May I ask you one thing? Would be possible to make for example a trinket so actor will have 0.25 chance of survival, instead of 0.5 chance for those who don't have it?
It's code, so you can do a lot with it. You can use variables (v[variablenumberhere]) or actor stats (b.luk, b.cev, etc.) in place of or in addition to the 0.5 number, add more random numbers if you're a fan of bell curves and statistics, or really anything else you've seen done in a lunatic mode state.
You could even make one that modifies it if they have a specific item equipped, but that has a downside of being a fairly long line, and getting really obnoxiously lengthy if you have more than one item that can modify it. I'd personally suggest picking a parameter, ex parameter, or sp parameter and basing their survival chance on that.
@ssalum I made a few adjustments to SRPG_AoE that might have fixed the issue, but I can't reproduce it locally to try and test anyway. If it's still happening, there's probably a conflict with one of your other plugins.
Oh, Maybe My other plugins have a conflict, but I don't know which plugins have problem. So I must use old version SRPG_AreaAttack. If I use SRPG_RangeControl and SRPG_AreaAttack, Area range is not visible. Can I solve this problem?
Actually, that sort of already exists- if an enemy can reach multiple targets for a skill, they pick a target randomly based on Target Rate (TGR), the same as they would in a normal, non-SRPG battle. If you set something to have a TGR of 0%, it will be ignored unless there's nothing else in range.
Also, have you tried setting the "obstacle" actors to "cannot move", but also not auto-battle? It should just ignore them entirely, since player controlled actors don't get individual "turns," and it moves to NPCs and enemies once none of the player units can move (either disabled or using up their turns).
- Can I deactivate an actor's range completely somehow? My obstacles cannot move so the battle system already skips their turns, but when player "clicks" on the obstacles with the cursor, it shows a 1 square range for it, even tho it can't actually attack or do anything
- Is there an easy way for me to change the font that the damage popups use? I couldn't find any parameters for it, and it's not using my current gamefont
- In the future, any chance that movement could subtract TP? As in: unit moves 1 square, loses 1 TP. Moves 2 squares, loses 2 TP. It would be cool to everyone who uses TP as Stamina. Making St necessary for both attacking and movement would bring some more strategy to battle, as player would have to choose between attacking or moving.
- Can an actor block the way of another's actor? I couldn't find this in the parameters either. I know it's not common in strategy games, but having a notetag to do that would allow the "obstacles" to work better.
SRPG_AreaAttack is made by someone else, and is not compatible with several of my plugins.
The typical way to identify which plugin is causing the issue is to shut off the other plugins and try re-enabling them one by one to see when the problem comes back. You want to using the fewest number of plugins you can have active and still have the problem.
Wonderful! I find no error in SRPG_AoE now! Thank for you great works!@ssalumI'll keep looking into it, and make an update when I can isolate the problem.I think I found and fixed the issue, updated the version on Github.
In other news, new updates!
- SRPG_RangeControl has two new sets of options- more options for default weapon ranges, and the ability to control which units block each other's movements.
- SRPG_ShowPath got a very minor fix to a visual issue when allowed to move through enemy units (see above).
- [EDIT] SRPG_AoE got a fix for mouse controls, and possibly other cases where AoE skills would only hit one target.
@ssalum Thanks, found the issue and fixed it. The version on the github should be up-to-date now.
[EDIT] Added a new plugin- SRPG_FloorDamage
It lets you change the formula, element, and animation displayed when a unit stops on a damage tile during an SRPG battle, and adds notetags to change all three for specific maps or tilesets. You could even make "healing floors" that do negative damage, and show a recovery animation.
Lastly, you can use the <damageFloor> tag on events to treat their space as a damage tile, if you, for example, wanted to add spiked floors or something.
Btw, I think there might be an incompatibility between one of your plugins (my guess would be PositionEffects) and Yanfly's Move Route Core, because I just noticed that Move Core's "teleport" command is no longer working for me. I'm not sure if you even plan on keeping them compatible, but just thought that I should let you know.
damn, never mind, something else is causing it, because it worked fine in a different map. sorry about thatWhich teleport specifically? I can't find any incompatibilities so far.
Good! I checked issue, and find no error anymore! Thanks for your work!@ssalum Thanks, found the issue and fixed it. The version on the github should be up-to-date now.
[EDIT] Added a new plugin- SRPG_FloorDamage
It lets you change the formula, element, and animation displayed when a unit stops on a damage tile during an SRPG battle, and adds notetags to change all three for specific maps or tilesets. You could even make "healing floors" that do negative damage, and show a recovery animation.
Lastly, you can use the <damageFloor> tag on events to treat their space as a damage tile, if you, for example, wanted to add spiked floors or something.