js:2300)
SceneManager.catchException @ YEP_CoreEngine.js:1098
View attachment 117412 another stack error :v well... I don't know if I'm showing the right things, I'm a layman :LZSlol:
Code:
SceneManager.catchException = function(e) {
  if (e instanceof Error) {
    Graphics.printFullError(e.name, e.message, e.stack);
    console.error(e.stack);
  } else {
    Graphics.printError('UnknownError', e);
  }
  AudioManager.stopAll();
  this.stop();
};


And about you, maybe you was doing the same thing as I was, and was trying to initiate a battle only with the plugin command, and not inserting the event battle command after it xD
Thank you for the message,

What is the RMMV version of your project?
 

OcRam

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It's 1.6.2 =)
Ok after some research I have an answer to force_ids issue:

If you assign enemy ids directly with init_battle command there's no point of using force_ids commands before that (it just won't do nothing cause init_battle is forcing ids already). Intended usage of force_ids command is only to be used if you use init_battle from pool or have random enemies declared in init_battle parameters.

The other issue you described where game crashes after actor uses a skill, I can't simulate in any circumstance. I might need screen shot from that specific skill that crashes your game.
 

rue669

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Unfortunately, the plugin didn't work for me. Kept hitting this error.

Also tried it in a new project and it wouldn't do anything. I'm using MV 1.6.2.

Would love to use it, but don't think I'll be able to.
 

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OcRam

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Unfortunately, the plugin didn't work for me. Kept hitting this error.

Also tried it in a new project and it wouldn't do anything. I'm using MV 1.6.2.

Would love to use it, but don't think I'll be able to.
Thank you for the message,

I think this was supposed to be on OcRam_Lights thread? But any ways light source needs to be defined like this: <light:[type]:[radius]:[color_in_rgba]> Example: <light:5:400:#ffdd00ff>
 

rue669

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Sorry! Yes, I did mean for it to be in lights thread. My apologies. I'll test out your suggestion!
 

Kikeluzi

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The other issue you described where game crashes after actor uses a skill, I can't simulate in any circumstance. I might need screen shot from that specific skill that crashes your game.
All skills. Even if I disable Yanfly's Action Sequence and remove all skill notetags, the skill still doesn't works ;_;

upload_2019-6-23_11-58-32.png

I liked the plugin proposal because I wanted to make enemies into the battle by checking for enemy events, similar to the Chrono Engine/Trigger.:D So I wanted to add enemies using the force_ids command on each event checked (by another plugin). But for the tests, I used only your plugin to avoid problems of possible incompatibilities.

~Edit~ ah... another thing is... that if I use force_ids command alone, don't using the init_battle, the enemy simply doesn't appear in the battle:
upload_2019-6-23_12-28-11.png
 
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OcRam

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All skills. Even if I disable Yanfly's Action Sequence and remove all skill notetags, the skill still doesn't works ;_;


I liked the plugin proposal because I wanted to make enemies into the battle by checking for enemy events, similar to the Chrono Engine/Trigger.:D So I wanted to add enemies using the force_ids command on each event checked (by another plugin). But for the tests, I used only your plugin to avoid problems of possible incompatibilities.

~Edit~ ah... another thing is... that if I use force_ids command alone, don't using the init_battle, the enemy simply doesn't appear in the battle:
I'm not sure if I understand this but... Do you mean you would like to add enemies during battle? You should be able to use built-in features for this commands in this plugin is ment to be used before battle processing.

And remember: do not use force_ids command if enemies are not randomized in init_battle parameters (from pool or totally random).
 

Kikeluzi

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I'm not sure if I understand this but... Do you mean you would like to add enemies during battle? You should be able to use built-in features for this commands in this plugin is ment to be used before battle processing.

And remember: do not use force_ids command if enemies are not randomized in init_battle parameters (from pool or totally random).
Ahhh!!! now I got it! I though the force_ids just would add extra enemies! :headshake: SORRY!!! :headshake:

I mean to add enemies before battle, for example...

* If there's 5 spiders and 5 bats in a map as events that moves... and the player clicks in 1 spider event, a battle would start with at least 1 spider;

* If near the spider/player is near another spider and 1 bat, the enemies battlers would be 2 spiders and 1 bat

* It could be a radius event detect or something like, that detects "battler events" near, and join them in the same battle

It would be like in Chrono Trigger, but, why I don't use Chrono Engine? well... I still prefer the battle system more complex that I made with action sequences and another conditional things :D so I tried to use yours to avoid the premade trops! :)
 

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So I need to come up with quite a few action sequences.
Was stressing about this plugin earlier, but pretty happy with how its looking now! Purple makes it pop more too!! :)
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