moldy

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@moldy can you show how the graves at revive work in your game? how about AoE revive skills?

I actually didn't test out the group revive script call, since I don't plan to use it. I tried it just now but it didn't work. This common event is what I use for single target revive (it revives 1 ally in order of event id on the map, as soon as it revives someone, it exits the code. You can probably remove "break" if you wanna revive more than one ally at a time). Last two lines of code are optional, my revive skill targets a cell adjacent to the reviver and teleports the revived unit next to them since they only get a few HP back and they can last more than a turn after being brought back.

Code:
for (var i = 1; i <= $gameMap.events().length; i++) {
var battleunit = $gameSystem.EventToUnit([i]);
var eventunit = $gameMap.event([i]);
if (battleunit && eventunit && (battleunit[0] === 'actor') && (battleunit[1].actorId() != 98) && (battleunit[1].isDead())) {
this.unitRaise(i);
battleunit[1].gainHp(Math.floor(battleunit[1].mhp*0.3));battleunit[1].startDamagePopup();
battleunit[1].gainMp(Math.floor(battleunit[1].mmp*0.3));battleunit[1].startDamagePopup();
break;
   }
};
$gameMap.event(i).setPosition($gamePlayer.posX(),$gamePlayer.posY());
$gameMap.event(i).requestAnimation(267);

I added "battleunit[1].actorId() != 98" because that's the actor ID of a summoned entity and I don't want units being able to just revive summons instead of needing to resummon them.
 

dopan

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I actually didn't test out the group revive script call, since I don't plan to use it. I tried it just now but it didn't work.
ok i edited the plugin to change some visual typos,, not sure if that changes anything..
i dont see why raiseAll actors or reaise All enemys doenst work,.. but i will figure it out..

also there is a tiny thing i need to fix:
grave should be able to be eventTypes "object".. but at the moment they dont
( i already had that working in a earlier test..)

so the plugin (EventGraves) is NOT fully done, but we are really close to it..

also there is no "raise aoe" at the moment, but that should be possible..

thank you moldy for helping me with bugtesting so far!
 

Shoukang

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@All
I made a new plugin SRPG_StatusWindow to allow multiple pages for the battler status window.
It also allows you to open the status window via the actor command window.
demo status window.gif
You can code yourself to show whatever you want. I provided some example codes and TODO notes for you.
========
Edit: I will make a complete version of the status window, and I will upload it as a reference.
 
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dopan

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@All
I made a new plugin SRPG_StatusWindow to allow multiple pages for the battler status window.
It also allows you to open the status window via the actor command window.
View attachment 207832
You can code yourself to show whatever you want. I provided some example codes and TODO notes for you.
The most interresing thing about this is the additional page usage,..
I could use this to add a 2nd page for enemys.
To show on page2 which skills , the enemy is able to use.
And to display the dropGold amount, aswell as the dropItem-Items.
But i just finished my Enemy Equip plugin again and its working (again^^)..
However now i am thinking about adding a sixt slot (default is 5 at the moment).
6 slots would be the abslolut max amount that fits in the first page.

-> and if i give enemys a second status page,with these infos i might need to expand the Plugin.
For skills like:
- steal item
- steal skill
- steal gold
.. but i am not sure about this point.

Also interresting is the JScode how you displayed all equips with 1 small code..
i am just not sure if it makes sence for me to implement this code usage in my plugin.
(rewriting my code again is something i would like to avoid)

One Question:
on Action usage when the battleStatusWindow is used with the battlePredictionWindow..
i hope than in such case only page 1 of both Units battleStatusWindow will be availleble?
- it might be confusing to get the other pages displayed at that situation..
 
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Shoukang

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Also interresting is the JScode how you displayed all equips with 1 small code..
i am just not sure if it makes sence for me to implement this code usage in my plugin.
(rewriting my code again is something i would like to avoid)

One Question:
on Action usage when the battleStatusWindow is used with the battlePredictionWindow..
i hope than in such case only page 1 of both Units battleStatusWindow will be availleble?
- it might be confusing to get the other pages displayed at that situation..
I'm just using the existing function, so it's simple. It only works for actors, but with some edits, I'm sure you can use it for enemies.

It will only show page 0 during battle prediction.
 

dopan

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I'm just using the existing function, so it's simple. It only works for actors, but with some edits, I'm sure you can use it for enemies.

It will only show page 0 during battle prediction.
Nice
i could already use it for enemys in my plugin^^
i had to replicate the needed parts for enemys anyway..but the code would be slightly different.
However this solution has no option for a "display noEquip text" ect..it will display all equipment
(but its still very short & simple.. compared to how much code i used for this^^)



here is a screenshot of how 6 slots would look in the first window page.
Screenshot_2.png
The actor has the current Setup, and the orc shows how the Setup with 6 slots would look like..
and i kind of dislike the orc window 6 slot solution, from how it looks..

i think i wont add anymore functions to the EnemyEquip plugin,.. instead i will fokus on fixing the last few points on the GraveEvents Plugin..

edit:
my Github is Updated with the new version of "SRPG_EnemyEquip",..
i didnt test everything yet, but everything i tested seem to work fine and i had no errors so far.

pls note
i dont know anything about compatiblety with the SRPG_StatusWindow plugin..
i asume that little compatiblety edits might required if using them together..
in order to avoid overwriting the battleStatusWindow which is used in my plugin.
And to add more pages to it..

@Shoukang
Perhaps you can build a patched version of your plugin, which could be put under my plugin, to call my battleStatusWindow and add the "more pages"-option to it..?
 
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xabileug

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@All
I made a new plugin SRPG_StatusWindow to allow multiple pages for the battler status window.
It also allows you to open the status window via the actor command window.
View attachment 207832
You can code yourself to show whatever you want. I provided some example codes and TODO notes for you.
========
Edit: I will make a complete version of the status window, and I will upload it as a reference.

@Shoukang thank you !nice! this is what im looking for! extended status scene.. the drop items page i hope you can make, and a way to add a skill page. with tag like <srpgEnemySkill:X> just the names of the attacks we assign in its AI. exciting UI!

let the steal skill begin
 
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Shoukang

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demo status window.gif
Just updated the plugin to add more useful functions. Such as draw elements, draw skills, and draw equipments. Also replaced all the 'magic numbers' with variables... So that you can change the layout easily.
I haven't make the draw reward function but I know something similar is in the Window_SrpgBattleResult part in SRPG core.
=============
Edit: Format hint
JavaScript:
    // Status window layout: (standard padding near left border apply automatically)
    // |..............Status Window width...................|
    // |....|..|........|....|..|..|..|........|....|..|....|
    // | sp |tp|   lw   | cw |tp|tp|tp|   lw   | cw |tp| sp |
    //      |      half  width     |     half width       |
 
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dopan

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@Shoukang

Perhaps you can build a patched version of your plugin, which could be put under my plugin, to call my battleStatusWindow and add the "more pages"-option to it..?
@Shoukang
nevermind i already made one myself..

-------------------------------------------------------
-------------------------------------------------------
actually its pretty easy to call my window into the first page..
Screenshot_1.png
Img shows how the Patched Shoukang_Window Plugin,
Calls my Window on the page 0, which was overwritinen by the "Shoukang_window plugin"..
( same way i overwrote the SRPG Core window in the first place )

However i only made a minimum version out of the first window_v1.00 plugin at the moment..
(on the minimum version i removed stuff like "change windowsize" -options,
because this would conflict with my EnemyEquip plugin anyway)
-> also i am not sure if i wanna add all the srpgCore param stuff from version v1.01

=> a minimum Version might be better , so everybody can make own edits out of that..
(by adding code from the version v1.01 into that "patched minimum Version")


And i not sure how much and which stuff i want to add into this "patched minimum Version",
before sharing it.
For the usage with my EnemyEquip plugin..
Edit
first some bug Issues:

- @xabileug UnitMapInfo Plugin, "state icon feature" bugs with the enemyEquip Plugin
(probably because i display icons in text messages but i am not sure)
-> i wil try to fix that in the future
-------------------------------------------------------------
- @Shoukang using : "Game_Enemy.prototype.equipSlots" by replicating the actor function is a bad idea
Info IMGS:
Screenshot_1.png
this shows , it only works fine for actors!
(eventID 9 is an Actor, evenID28 is an Enemy)
Better use this Code instead, it works for actors and enemys the same way with the" EnemyEquip"-Plugin: "_equips" ("_equips[ i ]")
Screenshot_2.png

----------------------------------------------------------------
----------------------------------------------------------------
And i finished the minimum patchedVersion of SRPG_StatusWindow,
which is for usage with my enemyEquip Plugin

(put "SRPG_enemyEquip" above "SRPG_StatusWindow")

This patchedVersion is made out of the v1.00 plugin.
As soon i understand the v1.01 better, i will make more edits for my private Usage,
and thats what i advice everybody else to do aswell..
If using both Plugins SRPG_StatusWindow & SRPG_enemyEquip
-> make sure to not overWrite The Window Sizes
-> make sure to not overWrite "SRPG_enemyEquip"-Default Window,
which i imported to page 0. On the "patchedVersion"..
-> make sure to NOT add this code..:

(aswell as scripts that require this code, there is another working Script-solution if needed explained above)
JavaScript:
    Game_Enemy.prototype.equipSlots = function() {
        return Game_Actor.prototype.equipSlots.call(this);
    };
..from SRPG_StatusWindow_v1.01

here is a preview of how the " patchedVersion " looks like ,used with SRPG_enemyEquip:

Screenshot_2.png
Basicly i only keeped my Window for page 0,..
page 1 has all elementRates + Char img
page2 has nothing + Char Img

(at this point actors&enemys Window Setups are the same)

-> only the code for "display char img" is a bit different for actors or enemys

I attached the "SRPG_StatusWindow(patch)", to this posting and will add it to my github aswell.
i didnt changed the autor data,.. i just changed the param to allow, using another PluginName
-> thats to avoid confusion about which plugin version is used
=> this patched plugin can be used with that name or any other name


edit 2
Claryfication about how "_equips" can be used instead of functions or solutions that use "equipSlots()"
JavaScript:
// here is the code that shoukang used in the first window plugin:
            var equips = this._battler.equips();
            var count = equips.length;
            for (var i = 0; i < count; i++) {
                this.drawItemName(equips[i], 6, lineHeight * 1 + this.lineHeight() * i);
            }

// here is the code using "_equips" instead
            var equips = this._battler._equips;
            var count = equips.length;
            for (var i = 0; i < count; i++) {
                this.drawItemName(equips[i], 6, lineHeight * 1 + this.lineHeight() * i);
            }
 

Attachments

  • SRPG_StatusWindow(patch).js
    13.2 KB · Views: 2
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xabileug

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the next extension plugin i'd like to see is SRPG_EnemyLevelControl plugin.. Though I use KZR_EnemyLevels.js it's still not connected to the SRPG_Core..
I was trying to attach a gameVariable to srpgLevel note tag, but it becomes limiting in most cases when you want boss Level to be different..

JavaScript:
    // エネミーのレベルを描画する
    Window_Base.prototype.drawEnemyLevel = function(enemy, x, y) {
        var srpgLevel = enemy.enemy().meta.srpgLevel;
        //var srpgLevel = $gameVariables.value(10);
        if (srpgLevel) {
            this.changeTextColor(this.systemColor());
            this.drawText(TextManager.levelA, x, y, 48);
            this.resetTextColor();
            this.drawText(srpgLevel, x + 48, y, 36, 'right'); // 84 add
        }
    };

I also looked at TM_SRPG in VX, i found this code for hiding the Unit Name, HP, MP.. if the unit has a <boss> note tag on the event, the Unit Name HP MP are replaced with ????
JavaScript:
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
  #--------------------------------------------------------------------------
  # ● HP の描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #     width : 幅
  #--------------------------------------------------------------------------
  alias tsrpg_window_base_draw_actor_hp draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 120)
    if actor.actor?
      tsrpg_window_base_draw_actor_hp(actor, x, y, width)
    else
      type = TSRPG::BOSS_HP_TYPE[actor.enemy_id]
      if type != nil and (type != 0 and actor.hp >= type)
        draw_boss_hp(actor, x, y, width)
      else
        tsrpg_window_base_draw_actor_hp(actor, x, y, width)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ○ ボス用HP の描画
  #--------------------------------------------------------------------------
  def draw_boss_hp(actor, x, y, width = 120)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a)
    self.contents.font.color = normal_color
    xr = x + width
    if width < 120
      self.contents.draw_text(xr - 40, y, 40, WLH, "????", 2)
    else
      self.contents.draw_text(xr - 90, y, 40, WLH, "????", 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(xr - 50, y, 10, WLH, "/", 2)
      self.contents.draw_text(xr - 40, y, 40, WLH, "????", 2)
    end
  end
end
 

Shoukang

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- @@Shoukang using : "Game_Enemy.prototype.equipSlots" by replicating the actor function is a bad idea
Info IMGS:
Screenshot_1.png

this shows , it only works fine for actors!
This shows it breaks with YEP EquipCore...
Equip slots are not the equips, it's an array of the valid equip type ids. You can just replace it with
JavaScript:
    Game_Enemy.prototype.equipSlots = function() {
        return [1,2,3,4,5,6];
    };
or whatever slots you want to give enemies.
the next extension plugin i'd like to see is SRPG_EnemyLevelControl plugin.. Though I use KZR_EnemyLevels.js it's still not connected to the SRPG_Core..
I was trying to attach a gameVariable to srpgLevel note tag, but it becomes limiting in most cases when you want boss Level to be different..
If the enemy level doesn't affect enemy skills. I can give it a try.
Use eval(), it will evaluate a string as code.
for example:
Say game variable 10 stores the difficulty, 0: easy, 1: normal, 2: hard.
<srpgLevel: 80 + 10 * $gameVariables.value(10)>
JavaScript:
var srpgLevel = eval(enemy.enemy().meta.srpgLevel);
Therefore: easy mode: level 80, normal mode: level 90, hard mode: level 100.
======
Edit:
I took a look at KRZ_EnemyLevels, he basically did what I plan to do... Though how he processes the note tags look mysterious to me...
I'm wondering what makes an SRPG version enemy-level plugin special.
 
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xabileug

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@Shoukang yes, but his note tags work different.. it's like from VX, since he is not using the meta and eval. i think i got his level to work in srpg.. now i just need to connect the srpg core tag srpgLevel.. i will try your code.

EDIT: thanks it works haha
 
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dopan

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@ All (Github updated)

Updated the Plugins :


- SRPG_EventUnitGraves.js
and
- SRPG_EnemyEquip.js


changeLog:
- SRPG_EventUnitGraves.js:
added/fixed "set grave type" auto-function,this will set the eventType to new spawned Graves
-> this allows us to let graves be an type"object" for example
(works with all event Types.. but type"object" is probably most usefull for GraveEvents)

-> removed broken "all actors/enemys revive" Scriptcalls, which are not needed anyway,
The singel scriptcall can be used to build any kind of "group scriptcall"
-------------------------
- SRPG_EnemyEquip.js
rewrote parts of the code,for shorter code, and added new features:

new features:
-> more EquipSlots available:

default equipSlots for enemys are still 5, but max SlotUsage is 10
(this allows Steal/Break_skill usage on a maximum of 10 slots for actors and enemys)
=> if using more than the default 5 equipSlots on enemys or actors , its recommended to change the window setup.
Best way to edit the BattleStatusWindow is in the plugincode or by using "SRPG_StatusWindow"..

-> new ItemStorage for Enemys! 3 "_ItemSlots"
uses the Enemy dropItem setup(which has 3 slots), to clone the items from there and to store them in "_ItemSlots"(also 3 slots).The Items in "_ItemSlots" can be stolen from Actors, this wont have any Effect on the "dropItems"-setup.
there is also a scriptcall that allows to change the items in the "_ItemSlots" for each enemy unit individually..
-> new actor Skill availleble "actorSteal Item"

This skill is only for actors , and its related to the "_ItemSlots" storage
( i will probably update the patched window plugin, to display this itemstorage on enemys page1)
----------------
this update makes me think about:
is it usefull to build individual item storage for actors in the future?
(because such storage doesnt exist, i made the "steal Item skill" only for actors..
..enemys stealing items from gameparty would be weird)

Or would it be enough to use Galvs plugin for that?


Edit:
updated all edited srpg core versions:
-added param Switch to the Exa fix. Now ,Exa Imgs are only required if switch is true.
Thats to avoid bugs ,when people dont want to use more char frames, and dont have the EXA imgs..

updated SRPG_StatusWindow(patch).js, added "items:"(enemy_itemStorage) & "skills"(enemySkills) to enemys Window_page1
(and changed some text colors, renamed "page 1&2" to "1/2" & "2/2" .. and little text position adjustments)
 
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xabileug

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Where do you set all units MP is zero at start of battle then gain 5 MP per end turn?


for anyone looking for an equip skill plugin.. the answer is TMMagicSlot.js! it has a screen to equip "weapons" as runes.. where the weapons traits -add skill set and add skill are inheritted. have not yet tested for passive skills.

for passive skills use : dsPassiveSkill.js.. now you have great Skill Learn System..

then use a craft system plugin to craft "runes" or get rune drops from monsters. rune pieces to rune souls.. or gacha some runes to equip.
 
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HaxDotCombo

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I know this is already a core feature of the SRW plugin, but has anyone tried implementing manual skill select while counterattacking into the regular SRPG plugin? Where would I poke around in the code if I wanted to set something like that up?
 

xabileug

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I know this is already a core feature of the SRW plugin, but has anyone tried implementing manual skill select while counterattacking into the regular SRPG plugin? Where would I poke around in the code if I wanted to set something like that up?
there's no custom counter attack yet, only the default - normal attack, unless you use other plugin for custom counter attack effects with compatibilty to SRPG Core Targetting or trigger condition.
 

dopan

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custom counter skill only works for the "statbased counter"-Plugin & my edited srpgCore where i fixed that .

"AgiAtt+" -user dont have any custom counter skill by default

and about the other question:
Where do you set all units MP ?
i can only tell you the code to change mp, this can be used in a "group"-script to use it on several units.
$gameSystem.EventToUnit(eventID)[1].gainMp(number);
or
$gameSystem.EventToUnit(eventID)[1].mp = "//put number here";
( the second one works for all stats just replace "mp" with the stat )


->thats already shown on my Github "srpg ScriptCall list"
-------------------------------------------------------------
@ all
And i made a new small plugin which isnt for srpg by default
- It allows to add char imgs over the "$gameplayer",..
related to the Region id of the gameplayers xy position.
This was requested here:#1

-> with small modifications this plugin could be used for "events" or "UnitEvents" aswell,..
..for example to change the visual clothes/equip depending on any custom "if conditions".
( but i am not sure if it could conflict with displaying "E X A" if used on "UnitEvents" )

Here is the current Plugin Version: this version works only for 3x4 CharFrame usage
dopanLoad_ImgOnEvent.js
(basicly it does the same thing, that SRPGcore does on displaying "E X A" from the 'srpg_set' img)
I am still waiting for the "default IMG" , from the plugin requester, but this would only be an example img anyway.
(because in the "default Plugin"-Version, that loaded IMG has to fit to the tilesets which you are using)
 
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HaxDotCombo

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The only existing custom counter skill plugins I've seen are under the hood conditional developer-side ones, not an in-game menu. I guess I'll have to mess around myself a little.
 

dopan

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The only existing custom counter skill plugins I've seen are under the hood conditional developer-side ones, not an in-game menu. I guess I'll have to mess around myself a little.
"statbased Counter" is a plugin from doctorQ

-> it is not compatible with the agiAtt+ counter behavior
---------
but its custom counterskill NoteTag requires the edited srpg core from my github
 

xabileug

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The only existing custom counter skill plugins I've seen are under the hood conditional developer-side ones, not an in-game menu. I guess I'll have to mess around myself a little.
I like that idea too.. that would be turn 1.5, turn 1 is player, turn 2 is enemy. so every time enemy unit action takes place, you set a reaction.. pretty cool like a card game, a reaction phase occurs.

i like that idea.. very similar to how front mission 3 in playstation. there are chain skills.. - no chain skills in SRPG Core.. every normal attack, all equipped skills has a chance to activate and activate consecutively. how do you setup this kind of weapon skills for this plugin?
 

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