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- Jan 28, 2021
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- RMMV
About why the function is added, you can take a look at the issue I reported to the author. https://github.com/Echizen-ham/SRPGcore/issues/5oh i didnt saw that ealier sry,.. but thx for the info!
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well i tried to figure out if this can be edited without clearing the whole function
for example with "if (user === target) return true"
but i wanted to understand first why this function was added.It seems to be not needed, i am still a bit confused about this.
However i will edit the srpgCore1.34 after i figured it out and i will also put the older core (1.32) back on my github main page as alternative to 1.34.
It might be possible that i need to edit the mapBattle part of the srpgCore one more time ,because of agiAtt+ and my forceAction plugin..
-> i just need a small break from JS, and will let you all know as soon i updated my github..
I think it's mainly used for skills that can go across the walls? In my game, skills always go through walls so I don't need this, and I haven't tested it.
Download Ryan's demo( at the first post in this thread) and see how it's constructed. Plugin order, plugin parameters, eventing, note tags, etc. There's a feature reference map in that project, which is easy to understand. After you get familiar I recommend you also try my demo. With the use of my summon plugin and unit events, I think it's not hard to make a building that allows you to recruit battlers. I will also try to make such a demo map in my demo.So I'm very new to RPG Maker in general and my primary goal is to make an SRPG. I spent a good two weeks figuring out how to make a game with the basic tools and I grasp these very well, but I had tutorial videos to assist me. I've never used plugins before and I know how to add plugins and turn them on, but I don't understand how to get started making an SRPG with this plugin. All of RPG Maker's windows seem to look the same as before, so I have a feeling it has to do more with scripting languages? Maybe? I've been using the demo to try and reverse engineer how it works, but after about three nights of headaches, I've decided to ask for guidance here. Pointing out resources or giving a brief layout to understand the building blocks would be a BIG help!
Side note: One of the major aspects of the game I am making requires building a small army of randomized characters. That is, having the option of "recruiting" new, randomized units (appearance, class, name, etc.) at a town board and then being able to select them from a pool of units when heading into a battle map. Is there a way to do this?
That's true, enemies with "abs" move mode will never try to use any skills. You can use the ai move note tag.Thanks a lot, now most problems are solved!!
Only issue now is that absRegiondDown works, but the enemy isn't using any skills whatsoever. So even if it is on the Region it wants to be, no attack if the player is nearby and no healing.
Regarding that enemies uses status effects on allys: I think it only happens in one battle, where there are support units that can heal the boss so to speak, so I have aimingEvent set to the boss. Maybe I should use ai flags instead?
JavaScript:
<aiMove: $gameMap.regionId(this.posX(), this.posY()) == 1 ? 'normal' : 'absRegionDown'>
The problem is that if ai will only attack or heal when it's in region 1 before moving. Which is not solvable for now. I'm trying to reconstruct the AIControl plugin though.
Another problem is that it may also go out of the region to perform an action, but I believe this issue can be solved by AI target formula, for example
JavaScript:
<aiTarget: 1 + (region == 1 ? 0 : -1000)>
About the ... ? ... : ... operator in js: https://www.javascripttutorial.net/javascript-ternary-operator/
I didn't try these note tags myself, so it might have typos or it might not work, please let me know if it happens.
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