Okay, I am wondering how this didn't come up before, but I would like to make a request for an addition to the <srpgThroughTag:X> tag- as it is now, you can make it so that a unit can move through any terrain tag less than or equal to x, which might be fine for flying/ hover units, but it becomes a problem if you have units which you might want to move through certain types of terrain, but not others, like say you have a fishman that can walk through water but you do not want crossing that bottomless pit or pool of molten lava as well as that fire spirit that can cross lava but not water.
Basically, I think it would be good to have a version of <srpgThroughTag:X> that can target specific terrain tags.
When you start an SRPG battle, the player character on the map becomes the cursor, using first first sprite set in the srpg_set image file. If their image isn't changing, first check that you have the image correctly placed.
Okay, I am wondering how this didn't come up before, but I would like to make a request for an addition to the <srpgThroughTag:X> tag- as it is now, you can make it so that a unit can move through any terrain tag less than or equal to x, which might be fine for flying/ hover units, but it becomes a problem if you have units which you might want to move through certain types of terrain, but not others, like say you have a fishman that can walk through water but you do not want crossing that bottomless pit or pool of molten lava as well as that fire spirit that can cross lava but not water.
Basically, I think it would be good to have a version of <srpgThroughTag:X> that can target specific terrain tags.
@MetalKing11417
"srpgThroughTag" that Code part is located in a lot of functions , and i got no clue at the moment how to do such edit sry.
if anybody else can solve it, that would be nice but i dont put much hope in it.
as walkaround it would also be possible to use regions to restrict some movement but i am also not sure if that would work to restrict it only for several units .. ( i didnt tried that much , so i cant give better hints)
Edit @ all info about display State Overlay on map
with the help ofcaethyril , i was able to make the default state overlay animations work on map, but without any extras, for now i can only display the state with the highest priority like it works by default for sv.
I didnt finished a plugin for that yet , but that will be the next plugin which i am currently working on..
Also i used an Anker change for the displayed StateOverlay to fit better on map.. i will try to add a switch so it will fit for sv aswell as for map usage in the future plugin.
currently used code for that
JavaScript:
Game_Interpreter.prototype.srpgStateOverlay = function() {
for (var i = 1; i <= $gameMap.events().length; i++) {
var battleunit = $gameSystem.EventToUnit([i]);
var eventunit = $gameMap.event([i]);
var spriteset = SceneManager._scene._spriteset;
var eventId = [i];
var sprChar = spriteset._characterSprites[eventId - 1];
if (battleunit && eventunit && (battleunit[0] === 'actor' || battleunit[0] === 'enemy') && (!battleunit[1].isDead())) {
sprChar._stateSprite = new Sprite_StateOverlay(); // init
sprChar.addChild(sprChar._stateSprite); // add
sprChar._stateSprite.setup(battleunit[1]); // setup
}
}return true;
};
Game_Interpreter.prototype.srpgStateOverlay(); // can be used to refresh
EDIT2
i Resolved problem but when actor attack, Victory event came out.. what should i do..?
Demo play is possible..
@Dr_Applemango
sry i got no idea what you mean, pls try to explain your problem more detailed, also imgs can help..
by default if everything is made right , the victory that ends the battleMap should happen as soon no enemy is left on map. ( probably you need to study the demo a bit more... idk)
SV battle actions only happen for the singel action, than the SV mode ends till the next action, the same way it works in Fire_emblem for example
sry but this video shows nothing.. the most important stuff happen in the last 5 sec of the video an it doesnt even show the problem because it stops before anything happens..
pls try to use google translater if your english is not good enough, but this way i cant help you
what meaning that failed to load img/characters/$srpg_set_E.png..??
i removed one dafeat event and play one actor attack and turn ended..
but what is this....
i don't know.... am i missing some file name??
View attachment 170114
what meaning that failed to load img/characters/$srpg_set_E.png..??
i removed one dafeat event and play one actor attack and turn ended..
but what is this....
i don't know.... am i missing some file name??
You are using the newest edited SRPG core Version, and my last edit was about the "EXA fix"( #1,128<-link)
this requires 3 imgs which i posted here.( #1,145<-link) You dont have these IMGs in your characters folder
To make it easier for you i will add the 3 needed IMGs here aswell.. put all 3 IMGs in your characters Folder (this should solve your problem)
You are using the newest edited SRPG core Version, and my last edit was about the "EXA fix"(<-link)
this requires 3 imgs which i posted here.(<-link) You dont have these IMGs in your characters folder
To make it easier for you i will add the 3 needed IMGs here aswell.. put all 3 IMGs in your characters Folder (this should solve your problem)
do you mean the "mapBattle Switch" ?, this switch is used to decide which Battlemode you use in BattleActions (SV mode Or MapBattle Mode)
this switch has to be added in your srpg core plugin param settings the demo from ryan uses the switch here: you can also use Skillnotes to decide which skill uses which battlemode:
Pls check your SRPG core param settings,
and also pls study more the Setup of the demos, i cant explain every little step.. the demos are made for this.
It might take some time to understand everything but most things are shown in the demos.
sry i missunderstood,
..of course you dont added the area type View attachment 170164
there are a lot of examples in my tutorial demos (signature spoiler)
I understand, ive looked at the tutorial, ive tried everything i can think of. Its like the plug in just isnt doing anything. i even tried chaging it to
<srpgMinRange:1>
<srpgAreaRange:2>
<srpgRange:4>
<srpgAreaType:circle>
right now, but its still just single target, im not getting the "AoE" targeting and its only hitting one unit.
I understand, ive looked at the tutorial, ive tried everything i can think of. Its like the plug in just isnt doing anything. i even tried chaging it to
<srpgMinRange:1>
<srpgAreaRange:2>
<srpgRange:4>
<srpgAreaType:circle>
right now, but its still just single target, im not getting the "AoE" targeting and its only hitting one unit.
well im not sure yet.. could you post an img of the current skill, also an img on your pluginmanager? or a copy of your test project.. than i look into it..
@AshennFox hit F8 to open the developer tools and take a picture of what's on it- that's usually where errors appear. This sounds like you probably have an issue that stops the plugin from running at all, though I can't speculate on the source without more info.
And for future reference, if you don't specify an Area Type, it will default to a circular area. The only required tag to make an AoE is the <srpgAreaRange> tag.
@AshennFox hit F8 to open the developer tools and take a picture of what's on it- that's usually where errors appear. This sounds like you probably have an issue that stops the plugin from running at all, though I can't speculate on the source without more info.
And for future reference, if you don't specify an Area Type, it will default to a circular area. The only required tag to make an AoE is the <srpgAreaRange> tag.
thx for the claryfication! i got private message that the issue is solved
@Doktor_Q
I would like to request some help on that topic( #7<-link). (State Overlay on Map when srpg battle is active)
i am allready close to finish the needed Plugin, but i would like to add more extras that are to complicated for my knowlegde. => its about adding :
-> a function that changes the (State Overlay-)Anker depending on battlemode (sv/map) and Plugin parram settings (i can probably do that part alone)
->StateNotes for additional StateAnimations on the Img (other plugins can allready do that ,but i want to make sure its compatible and implement it directly)
->StateNotes to execute if the state's OverlayMode is: "default" or "rotation" or "parrallel" (that says how that state is displayed) default = only shown if highest priority rotation = shown in rotation to other rotation states in addition to the highest priority state parrallel = shown parrallel to all other affected states
I would like to open another topic/thread where i hope to get your & caethyril's help in order to make that happen.
Caethyril allready gave some advice how to archieve parts of it but i think i cant implement all the mentioned extras on my own. ( in that extra thread i would give and store all infos first , links to other plugins and other things that i allready tested ect )
currently used code:(experimental)
JavaScript:
Game_Interpreter.prototype.srpgStateOverlay = function() {
for (var i = 1; i <= $gameMap.events().length; i++) {
var battleunit = $gameSystem.EventToUnit([i]);
var eventunit = $gameMap.event([i]);
var spriteset = SceneManager._scene._spriteset;
var eventId = [i];
var sprChar = spriteset._characterSprites[eventId - 1];
if (battleunit && eventunit && (battleunit[0] === 'actor' || battleunit[0] === 'enemy') && (!battleunit[1].isDead())) {
sprChar._stateSprite = new Sprite_StateOverlay(); // init
sprChar.addChild(sprChar._stateSprite); // add
sprChar._stateSprite.setup(battleunit[1]); // setup
}
}return true;
};
Game_Interpreter.prototype.srpgStateOverlay(); // can be used to refresh
But if you think its to complicated or wont work ..
i will just finish the plugin without any extras.. (except those which i can do alone)
Just wanted to share how my game won 1st place in a game jam for itch.io. Everyone else used Unreal, Unity, GMS2, Godot, etc but I used RPG Maker 2003 It just shows that you can create a good game and it doesn't matter which engine you use
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