dopan

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About the SRPG_MapBattle and SRPG_MapBattle_Motions :

It seems that ranged Weapon-Animations (Crossbow/Bow-tested), are not included if u set the MapBattle switch to "OFF" the Animation changes into running with bare Hands to the Enemy..
(..even if u still have the right Battlerange where barehanded cant Attack normaly-so its only a Graphics issue)

I didnt Test all Weapons like Pistols or Riffles ect

I also tested Sword,Axe,Spear and Rod they all work fine ..
So i asume its just ranged Weapons which are not included ?

Im not sure if that meand to be that Way but is there a easy and quick Way to solve this ?

And for those who are interressted in Resurection System, there is a little Plugin that does something similar but not exactly the same..it works with SPRG but its more like "reRaise"-"guardian Angel" ect.. it helps to make a Skill and State which prevents Death 1Time right after the Actor got knockedout.Its called "Autolife" ,it can be found here:
 
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Doktor_Q

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@Dopan The motions used in mapBattle and the motions used in regular sideview battles should have absolutely nothing to do with one another- the sideview battles should use whatever is configured in your game's Settings tab. Have you confirmed that its a problem even with MapBattle and MapBattle_Motions completely disabled?

In other news, the AI plugin I've been working on is... not done, but it's ready for other people to test. SRPG_AIControl lets you specify custom targeting and movement rules for specific skills, and also for enemies, actors, and classes. It's specifically designed to handle AoE skills and anyTarget skills, though it can be used without either of them.

Since it's still WIP, it might have some bugs, weird behaviors, or missing features- I'd appreciate if people tried it out in their projects and gave feedback to help with the development!


I kept working and made a considerably better version, which is now on the GitHub.
 
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dopan

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Have you confirmed that its a problem even with MapBattle and MapBattle_Motions completely disabled?
Yes im sure it comes from these 2, the Problem came up right after i made them work,and i just checked it again with starting a new Game and setting them "Off".The Result is, when they are "OFF", the Bow\Crossbow Animations is back, without doing any other Changes.

I can try rebuild the Issue on the Demo version of SRPG, to make clear that its none of my other Plugins doing it, if that would Help..
Edit. Done.. Demo Info Pics in Spoiler
The Actor "Lucius" is a Bow User from the SRPG DEMO

.. And i got another noob-Question : Do i need the "Lunatic"-Plugin, to make that Teleport Skill, with the Help of the "SRPG_PositionEffects"- Plugin?

Edit Nr2
i can Clarify that its in the "MapBattle_Motions"
-when turning "MapBattle_Motions"-"Off" with having "MapBattle"-"On"
..Graphik Bug doesnt happen.
- I hope that Helps

-
Bow User Lucius Barehanded Att.png

-
Screenshot_2.png
-------------------------------------------------
-------------------------------------------------
-
Bowuser Lucius With 2 Plugins Set Off.png
EDIT Nr 2A
--
I think i found another Issue.
Its not about a Doktor Q Plugin but i wanna leave the Info here.

The"BattleEndPatch" has a Bug.
its from the Extension List of the first Posting
-more info to that in Spoiler
>>Error happens if loading Game and going to Battle,
after ending Battle.

-Error doesnt happen if u play without loading Games

(tested in SRPG Demo)

Debug Demo at Battle End.png
But im not sure at this Moment, if the"BattleEndPatch"- Plugin,
was Important and if without it, they could be other bugs somewhere else.,or not.

 
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Doktor_Q

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@Dopan What plugin are you using to get that animation normally? Projectiles and the concept of "ranged weapons" aren't a thing that exists normally in MV, so this is likely some kind of conflict between MapBattle_Motions and whatever other plugin you're using.

"Lunatic Mode" is a general term used by Yanfly (and others) to refer to notetags where you write custom javascript code, such as custom damage formulas, skill costs, etc., because it's generally for advanced users. Due to how skill execution works, if you don't use mapBattle, the damage formula is never run on a skill with a scope of "None," because it's not expecting a target. So, your options for teleport are:
  1. Use mapBattle for skills that only teleport you, and put a.teleport() in the damage formula.
  2. Use something like YEP_SkillCore and put a.teleport() inside a <custom execution> tag, which runs its code whether it has a target or not
  3. Set your skill to let you target allies, and put a.swap(b); a.teleport() as your formula- target an empty cell to teleport, target an ally to swap places with them
With option 3, you could go one step further and add <anyTarget>, so it can swap places with allies or enemies or teleport to an empty square.

I believe BattleEndPatch has been built into SRPG_core and is no longer necessary- at the very least, I don't use it and haven't run into issues.
 

dopan

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Edit.

@Dopan What plugin are you using to get that animation normally? Projectiles and the concept of "ranged weapons" aren't a thing that exists normally in MV, so this is likely some kind of conflict between MapBattle_Motions and whatever other plugin you're using.
-"Bow" is part of the SPRG Demo thats why im a bit Confused

I just tested it again with this Plugin Set Up .. its the Demo with a few more Plugins
Screenshot in Spoiler.
Graphik Bug still happen with that Set Up.

000.png
About Spoiler>>All not shown Plugins below are the same like in the normal Demo
*only UX Windows ist not on the Screenshoot ,its below UX Range*

Thx for all the Informations! I found out a bit about teleport while reading the forum again,
but this is more detailed and helped me to do it (all 3 options worked thx!).But i think that "swap" is to dangerous for me,clicking the wrong button brings me back with the other
"target" still there^^
And im sorry that u got some questions u allready answerd elsewhere..
 
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Doktor_Q

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@Dopan I went and downloaded the latest demo to try for myself, and was able to find and fix the issue. SRPG_MapBattle_Motions has been fixed to no longer mess with motions in sideview battles (there was a function with a shared name).
 

dopan

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Wow ! you are the best thx! ill update my project asap
I made Switches in the Battles and in the Menu,
i wanna leave the Decision to the Player thats why i wanted to solve this..
 
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Doktor_Q

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Wow ! you are the best thx! ill update my project asap
I made Switches in the Battles and in the Menu,
i wanna leave the Decision to the Player thats why i wanted to solve this..

One more option for Teleport skills I had forgotten- you can have the skill call a common event, and in said common event, run following as a script:
JavaScript:
$gameTemp.activeEvent().srpgTeleport();
And that should have a similar effect, regardless of whether the skill has a target or not.
 

dopan

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JavaScript:

$gameTemp.activeEvent().srpgTeleport();

And that should have a similar effect, regardless of whether the skill has a target or not.

I did, but it doenst seem to work right.You get the Teleport but the Actor disappears and is back at the old point after using Aktionbutton.I think its part of the "battle aktive Map is not the same like normal Map issue" but im just guessing..however it doesnt matter i got enough other ways that work^^. Combining Common Events with Skills can be very usefull anyway so thx for that Inspiration.
---------------------

Btw i just recognized a Incompatibility between SRPG_DirectSkill and SRPG_ImmediateSkill ,but only if "MapBattle-Switch" is set "OFF".With "MapBattle-Switch"-"ON" nothing bad happens..

If using SRPG_DirectSkill-Plugin (with "MapBattle-Switch"-"OFF") and activating a ImmediateSkill,after the skill is casted the Game Screen gets "Unavaileble" similar like if a "Pause" would be active.There is no Error Message but the Game is done at that Point u have to close the Window.
Everbody can handle that Issue with allways using "MapBattle-Switch"-"ON" or not using SRPG_DirectSkill.. if SRPG_ImmediateSkill is important for you.
 
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Doktor_Q

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Another round of updates!
  • SRPG_core has a minor update, fixing an issue where <mode:stand> units would stay motionless after receiving damage due to a typo in the original code.
  • SRPG_RangeControl and SRPG_UX_Cursor have some behind-the-scenes updates to support the first release of...
  • (New!) SRPG_AIControl allows you to write your own rules for the AI on who to target and where to move, which can be set per enemy/actor/class or per-skill. It also allows the AI to make full use of AoE and anyTarget skills, though they still can't target empty cells with anything.
I'm planning to polish the current plugins a bit more and stamp out the lingering bugs before making another big feature update, but we'll see what actually happens. As usual, let me know if you find any errors.
 

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Another round of updates!
  • SRPG_core has a minor update, fixing an issue where <mode:stand> units would stay motionless after receiving damage due to a typo in the original code.
  • SRPG_RangeControl and SRPG_UX_Cursor have some behind-the-scenes updates to support the first release of...
  • (New!) SRPG_AIControl allows you to write your own rules for the AI on who to target and where to move, which can be set per enemy/actor/class or per-skill. It also allows the AI to make full use of AoE and anyTarget skills, though they still can't target empty cells with anything.
I'm planning to polish the current plugins a bit more and stamp out the lingering bugs before making another big feature update, but we'll see what actually happens. As usual, let me know if you find any errors.

I have a question about SRPG_MapBattle. When I use skill in Map, I can move cursor during the skill used. Can I ban player move cursor during skill used?
 
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I know this has probably been asked already but how would I go about actually making a preparation phase using common events, I can't figure out a good way to do that.
 

Doktor_Q

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I have a question about SRPG_MapBattle. When I use skill in Map, I can move cursor during the skill used. Can I ban player move cursor during skill used?

Woops. Fixed.
SRPG_MapBattle no longer allows the player to move the cursor or open the menu during map skills.
SRPG_MapBattle_Motions now waits for motions during a counterattack, and consistently waits for damage motions.
 

dopan

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At the Moment i wont use SRPG_UX Range because it overides the AOE Color which can be edited in the AOE Plugin.That way at AOEs-range everything is red like the "attack-range".
And if possible it would be nice to be able to edit the Range-Colors one way or another.
(like in the AOE Plugin or even better by editing the System Img Files with "paint" or whatever people are using that would give more Editing-variales like Patterns ,Watermarks ect)
 
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Doktor_Q

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At the Moment i wont use SRPG_UX Range because it overides the AOE Color which can be edited in the AOE Plugin.That way at AOE Range everything is red like the "attack-range".
Ant if possible it would be nice to be able to edit the Range Colors one way or another.
(like in the AOE Plugin or even better by editing the System Img Files with "paint" or whatever people are using that would give more Editing-variales like Patterns ,Watermarks ect)

You can just edit what the ranges look like when you're using UX_Range- that's the whole point. I provided a few example images to show how it works and get you started (or use as-is if you really like them), but the main purpose is to make your own. You can make the images look like whatever you want them to- anything from the semi-transparent like normal, to animated stripes like Wargroove uses, to other patterns, colors, or animated shapes.

I'd suggest using something other than Paint for image editing, though, since Paint can't really make transparent backgrounds.
 

dopan

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My bad i meant Paint 3d (atleast thats what im using).. and i just downloaded a new Version of the Plugin and deleted the old One. Everything works fine .I dont know what was Wrong.Thx
 
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dopan

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I found another Incompatiblety.. Its within the new core(=newest update from Doktor_Q).. the old core(=Doktor Qs core before the last update) doesnt have that Issue ,..

Its about the "Gasha"- Plugin ,link in Spoiler ,error Screenshoot as well

S_1.png




>>the Plugin-link is to be found at "Plugin Download" in the first posting.

Just changing the new core vs the old core solves the Problem but thats not an Option,SPRG is more Important, i allready think about dumping the "Gasha" out off my Project anyway.
So if its a big thing what takes a lot of time and work ,.. dont waste time on it.
However after im sure that this ist the Issue i atleast wanted to show it.

To Clarify,the Error happened in my newest project version,i turned all plugins OFF till i found it.Then i used the old core of an old Project-version and and a copy of my newest Project-Version. That worked, like it did before. Of course,keeping the old core cant be the final solution on that , i just wanted to find out and proove the problems Reason.
 
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MetalKing11417

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I found another Incompatiblety.. Its within the new core(=newest update from Doktor_Q).. the old core(=Doktor Qs core before the last update) doesnt have that Issue ,..

Its about the "Gasha"- Plugin ,link in Spoiler ,error Screenshoot as well

View attachment 139872




>>the Plugin-link is to be found at "Plugin Download" in the first posting.

Just changing the new core vs the old core solves the Problem but thats not an Option,SPRG is more Important, i allready think about dumping the "Gasha" out off my Project anyway.
So if its a big thing what takes a lot of time and work ,.. dont waste time on it.
However after im sure that this ist the Issue i atleast wanted to show it.

To Clarify,the Error happened in my newest project version,i turned all plugins OFF till i found it.Then i used the old core of an old Project-version and and a copy of my newest Project-Version. That worked, like it did before. Of course,keeping the old core cant be the final solution on that , i just wanted to find out and proove the problems Reason.
To be fair a basic gatcha mechanic is stupidly easy to do (if tedious) with common events, like what I'm doing.
 

Doktor_Q

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Cleaned up some stuff in SRPG_AIControl:
  • If the AI selects a skill with no targets, it will try a different skill instead of assuming it can't hit anything. It otherwise follows the same rules for choosing skills as ever.
  • The variables you can use in target formulas were changed a bit to be (hopefully) easier to make use of, specifically the ones for directional facing.
  • The <aiIgnoreFriend> <aiAvoidOpponent> etc. tags are replaced with <aiFriendRate:X> and <aiOpponentRate:X>, which provide the same functionality but with more flexibility. For example, you could make a position-swap skill that prefers to switch with enemies but picks allies if none are around, or an AoE that will gladly hit some friends if there's at least twice as many enemies in the blast.
 

dopan

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To be fair a basic gatcha mechanic is stupidly easy to do (if tedious) with common events, like what I'm doing.

Well I dont know much about RPGMV yet,but if u say so, i guess it will be right,thx for the hint^^ However for me it wasnt about the Gasha , it was about finding out why the Error appairs..

Edit. btw for those who are still interested in pseudo death states in order to use things like "phönix down" or "raise" in Battle ..
I replicated a FFTsimilar death state with a Deathcountdown of 2-3 Rounds till actual death
(That can be changed to a simpler method with
only using gravestones and no deathcountdown for example)
Edit2
Image in Spoiler how it looks like in Battle
(with a bit editing some Images and using Common Events,
the States can be shown like this in map battle)
Deathcountdown Sleepstate.png
>while Deathcountdown
------------------------------------------------
------------------------------------------------
Death after Countdown.png
when Actual Death

I just finished it with the help of 3 Plugins and 1 Common Event for each Actor (or enemy i didnt try that) who is able to use the "pseudo death" instead of normal death.
5 additional states(=3"pseudo sleep" and 2"Help-walkaround-KO states") are needed in my solution, they bring the actor from not been knocktout to the death-countdown and end death if not been helped..(with raise or phöniks down for example).I use one pseudo sleep state for every round within the death countdown.. 1 walkaround state to catch the first KO and one walkaround to prevent KO till Deathcountdown is over. Extra switches in the common event and in battle switches to glue all together..
(sadly "HImes *Compresive States* Plugin isnt compatible with the Y-Battle core, with that Plugin or something similar a lot of walkaround could be avoided)

I think most people have more experience in how to put such common events and a few extra in battle switches together but if somebody want to use my walkaround just ask.
It works fine so far, but i cant promise that the "Hime-Plugins" are compatible for You.
however these are the needed Plugins:
- https://himeworks.com/2016/01/placeholder-states/
to Avoid First Ko and get another state instead
- https://himeworks.com/2015/11/overriding-states/
To make sure that the new added state,overides the old one by common event
-SRPG_AIControl because of the "No Agroo Funtion" -
New actor, class, enemy, weapon, armor, skill, and state tag:
<aiIgnore> this unit is completely invisible to AI units

Compatible with "autolife"(=reraise) -plugin i mentined earlier
-it happens after the death countdown
(but that can be changed to trigger before the Deathcountdown by preventing the fakedeath state when autolife buff is added)
And i forgot to mention, the normal death still works for everyone normaly, who cant use the pseudo death .
After that i got the idea to add other State animation imgs to the mapbattle aswell,that could Look like this:
States bsp.png
you have to add them into the battle start actor-events and...
states example setup.png..activate them with common events and switches depending on the state affected.
common EVENT  example.png
Just a simple example.. the death CD(="downEX" in my example) + the other states involved in death countdown.. is a bit more complicated and would take more imgs,,i used the different battle phases and some switches+CDstates to set the countdown manually)
 
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