xabileug

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where do you set up, if the character has dual wield (idk where to set this up) equip 2 different swords, like the shield slot is replaced with another weapon slot, the character attacks twice, each with different weapon.

1637636974857.png
I already edit in my database, but it battle, actor only attacks with the weapon in first slot.. so dual wield is useless.. what am i doing wrong?
1637637395776.png
 
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dopan

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There is certainly something odd happening...I copy pasted the map that had no errors and everything *seemed* okay. I killed some actors and enemies to see if they spawned graves, and most of them did. Some enemies for some reason would give me that error, though. They have a unit ID and a valid grave event in the graves map. It's so bizarre.
edit.
Plugin Updated SRPG_EventUnitGraves.js

Ok i deleted my old text from this post, because i updated the plugin: "EventUnitGraves"

Now it doesnt check any datamap stuff, and it also has the requested Scriptcalls for Actors and Enemys to replace the "addActor & addEnemy",ScriptCalls from the srpg Core..
These new Scriptcalls will also add all required Note and Meta data to that mapEvent, .. and it will import the enemyUNIT ID and the GraveSetup which is needed for each mapEvent.


Here some scriptcall info of the new pluginVersion:

JavaScript:
this.addBattleEnemy(EventID, EnemyID, UnitID);
this can be used instead of "addEnemy(EventID, EnemyID)"
adds all needed data to the Event of the new Enemy Unit,also "Note" and "Meta" data..and Imports enemyUNIT ID and the GraveSetup.

JavaScript:
this.addBattleActor(EventID, ActorID);
this can be used instead of "addActor(EventID, ActorID)"

adds all needed data to the Event of the new Actor Unit,also "Note" and "Meta" data.. and the GraveSetup.

Incase new Units are spawned with an event Spawner or the "summon" plugin:(following data should be added via scriptCall)
JavaScript:
// set EnemyUnit ID to mapEvent&gamebattler of all enemyUnits (enemys only)
$gameMap.setEnemytUnitID();
// add GraveSetup to all BattleUnit mapEvents
$gameMap.graveSetup();
these 2 scriptcalls are triggered at battlestart, and they are added to the other 2 Scriptcalls from above(addBattleEnemy&addBattleActor)
-> they are needed for every new "event battleUnit" which is spawned/summoned later in battleMap


About: what does GraveSetup ??
spoiler JScode
JavaScript:
    Game_Map.prototype.graveSetup = function() {
        $gameMap.events().forEach(function(event) {
             if ((event.isType() === 'enemy') || (event.isType() === 'actor')) {
                  event._needGraveReSpawn = false;
                  event._hasGrave = false;
             }
        });
    };
-> it adds EventVariables to all Events from Enemys and Actors,
these are used as "switches" to check if that eventBattleUnit "has a grave" and if it "needs a GraveRespawn"..,these "switches" will be checked and changed from the plugin by itself.


About Possible compatiblety_Issues: (not tested yet)
=> Incase:
"spawnedEvents"(galvsEventspawner),
or "summonedEvents"("srpg_summon"-plugin),..

are not triggered by:
JavaScript:
$gameMap.setEnemytUnitID();$gameMap.graveSetup();
,..we will need somekind of compatiblety Fix
(not tested yet)



@moldy
-> i tested again with this Updated PluginVersion, killing an Orc and an Actor on my test project, and both works/spawnsGraves without errors..
Incase you still get bugs similar like before:
its needed to figure out the difference betwen the enemyUnits that do spawn Graves, and those enemyUnits that doesnt spawn Graves


=> i am still not sure if there are any compatiblety_Issues with the "srpg_summon" plugin, but if we find some i can probably fix them..
 
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xabileug

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VE_Dual Wield is not compatible, seems like a plugin extension is needed to achieve the true dual wield for SRPG.
 

dopan

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VE_Dual Wield is not compatible, seems like a plugin extension is needed to achieve the true dual wield for SRPG.
VE plugins are not supported from the Plugin autor anymore and some are bugged, i would not use any of them


edit.
@moldy
pls read this#2,042

@xabileug
also i am pretty sure that the enemyEquip Plugin doesnt support displaying 2 weapons on the BattleStatus Window.. and stealing the second weapon will probably not work aswell
(the enemyEquip plugin as it is now, always needs the first 5 EquipSlots, and asumes that "slot 0" is for "weapon", and slot "1-4" are for "armors")
-> i am still Upgrading/Bugfixing that plugin, but i am not sure if i can change that behavior..
( atleast i dont know how at the moment )
 
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xabileug

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I have a copy of CWinters script in VX for two sword style in TM_SRPG, but when i check website terms and condition, distribution is not allowed. i'd love the real two swords style + monkey grip, though there is a paid plugin by ramza, i dont like paid plugins.

I stil cant find a skill learning system for SRPG Core, moogle x dont work, and i dont have YEP. so the FFTA style of acquiring skills is not happening. but since SRPG Core is Fire Emblem inspired, i guess i'd stick with the <srpgSkill:X> note tag. I'd use MV trait for skill sets (this was really a nice feature). I also need a working static EXP for.

Anybody know how to setup the arena in Fire Emblem? or the Capture Building Spawn Units in Advance Wars? is it possible to add new commands in @Shoukang Advance Interaction ? - Capture Base or Purchase Units (to spawn units)

What plugin needs to be used to get "aura" effect like in jeane d arc, an enhanced tile is placed on defeated enemy positions, when character steps on it they get buff or debuff. wasnt there an event spawner plugin? like copy the buff tile from the base map, and just place it on the defeated enemy position? on what phase event manager should this be put?
 
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Shoukang

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i just tried killing an orc on another map, that worked and spawned a grave,,


the error img you posted is enemy related, on actors it should look slightly different..

also the first line of the error is about this:
View attachment 207435
View attachment 207436
-----------
which makes no sence to me at the moment..
getting the x-position_data of any map event should not make bugs..
also it should not make any difference on which map Units get killed,
it should work on all maps aslong there is a grave on the grave map ,
that fits to each actorID and enemyID which is used on your battlemap..

i will take some time later to look over the whole code again, but at the moment i got no idea..
the $gameMap.events() function will filter the events, and only return a list of valid events.
Therefore, in your game project, if you have event 1,2,3, and then your delete event 2, your $gameMap._events will look like [event0, event1, undefined, event3] After the filter it gives you [event0, event1, event3], and you should directly use the events it returns, rather than use the index, if you use index you can get undefined from index 2, because event 2 is undefined.
1637683812857.png
Therefore, replace your for loop with: $gameMap.events().forEach(function(event){..........})
And use event.eventId() instead of index.
 
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moldy

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edit.
Plugin Updated SRPG_EventUnitGraves.js

Ok i deleted my old text from this post, because i updated the plugin: "EventUnitGraves"

Now it doesnt check any datamap stuff, and it also has the requested Scriptcalls for Actors and Enemys to replace the "addActor & addEnemy",ScriptCalls from the srpg Core..
These new Scriptcalls will also add all required Note and Meta data to that mapEvent, .. and it will import the enemyUNIT ID and the GraveSetup which is needed for each mapEvent.


Here some scriptcall info of the new pluginVersion:

JavaScript:
this.addBattleEnemy(EventID, EnemyID, UnitID);
this can be used instead of "addEnemy(EventID, EnemyID)"
adds all needed data to the Event of the new Enemy Unit,also "Note" and "Meta" data..and Imports enemyUNIT ID and the GraveSetup.

JavaScript:
this.addBattleActor(EventID, ActorID);
this can be used instead of "addActor(EventID, ActorID)"

adds all needed data to the Event of the new Actor Unit,also "Note" and "Meta" data.. and the GraveSetup.

Incase new Units are spawned with an event Spawner or the "summon" plugin:(following data should be added via scriptCall)
JavaScript:
// set EnemyUnit ID to mapEvent&gamebattler of all enemyUnits (enemys only)
$gameMap.setEnemytUnitID();
// add GraveSetup to all BattleUnit mapEvents
$gameMap.graveSetup();
these 2 scriptcalls are triggered at battlestart, and they are added to the other 2 Scriptcalls from above(addBattleEnemy&addBattleActor)
-> they are needed for every new "event battleUnit" which is spawned/summoned later in battleMap


About: what does GraveSetup ??
spoiler JScode
JavaScript:
    Game_Map.prototype.graveSetup = function() {
        $gameMap.events().forEach(function(event) {
             if ((event.isType() === 'enemy') || (event.isType() === 'actor')) {
                  event._needGraveReSpawn = false;
                  event._hasGrave = false;
             }
        });
    };
-> it adds EventVariables to all Events from Enemys and Actors,
these are used as "switches" to check if that eventBattleUnit "has a grave" and if it "needs a GraveRespawn"..,these "switches" will be checked and changed from the plugin by itself.


About Possible compatiblety_Issues: (not tested yet)
=> Incase:
"spawnedEvents"(galvsEventspawner),
or "summonedEvents"("srpg_summon"-plugin),..

are not triggered by:
JavaScript:
$gameMap.setEnemytUnitID();$gameMap.graveSetup();
,..we will need somekind of compatiblety Fix
(not tested yet)



@moldy
-> i tested again with this Updated PluginVersion, killing an Orc and an Actor on my test project, and both works/spawnsGraves without errors..
Incase you still get bugs similar like before:
its needed to figure out the difference betwen the enemyUnits that do spawn Graves, and those enemyUnits that doesnt spawn Graves


=> i am still not sure if there are any compatiblety_Issues with the "srpg_summon" plugin, but if we find some i can probably fix them..

The trouble map is still giving me the same issue, but I've since then made a new map and things seem to be running smoothly. I'm just going to abandon that cursed map lol it's driving me crazy. Anyways...looks like everything works as intended so far! New enemy spawns now produce graves when using $gameMap.setEnemytUnitID(); and $gameMap.graveSetup(); right after using this.addBattleEnemy(EventID, EnemyID, UnitID). Great work!
 

dopan

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The trouble map is still giving me the same issue, but I've since then made a new map and things seem to be running smoothly. I'm just going to abandon that cursed map lol it's driving me crazy. Anyways...looks like everything works as intended so far! New enemy spawns now produce graves when using $gameMap.setEnemytUnitID(); and $gameMap.graveSetup(); right after using this.addBattleEnemy(EventID, EnemyID, UnitID). Great work!
@moldy
you missunderstood "this.addBattleEnemy(EventID, EnemyID, UnitID)." already has "$gameMap.setEnemytUnitID();" and "$gameMap.graveSetup();" Included..
you are using it 2 times..
(but that doesnt break anything..)


---------------------------------------------------------------------------------
@Shoukang
"the $gameMap.events() function will filter the events, and only return a list of valid events."(..)
oh thx 4 the info,
i will look over the code again, if there is any other function that needs to be edited aswell because of that issue which you explained
-------------------------------------------------------------------------------


@
xabileug

about free equip_skill system..
in an older project i used:
GALV_MagicShards
I am not sure if that plugins solves any of your needs
( i also found free iconsets that have a lot of different shard_Icons )
 
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Shoukang

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I have a copy of CWinters script in VX for two sword style in TM_SRPG, but when i check website terms and condition, distribution is not allowed. i'd love the real two swords style + monkey grip, though there is a paid plugin by ramza, i dont like paid plugins.

I stil cant find a skill learning system for SRPG Core, moogle x dont work, and i dont have YEP. so the FFTA style of acquiring skills is not happening. but since SRPG Core is Fire Emblem inspired, i guess i'd stick with the <srpgSkill:X> note tag. I'd use MV trait for skill sets (this was really a nice feature). I also need a working static EXP for.

Anybody know how to setup the arena in Fire Emblem? or the Capture Building Spawn Units in Advance Wars? is it possible to add new commands in @Shoukang Advance Interaction ? - Capture Base or Purchase Units (to spawn units)

What plugin needs to be used to get "aura" effect like in jeane d arc, an enhanced tile is placed on defeated enemy positions, when character steps on it they get buff or debuff. wasnt there an event spawner plugin? like copy the buff tile from the base map, and just place it on the defeated enemy position? on what phase event manager should this be put?
It's always possible. I even left some TODO notes for those who want to add new interaction commands. But doing interaction by clicking on a building (rather than letting your actor to choose it). will need quit some hard work. The arena... That's basically another battle system,so it's also hard...

You can try my aura skills plugin together with dopan's grave plugin for your aura effect.

By the way, I think steal is also easy with the advanced interaction plugin, but one have to also edit the battler status window to show the information. I do plan to make a status window system but it seems like many of us are already working on it. Even the author Gakuto is making it...(I saw his activities on twitter.)
 

moldy

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@moldy
you missunderstood "this.addBattleEnemy(EventID, EnemyID, UnitID)." already has "$gameMap.setEnemytUnitID();" and "$gameMap.graveSetup();" Included..
you are using it 2 times..
(but that doesnt break anything..)

info code
this.addBattleEnemy(EventID, EnemyID, UnitID).
&
this.addBattleActor(EventID, ActorID);


JavaScript:
   Game_Interpreter.prototype.addBattleEnemy = function(EventID, EnemyID, UnitID) {
       //add needed event.Note_data & event.Meta_data
       $gameMap.event(EventID).event().note = "<unit:UnitID><type:enemy><id:EnemyID>";
       $gameMap.event(EventID).event().meta = {unit: "UnitID", type: "enemy", id: "EnemyID"};
       // use default srpgCore script: "this.addEnemy(EventID, EnemyID);"
       this.addEnemy(EventID, EnemyID);
       // Import UNIT ID to battler&Event and add GraveSetup
       $gameMap.setEnemyUnitID();$gameMap.graveSetup();
   };

//----------------------------------------------------------------------
   Game_Interpreter.prototype.addBattleActor = function(EventID, ActorID) {
       //add needed event.Note_data & event.Meta_data
       $gameMap.event(EventID).event().note = "<type:actor><id:ActorID>";
       $gameMap.event(EventID).event().meta = {type: "actor", id: "ActorID"};
       // use default srpgCore script: "this.addActor(EventID, EnemyID);"
       this.addActor(EventID, ActorID);
       // add GraveSetup:
       $gameMap.graveSetup();
   };

---------------------------------------------------------------------------------
@Shoukang

oh thx 4 the info,
i will look over the code again, if there is any other function that needs to be edited aswell because of that issue which you explained
-------------------------------------------------------------------------------


@
xabileug

about free equip_skill system..
in an older project i used:
GALV_MagicShards
I am not sure if that plugins solves any of your needs
( i also found free iconsets that have a lot of different shard_Icons )

Alright, new error time :D

Enemies will produce graves for a while...then after a few kills, they don't leave anything behind for some reason. Also, sometimes after an enemy dies, I get this console error message:

TypeError: Cannot read property '_erased' of undefined
at Game_System.anyUnitDead (SRPG_EventUnitGraves.js:608)
at Scene_Map.update (SRPG_EventUnitGraves.js:662)
at Function.SceneManager.updateScene (rpg_managers.js:2024)
at Function.SceneManager.updateScene (MVP_MouseOperation.js:660)
at Function.SceneManager.updateWithoutFpsSync (FpsSyncOption.js:86)
at Function.SceneManager.updateMain (FpsSyncOption.js:95)
at Function.SceneManager.update (rpg_managers.js:1907)

ALSO something I just thought of...will making the graves "through" so units can step on them create any issues? I was thinking maybe that is causing some issues with my project...units being able to spawn graves on top of other graves, maybe that is troubling my project too
 

dopan

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By the way, I think steal is also easy with the advanced interaction plugin, but one have to also edit the battler status window to show the information. I do plan to make a status window system but it seems like many of us are already working on it. Even the author Gakuto is making it...(I saw his activities on twitter.)
the steal function itself it not such a big deal, even "custom execution" could handle that with some small scripts,..
but giving enemys the enemy EquipSlots & equipment ..aswell the fact that the Battle_status_window will need to use a fixed limited amount of equipSlots, is another thing..

i already solved most issues but i am not done yet with rebuilding my enemyEquip plugin,which handles all this..

about new possible srpgCore Updates:
if the next srpgCore updates are as usefull as adding the "agiatt+"-plugin, into the srpgCore while ignoring all fixes that are added to my "edited srpgCore"-version,..
..i will probably not support such new srpgCores ..
..instead i am thinking about adding major features like..:
-"graveSpawn",
-"enemyEquip+BattleStatusWindowEquipslots+StealFunctions"
- and the other fixes that are already part of my edited-srpgCore
..directly into my future "edited srpgCore" version
(as soon all required plugins are sure to be bugfree)

But perhaps,future default srpgCore updates might be really cool and helpfull..
.. who knows.
Dont get me wrong,i still think the SRPGcore itself is the best availleble tbs_battlesystem in this Forum..

---------------------------------------------------------------------------------

@moldy

That new bugInfo is really helpfull!
it seems that it is related to the Issue which Shoukang explained,..
(deleted events wont be read correctly because they are "undefined")
.. but i somehow need a way to also get acces to deleted events, in order to use "graveRespawn" after an unit was revived and killed again..
-> i am sorry but fixing this issue might take a while till i figured that out.
=> "graveRespawn" is supposed to undo graveEvents beeing " _erased", and to make them re_appair if needed
(thats to avoid getting to much deleted trash events on the gameMap.
Because this would happen, if always new graveEvents are created for the same battleUnit, after reviving and getting killed again)
 
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Shoukang

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the steal function itself it not such a big deal, even "custom execution" could handle that with some small scripts,..
but giving enemys the enemy EquipSlots & equipment ..aswell the fact that the Battle_status_window will need to use a fixed limited amount of equipSlots, is another thing..

i already solved most issues but i am not done yet with rebuilding my enemyEquip plugin,which handles all this..

about new possible srpgCore Updates:
if the next srpgCore updates are as usefull as adding agiatt+ into the srpgCore while ignoring all fixes that are added to my "edited srpgCore"-version,..
..i will probably not support such new srpgCores ..
..instead i am thinking about adding major features like..:
-"graveSpawn",
-"enemyEquip+BattleStatusWindowEquipslots+StealFunctions"
- and the other fixes that are already part of my edited-srpgCore
..directly into my future "edited srpgCore" version
(as soon all required plugins are sure to be bugfree)

But perhaps , future default srpgCore updates might be really cool and helpfull.. who knows

---------------------------------------------------------------------------------

@moldy

That new bugInfo is really helpfull!
it seems that it is related to the Issue which Shoukang explained,..
(deleted events wont be read correctly because they are "undefined")
.. but i somehow need a way to also get acces to deleted events, in order to use "graveRespawn" after an unit was revived and killed again..
-> i am sorry but fixing this issue might take a while till i figured that out.
=> "graveRespawn" is supposed to undo graveEvents beeing " _erased", and to make them re_appair if needed
What I mean by 'delete' is to delete the event in map editor, not 'erase' during a game because a battler is dead. An erased event is not undefined.
 

moldy

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the steal function itself it not such a big deal, even "custom execution" could handle that with some small scripts,..
but giving enemys the enemy EquipSlots & equipment ..aswell the fact that the Battle_status_window will need to use a fixed limited amount of equipSlots, is another thing..

i already solved most issues but i am not done yet with rebuilding my enemyEquip plugin,which handles all this..

about new possible srpgCore Updates:
if the next srpgCore updates are as usefull as adding the "agiatt+"-plugin, into the srpgCore while ignoring all fixes that are added to my "edited srpgCore"-version,..
..i will probably not support such new srpgCores ..
..instead i am thinking about adding major features like..:
-"graveSpawn",
-"enemyEquip+BattleStatusWindowEquipslots+StealFunctions"
- and the other fixes that are already part of my edited-srpgCore
..directly into my future "edited srpgCore" version
(as soon all required plugins are sure to be bugfree)

But perhaps , future default srpgCore updates might be really cool and helpfull.. who knows

---------------------------------------------------------------------------------

@moldy

That new bugInfo is really helpfull!
it seems that it is related to the Issue which Shoukang explained,..
(deleted events wont be read correctly because they are "undefined")
.. but i somehow need a way to also get acces to deleted events, in order to use "graveRespawn" after an unit was revived and killed again..
-> i am sorry but fixing this issue might take a while till i figured that out.
=> "graveRespawn" is supposed to undo graveEvents beeing " _erased", and to make them re_appair if needed
(thats to avoid getting to much deleted trash events on the gameMap.
Because this would happen, if always new graveEvents are created for the same battleUnit, after reviving and getting killed again)

I wonder if there would be a way to store/update all event X's and Y's in an array during the <type:afterAction> event box and use that to decide where graves will spawn? I have no idea what I'm talking about most of the time but, just throwing that out there.
 

dopan

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What I mean by 'delete' is to delete the event in map editor, not 'erase' during a game because a battler is dead. An erased event is not undefined.
so using "$gameMap.events().forEach(function(event)" will still read my "_erased" Events? but avoiding the Error with Events that are deleted in MapEditor?
-> if thats the case, i might Fixed that issue soon

@Shoukang
I got one Question, does:
for (var i = 1; i <= $gameMap.events().length; i++) {
also filter out Events that are deleted in MapEditor?
(because its uses $gameMap.events().length)?
-> or is it that kind of Code that produces the Error?
-> because i think other default srpgCore_functions use that aswell..

----------------
@moldy
(all x.y data is already stored on each Event in the GameMap.Events() ,that is a "Default_rpg_Plugin-Variable"-function that stores&handles all mapEvents)
 
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Shoukang

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so using "$gameMap.events().forEach(function(event)" will still read my "_erased" Events? but avoiding the Error with Events that are deleted in MapEditor?
-> if thats the case, i might Fixed that issue soon

@Shoukang
I got one Question, does:
for (var i = 1; i <= $gameMap.events().length; i++) {
also filter out Events that are deleted in MapEditor?
(because its uses $gameMap.events().length)?
-> or is it that kind of Code that produces the Error?
-> because i think other default srpgCore_functions use that aswell..

----------------
@moldy
(all x.y data is already stored on each Event in the GameMap.Events() ,that is a "Default_rpg_Plugin-Variable"-function that stores&handles all mapEvents)
Yes, it will, as long as there's an event it will read it.
It measures the length of $gameMap.events(), so of course, the length is also a filtered version of length.
Just try this...
JavaScript:
Game_Temp.prototype.spawnEnemyGrave = function() {
    $gameMap.events().forEach(function(eventUnit){
         var battleUnit = $gameSystem.EventToUnit(eventUnit.eventId());
         var euX = eventUnit.x;
         var euY = eventUnit.y;       
         if (battleUnit && eventUnit && (battleUnit[0] === 'enemy') && (battleUnit[1].isDead()) && (eventUnit._hasGrave === false)) {
            var enemyID = battleUnit[1]._enemyId;
            var actorID = 0;
            var graveEID = 0;
            var graveDataEID = $gameTemp.importEnemyGraveEID(enemyID);
            var unitID = eventUnit._eventEnemyUnitId;
            var relatedGrave = $gameMap.event($gameTemp.enemyGrave(unitID));
            if ((relatedGrave) && (relatedGrave._graveUnitID === unitID) && (relatedGrave._erased === true)) {
                relatedGrave.reSpawnGrave(); break;
            }
            $gameMap.addGrave(graveEID, graveDataEID, actorID, enemyID, unitID, euX, euY);   
        }           
    });
};
To test the bug moldy mentioned, prepare an empty event (Id 1) on your map, test the game, then delete event 1, test the game. After you delete the event (Id 1) I expect to see an error in your original version.
 
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dopan

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Yes, it will, as long as there's an event it will read it.
It measures the length of $gameMap.events(), so of course, the length is also a filtered version of length.
Just try this...
if thats the Case , then they should be no bug, because these Functions already use:
JavaScript:
for (var i = 1; i <= $gameMap.events().length; i++) {

};
Or i missunderstand something here..
----------------------------------------
However i will try to replace all Functions that only use the JScode above, without using "$gameMap.events().forEach(function(eventUnit)" which seems to be required,..
..with the Code-Solution which you mentioned as Paragon/Example.. and hope that solves the Errors which moldy reported..
Thank you!

edit :
i already replaced "spawnActorGrave" & "spawnEnemyGrave", but there are a lot of,
other GravePlugin functions, which could cause similar problems, that might take a while..
 
Last edited:

xabileug

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i think defeated events are still in the map, because ebi's SRPG_DispHPOnMap has a visual bug - where the enemy HP bars of defeated enemies shows up eveytime you close the menu, the exact place. i think SRPG Core needs to be updated - events not deleted but rather have a self-switch D acitvated.

SRPG Core xy make appear
JavaScript:
// 指定したイベントIDのユニットを復活する
Game_Interpreter.prototype.unitRevive = function(eventId) {
    var battlerArray = $gameSystem.EventToUnit(eventId);
    var event = $gameMap.event(eventId);
    if (battlerArray && (battlerArray[0] === 'actor' || battlerArray[0] === 'enemy')) {
        if (battlerArray[1].isAlive()) {
            return;
        }
        battlerArray[1].removeState(battlerArray[1].deathStateId());
        if (battlerArray[0] === 'actor') {
            var oldValue = $gameVariables.value(_existActorVarID);
            $gameVariables.setValue(_existActorVarID, oldValue + 1);
        } else {
            var oldValue = $gameVariables.value(_existEnemyVarID);
            $gameVariables.setValue(_existEnemyVarID, oldValue + 1);
        }
        var xy = event.makeAppearPoint(event, event.posX(), event.posY(), battlerArray[1].srpgThroughTag());
        event.setPosition(xy[0], xy[1]);
        event.appear();
        $gameMap.setEventImages();
    }
};
 
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dopan

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i think defeated events are still in the map, because ebi's SRPG_DispHPOnMap has a visual bug - where the enemy HP bars of defeated enemies shows up eveytime you close the menu, the exact place. i think SRPG Core needs to be updated - events not deleted but rather have a self-switch D acitvated.

SRPG Core xy make appear
JavaScript:
// 指定したイベントIDのユニットを復活する
Game_Interpreter.prototype.unitRevive = function(eventId) {
    var battlerArray = $gameSystem.EventToUnit(eventId);
    var event = $gameMap.event(eventId);
    if (battlerArray && (battlerArray[0] === 'actor' || battlerArray[0] === 'enemy')) {
        if (battlerArray[1].isAlive()) {
            return;
        }
        battlerArray[1].removeState(battlerArray[1].deathStateId());
        if (battlerArray[0] === 'actor') {
            var oldValue = $gameVariables.value(_existActorVarID);
            $gameVariables.setValue(_existActorVarID, oldValue + 1);
        } else {
            var oldValue = $gameVariables.value(_existEnemyVarID);
            $gameVariables.setValue(_existEnemyVarID, oldValue + 1);
        }
        var xy = event.makeAppearPoint(event, event.posX(), event.posY(), battlerArray[1].srpgThroughTag());
        event.setPosition(xy[0], xy[1]);
        event.appear();
        $gameMap.setEventImages();
    }
};
yes they are, and they are supposed to do that in order to be revived..
.. the SRPG_DispHPOnMap might need an extra "if condition" to check if that Unit is Dead or not
before trying to update the Sprite..
But that isnt really important, if that plugin was extracted from a YEP plugin without YEPs permission..
-> however that might explain the Issue which you had with that Plugin


The Issue which Shoukang,explained is about Events that are deleted in the game Editor of that map,
thats probably only an issue if no other event was made that uses the ID of that deleted event.
(most data is never completly deleted till something overwrites it..)

-----------------------------------------------------------------------------------------------------------

About the GraveSpawnPlugin:
@ Shoukang & moldy

I replaced all related Functions, with the solution from Shoukang ..
only Issue on that Solution was that "break" cant be used because of "illegal",
but i solved that with using "} else {" to avoid needing "break"..

the Updated-Version gave me no Errors, i hope it works bugfree now..
 
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moldy

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yes they are, and they are supposed to do that in order to be revived..
.. the SRPG_DispHPOnMap might need an extra "if condition" to check if that Unit is Dead or not
before trying to update the Sprite..
But that isnt really important, if that plugin was extracted from a YEP plugin without YEPs permission..
-> however that might explain the Issue which you had with that Plugin


The Issue which Shoukang,explained is about Events that are deleted in the game Editor of that map,
thats probably only an issue if no other event was made that uses the ID of that deleted event.
(most data is never completly deleted till something overwrites it..)

-----------------------------------------------------------------------------------------------------------

About the GraveSpawnPlugin:
@ Shoukang & moldy

I replaced all related Functions, with the solution from Shoukang ..
only Issue on that Solution was that "break" cant be used because of "illegal",
but i solved that with using "} else {" to avoid needing "break"..

the Updated SRPG_EventUnitGraves.js -Version gave me no Errors, i hope it works bugfree now..

Still getting blank/no graves after Turn 1 ends :(
Any enemies killed during turn 1 produce graves for sure. Any enemies that die after turn 1 don't produce graves.
 

dopan

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Still getting blank/no graves after Turn 1 ends :(
Any enemies killed during turn 1 produce graves for sure. Any enemies that die after turn 1 don't produce graves.
did you get any error that could give me a hint?
i am sorry we will figure this out sooner or later..
 

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