dopan

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1.Any way an edit is possible where the actor moves to its target after an action is chosen?
Like move the cursor to be adjacent to the target or distant by 2 range or more -> select an action and any target depending on weapon / skill range -> actor event moves and does the skill.

2.Also, want to know if I could do this: when selecting 1 out of multiple targets, the directional keys function like Q and W instead of having to move around cells.
1. probably there are several ways, units are just battlers , stored in events and events can be moved easyly..
How you do it depends on the timing:
-with skill common event is after the action
-with "battle formula-script", or "custom execution" could work earlier
(i think boomy already solved that question with a "battle formula-script"-solution, not sure if that soultion can still be found on his github or need to be searched in this thread)
- there might be more & other solutions aswell,, like using the "pre action event" or the newer NRP-Plugins from ryans demo.. ect
2. Not sure how but it should be possible, also i think there is already an option to switch targets with "PageUp" and "PageDown"
(reading the code that does this, should help to build other solutions if required)
img info. "ux cursor"- plugin
2023-03-25 21_26_23-Plug-in.png
 
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xabileug

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Saradanekko on twitter is making modifications to srpggearmv.. 2 features posted atm
1. a custom menu upto 30 battlers
2. Movement AP cost likr in Front Mission

I hope they become public too
 

Frelsigard

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Is it possible to make a +1 Turn state? I can't make it work properly.
 

dopan

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Is it possible to make a +1 Turn state? I can't make it work properly.
units individual turns are related to "actionPoints"..
by default you can only "add action points" or use "SRPG_ImmediateSkill.js" with skill note:

-"SRPG_ImmediateSkill.js" which i dont recommend, because i dislike the plugin, is used to let an action not consume the action point,..

- "add action points" is used to let an skill add extra action points..

both options do a similar thing but i had some incompatiblety issues with "SRPG_ImmediateSkill.js", thats why i dont use or recommend it..

However doing this with a state might be a bit tricky , because we would need a script that asks about the state at turn end of the unit and if the state is affected , add the action point via script..
But in such case the state should dissapear after this, in order to not happen endlessly..
Or an additional switch/var would be needed that is used aswell in order to only happen once each turn, and reset next turn ect..

What i want to say;
its possible but would require Js knowledge, it maybe would even be worth to build a little plugin for this.. and i would highly recommend using the "addActionPoints"-option and NOT the "SRPG_ImmediateSkill.js"-option in order to build this..
-> you could also just revert the units turn end with script.. but whatever solution you use, it might get compatiblety issues with plugins that care about the units turn end (like "SRPG_ArrowSelectDirection.js" for example)
=> these compatiblety issues should be considered and solved when building such "extra turn state"-option
-------
I only giving advice & answers at this point ,because i didnt had time/motivation for months to work on my project or SRPG in generell..
Thats because i got other problems to solve and this(SRPG) is more a hobby for me.
( i dont want to paywall anybody so it will stay a hobby, and i cant invest much time in it for now )
 
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RK DracoRoy

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Encountered something strange here:

The red tiles change when you click a skill under the skill window but cancel it and exit the window, and then when you click the same actor with the cursor.

Doing this, you'll see the usual move tiles, but only red tiles are affected by the range of the skill that was selected previously. Yes, even if the skill has lesser range than the equipped weapon. I thought it'd clear and reset back to the equipped weapon's range.
 

Frelsigard

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@dopan Thanks for the advice, I will post it here if I manage to do it.
 

dopan

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@dopan Thanks for the advice, I will post it here if I manage to do it.
another solution which comes in my mind, is overwriting the srpg-core function, which handles the individual turn end of units..

and adding a few edits into it, so that it checks the miniPlugin-state and adds some data directly to the Unit/battlerData to check if the extra turn is already applied..to avoid endless turns
-this check should be reseted at the turn end phase of all units
(i mean the "turnEnd" event phase which happens after the enemy phase)

=> so that at the end the miniplugin forces a "plugin-state"-check or "stateNote"-check and a "has this unit extra turn already applied"-check, before allowing the "individual turn end" to happen

This should be the most effective, less work and most compatible solution.. however this can still have compatiblety issues with plugins which overwright the same srpg-core function
(but these can be fixed aslong the issue is recognized)
 

Aurawhisperer

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Question. What is the script command to remove an enemy actor off the field? Or does a switch work the same?

Ex. this.addEnemy(EVENT, ID); adds enemy to the field.

Is it this.removeEnemy(EVENT, ID); ?
 
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dopan

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Question. What is the script command to remove an enemy actor off the field? Or does a switch work the same?

Ex. this.addEnemy(EVENT, ID); adds enemy to the field.

Is it this.removeEnemy(EVENT, ID); ?
i dont think there is such command, basicly it can be done by killing them..
you could also manipulate the event of the unit.. but there is also the variable that stores how much actors and enemys are alive, thats why killing them makes the most sence
 
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Aurawhisperer

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i dont think there is such command, basicly it can be done by killing them..
you could also manipulate the event of the unit.. but there is also the variable that stores how much actors and enemys are alive, thats why killing the makes the most sence

Any idea how one can kill them?

Because in one of the battles there's a limit amount of turns till the enemy decides to teleport out and leave.

Edit: The battle doesn't end when he leaves, for he's only a optional enemy.
 
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dopan

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Any idea how one can kill them?

Because in one of the battles there's a limit amount of turns till the enemy decides to teleport out and leave.
you could play an teleport animation and than add the deathstate , in some cases you might need to delete the event ..

.. for example when you have the graves plugin and dont want a grave in such case, you might need to delete both the units event and the grave event with script.. but its possible and doesnt need any extra plugins, you just need the script commands
 

Aurawhisperer

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Also another question. Is there a way to make a NPC just auto die without battle sequence executed? For example. Enemy troop closes in on a villager. Instead of battle sequence, they just disappear.
 

dopan

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Also another question. Is there a way to make a NPC just auto die without battle sequence executed? For example. Enemy troop closes in on a villager. Instead of battle sequence, they just disappear.
Enemy troop, i guess you mean the sideview battle part..
In srpg the sideview battle is part of a battle action..
..to make the unit in mapview dissapear you need to delete the event or/and add the death state ..
(reminder: only deleting the units event without deathstate, could confuse the variable that stores the amount of alive enemys/actors)

more detailed:
on the default srpg core units that get death state without battle action, will die on the next battle action or "after-actionPhase", because thats where the system checks if deathstate is added..
(thats why you could also need to delete the event, to make the death instant)

my edited core fixed that and let them die instant as soon the deathstate is added even without battle action or "after-actionPhase",..
(i added the death check that deletes the units event at scene map update)

so it depends which srpg core plugin you use and at which timing you add the deathstate

edit. sidenote:
If you want to start a sideview scene, and let the unit die in it , without any battle action, you would need to call the battlescene and add the deathstate, with script ,but that would be a bit more complicate (not impossible)
 
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Aurawhisperer

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Enemy troop, i guess you mean the sideview battle part..
In srpg the sideview battle is part of a battle action..
..to make the unit in mapview dissapear you need to delete the event or/and add the death state ..
(reminder: only deleting the units event without deathstate, could confuse the variable that stores the amount of alive enemys/actors)

more detailed:
on the default srpg core units that get death state without battle action, will die on the next battle action, because thats where the system checks if deathstate is added..
(thats why you could also need to delete the event)

my edited core fixed that and let them die instant as soon the deathstate is added even without battle action
(i added the death check that deletes the event at scene map update)

so it depends which srpg core plugin you use and at which timing you add the deathstate

edit. sidenote:
If you want to start a sideview scene, and let the unit die in it , without any battle action, you would need to call the battlescene and add the deathstate, with script ,but that would be a bit more complicate (not impossible)
Well for the villagers they would have a variable of their own. Because they are not actors or enemies. They're just objects that stand there.

I COULD add them as actors, but this would confuse the player in wondering why villagers show when they cannot fight.

In a way, they're guest characters. Just the option for guests is invisible, for there isn't a way to make a guest option other than workarounds with variables.

I hope I make sense.
 

dopan

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Well for the villagers they would have a variable of their own. Because they are not actors or enemies. They're just objects that stand there.

I COULD add them as actors, but this would confuse the player in wondering why villagers show when they cannot fight.

In a way, they're guest characters. Just the option for guests is invisible, for there isn't a way to make a guest option other than workarounds with variables.

I hope I make sense.
i am a bit confused.. not about the villagers, but about at what timing you want to do it and if the villager is an event or not

deleting any event will make the event dissapear..
On battleUnits ,adding the deathstate will kill the sv battler and tell the variable that the unit is death.. and as soon the death check happens ,it auto deletes the event to make it dissapear..

so if the villager is an event you can delete it..
 

Aurawhisperer

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i am a bit confused.. not about the villagers, but about at what timing you want to do it and if the villager is an event or not

deleting any event will make the event dissapear..
On battleUnits ,adding the deathstate will kill the sv battler and tell the variable that the unit is death.. and as soon the death check happens ,it auto deletes the event to make it dissapear..

so if the villager is an event you can delete it..
The villagers are not really battle units. They're optional objectives. The player would want to keep them safe for better rewards. If all villagers die, no bonus reward.

As for timing, if enemy is attacking distance of villager and were to act to attack them, they automatically die. Due to death, I'll make a variable that says villagerDeath += 1. If it reaches 4, no reward. Anything below depends. There be multiple checks. More villagers survive, better the rewards.

Kicker is no battle sequence, for the villagers are not battle actors. They're actors on the map that act like objects.

Ex. A chest is on the map. To open chest, you need a key. If user has key, has option to open such chest.

Edit: Also, does <srpgRange: x> have a range limit? When testing the battle, the game freezes when it's the mages turn and the skill, they use has a <srpgRange: 30>
 
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Dusk_Funa

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Hey guys, I'm having a bit of trouble.

After saving, when I load the save file and end a battle, when it's supposed to go back to a map after the battle is over the error "Cannot read property 'setSrpgTurnEnd' of null" appears instead. I'm using quite a lot of plugins and it seems like it can be an error with the order or pure incompatibility, I dunno. I'm willing to turn off any of these if it means I can utilize the battle system properly again.

Screenshot_7.png
 

boomy

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Well for the villagers they would have a variable of their own. Because they are not actors or enemies. They're just objects that stand there.

I COULD add them as actors, but this would confuse the player in wondering why villagers show when they cannot fight.

In a way, they're guest characters. Just the option for guests is invisible, for there isn't a way to make a guest option other than workarounds with variables.

I hope I make sense.
Can't you just erase the NPC? $gameMap.event(X).erase();
Or set opacity to 0? $gameMap.event(X).setOpacity(0);
Or set to null (risky)? $gameMap._events[X] = null;
Or set a selfSwitch on? $gameSelfSwitches.setValue([$gameMap.mapId(), 'A', X] true);
Hey guys, I'm having a bit of trouble.

After saving, when I load the save file and end a battle, when it's supposed to go back to a map after the battle is over the error "Cannot read property 'setSrpgTurnEnd' of null" appears instead. I'm using quite a lot of plugins and it seems like it can be an error with the order or pure incompatibility, I dunno. I'm willing to turn off any of these if it means I can utilize the battle system properly again.

View attachment 257463
setSrpgTurnEnd if a property of Game_Battler; which is basically any actor or enemy.
It is called via onTurnEnd function (as in when a battler ends their turn in a regular battle) which updates buff turns and removes states that end onTurnEnd etc.

You should download Sublime Text as recommended by Shoukang (the free version), open up the js folder containing plugins then go to srpg_core.js, find the onTurnEnd function and hover over it. It will show all instances of onTurnEnd being called and give you an idea of which plugins are conflicting.
 

Dusk_Funa

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Can't you just erase the NPC? $gameMap.event(X).erase();
Or set opacity to 0? $gameMap.event(X).setOpacity(0);
Or set to null (risky)? $gameMap._events[X] = null;
Or set a selfSwitch on? $gameSelfSwitches.setValue([$gameMap.mapId(), 'A', X] true);

setSrpgTurnEnd if a property of Game_Battler; which is basically any actor or enemy.
It is called via onTurnEnd function (as in when a battler ends their turn in a regular battle) which updates buff turns and removes states that end onTurnEnd etc.

You should download Sublime Text as recommended by Shoukang (the free version), open up the js folder containing plugins then go to srpg_core.js, find the onTurnEnd function and hover over it. It will show all instances of onTurnEnd being called and give you an idea of which plugins are conflicting.
Sorry, I have no idea how to go about what you recommended I should do... I found the Shoukang person but nothing about "Sublime Text", though I can check the core's script normally by opening it. Even so, I don't know how to see what it could be conflicting with, I have no scripting experience.

For a second, I thought I had fixed the issue. I had recently removed some armor types and forgot to update the characters to not have them be equipabble, after fixing that the battle went normally... but after playtesting again, it stopped working once more.
I had a suspicion YEP's save core could be the issue but even after turning it off the error still happened, so it isn't the most obvious one. It also ONLY happens after a file is loaded and I win a battle.

And just a shot in the dark here, but whenever I playtest, NW.js opens up with something like "Your profile can't be used because it's from a more recent version of NW.js". I downloaded the most recent version but that didn't change anything.
 

Dusk_Funa

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Sorry, I have no idea how to go about what you recommended I should do... I found the Shoukang person but nothing about "Sublime Text", though I can check the core's script normally by opening it. Even so, I don't know how to see what it could be conflicting with, I have no scripting experience.

For a second, I thought I had fixed the issue. I had recently removed some armor types and forgot to update the characters to not have them be equipabble, after fixing that the battle went normally... but after playtesting again, it stopped working once more.
I had a suspicion YEP's save core could be the issue but even after turning it off the error still happened, so it isn't the most obvious one. It also ONLY happens after a file is loaded and I win a battle.

And just a shot in the dark here, but whenever I playtest, NW.js opens up with something like "Your profile can't be used because it's from a more recent version of NW.js". I downloaded the most recent version but that didn't change anything.
Weirdly enough the error was with the battle end patch. I dunno if posts like this are necessary but I fixed it by turning that battle end patch off.
 

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