- Joined
- Jul 23, 2022
- Messages
- 15
- Reaction score
- 1
- First Language
- Portuguese
- Primarily Uses
- RMMV
because you saied Grave, i guess you are using the eventUnitGraves plugin..@dopan Would it be possible to make a single target skill to revive a dead ally which turned into a grave? Could you show me how to do it? Thanks
by definition, passive states are not regular states.. (also by script structure they are different)..how would i add a state at the start of battle to all units for map battle? ive tried the script calls via Dopans script call list but cant seem to figure it out, sorry if its been asked before
Got it sorted used passive states
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[0] === 'enemy') && (!battleunit[1].isDead())) {
battleunit[1].addState(10);
}
};
thanks heaps I appreciate it, Would this work for changing character index of units as well as other things if I changed the code abit?by definition, passive states are not regular states.. (also by script structure they are different)..
however this script should work for normal states: (on all units, actors & enemys)
i add this info just incase its needed..
(and this is the script from my scriptcall info list on my github, but without the explanation text)
this script checks all events, and if they are:JavaScript: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[0] === 'enemy') && (!battleunit[1].isDead())) { battleunit[1].addState(10); } };
"BattleUnits", and "actors or enemys" and "not death = alive" ..
..the state with state id 10 will be added..
state id can be changed in the "battleunit[1].addState(10);"
this script adresses a group of units(means , battlers and events of the units), it can also be changed to only adress actors or enemys.. (by removing the other code part)thanks heaps I appreciate it, Would this work for changing character index of units as well as other things if I changed the code abit?
Yes, you need to code it.Two things I was wondering:
1) The actor / enemy status windows. Could the windows appear when you hover the cursor on the event and when you click the event, the status window closes?
2) I was wondering if it could be altered where the position of the status window changes depending on the event's location (player cursor) on the game screen or view. I mentioned screen / view because you could be anywhere on the map.
e.g. If the event (cursor) is around the bottom left corner, position the status window to be on the upper right.
If it's center or around the upper right corner, status window can be on the bottom left corner.
/*:
* Allows events to occupy more space on the map
*
* This plugin allows events to occupy more space on the map.
* Use the notetags in the event page to configure the size.
*
* <Area: 1x1> - Occupies normal size
* <Area: 2x1> - Occupies two horizontal squares
* <Area: 1x2> - Occupies two vertical squares
* <Area: 2x2> - Occupies 4 squares in a square shape
*/
(function() {
// Extend the Game_Event class to add extra size functionality
Game_Event.prototype.initExtraSize = function() {
this._extraSize = {width: 1, height: 1};
var re = /<Area: (\d)x(\d)>/i;
var match = this.event().note.match(re);
if (match) {
this._extraSize.width = +match[1];
this._extraSize.height = +match[2];
}
};
// Add a function to check for selection within the extra size
Game_Event.prototype.isClickedWithinExtraSize = function() {
let x = $gameMap.canvasToMapX(TouchInput.x);
let y = $gameMap.canvasToMapY(TouchInput.y);
return x >= this._x && x < this._x + this._extraSize.width && y >= this._y && y < this._y + this._extraSize.height;
};
// Override the event start function to check if the event is clicked within its extra size
var _Game_Map_setupStartingMapEvent = Game_Map.prototype.setupStartingMapEvent;
Game_Map.prototype.setupStartingMapEvent = function() {
if (this._interpreter.isRunning()) {
return true;
}
for (var i = 0; i < this._events.length; i++) {
var event = this._events[i];
if (event && event.isClickedWithinExtraSize() && event.isStarting()) {
event.clearStartingFlag();
this._interpreter.setup(event.list(), event.eventId());
return true;
}
}
return _Game_Map_setupStartingMapEvent.call(this);
};
// Override the refresh function of events to set extra size
var _Game_Event_refresh = Game_Event.prototype.refresh;
Game_Event.prototype.refresh = function() {
_Game_Event_refresh.call(this);
this.initExtraSize();
};
})();
sry... cant help you about the mz.. but I might help you bout split problemNot sure where to turn to and know the MZ board for SRPG is abandon. I need help troubleshooting an issue with starting up a testmap.
I recently decide to get back to SRPG. I am not willing to convert everything back to MV, for I have adapted to MZ. I know SRPGear is for MZ.
My issue is the image below. I have done every troubleshoot I think of, but not sure what this "split" means. I have disabled all plugins with exception of the SRPG, and issue still occurs. Tested the SRPGear demo and no such error occurs.
View attachment 262322
let text = "How are you doing today?";
const myArray = text.split(" ");
I work with Gear for my project, is more complete and has a lot of different examples. Both still lack some things like no flanking, it always matter in tactic games, not easy checking of terrain position (have advantage attacking enemies in lower terrain, or the opposite)What is the difference between SRPG Maker Demo and Gear?
SRPG Maker Demo is Lemon Slice original + Ryan Bram ENG translation + NRP Dynamic Action by Takeshi SunagawaWhat is the difference between SRPG Maker Demo and Gear?