Went in and fixed SRPG_AoE, updated on the github page as usual. Looking through the revisions, that bug should have been a thing since I first fixed the issue with items being consumed every hit- all I can think of is that it had something to do with old base code vs new base code. Anyway, it should work now.
In order to find out why i get the AOE Problems with the New SRPG_core..
..I was looking into SRPG_AoE and SRPG_core (old & new): -SRPG_AoE// AoE skills can select empty cells
->Then i used the search function in the SRPG_core (old & new)
"$gameSystem.EventToUnit($gameTemp.activeEvent().eventId()" In order to find out where the Trigger function Connection betwen SRPG_AoE and SRPG_core is Located.That brought me to : - old Core (1.24):
- new Core(1.27):
These 2 JS Codes look a little bit different could it be that there is the Problem located?
(old core= works fine,new core= has the AOE problem to only trigger AOEshape(="Fight" Enabled) if there is an enemy in Skill-Range&AOEshape at the same time)
This is just my first guess and even if its not the solution,perhaps it gives any hints where to look next..Im Sorry that my JS knowlegde is so low.
Old text in spoiler probably wont help much ,but i found out that "auto"-Actors (=autobattle Flag"A") can use the AOE with the NewCore without bugs:
auto-Actor hits an Enemy which is only in AOEshape but not in Skill-range (newCore)
-------------------
1 turn later -> Human-Actorone step closer with the same skill and the same Range ect like the auto-Actor, cant use the "fight" trigger for the AOE
So whatever Function that is, in the newCore, that does the AOEbug.. (=only trigger AOEshape-"Fight" Enabled- if there is an enemy in Skill-Range&AOEshape at the same time), it doesnt affects auto-Actors ..
---
@ ALL On the 8Frames Issue,after trying different frame plugins the only walkaround i found is *Changing the Char-Image* of 8frame-Chars BEFORE entering BattleMap.
(so we have to use 3frame chars in BattleMap) This can be done with EventCommands,but it only works if "SRPG Battle" is OFF.
->I will add this Walkaround into the next SRPG_demo update..
.. together with "Galvs Character Animation" Plugin which has to be Disabled in BattleMap aswell.It can be disabled with PluginCommads when Battle starts..
(=it has similar Problems like the Frame Plugins)
Updated-SRPG_Demo Version 1.8
will be Uploaded in about 30min
@Dopan I spent the morning investigating the issue, and finally figured it out. The issue doesn't actually stop AoE skills from working, it just disabled the "start battle" option on the pre-battle prediction window. Apparently, in the 1.27 base code, the author added an extra check that disabled the option any time the target isn't inside the skill's normal range, regardless of whether the skill is marked as usable or not.
SRPG_AoE now lets you confirm AoE skills even if the first target is outside the normal range.
@ Doktor_QThank u so much! (for spending the time on this)
I just updated this in the Demo Version 1.8,
with only the NewCore which has the nice new Scriptcall added: this.unitRevive(EventID); # Revive of the unit with the specified event ID (only when it is dead). that wasnt possible with the old Core..
-------
@ All Updated-SRPG_Demo to Version 1.8.(new Core only)
-added plugin : "Galv Char-Animation" only enabled outside of BattleMap!
-Improoved Map "FrameTest" more infos at #642
-added the Newest Version of SRPG_AoE (New Core woks Fine now! thanks to DrQ) All i know about the FramePlugin Issues is:
There is a Conflict with "srpg_set" more info at #636
(=look into the "srpg_set" Spoiler at #636) The Fuction what causes this, is adding "E" "X" "A" to the Char,at UnitTurnEnd
because it loads the Char-Image together with the E X A (=same Variable).
That way "srpg_set" will use the same Amount of frames like the Char uses.
Im not sure if its Possible to seperate this function into allways using 3 Frames
for "srpg_set",while loading the Char-Image based on its own Frames --> thats why i made the *Change Char Image Walkaround*..this way we can
atleast use 8frames and Plugins like "Galv char Animation".. (= has a similar problem with "srpg_set") ..outside of BattleMap.
Sry that i cant do more for those who want to use "FramePlugins".
I love this battle system, and I hate to report an error. However I set up to win after 10 turns have passed, or you can just defeat all enemies, but after 10 turns passes it gives me this error:
This is my set up:
I have the win also if all enemies defeated set up on another event, and defeat case if actors are defeated because I don't know how to make it just survive 10 turns with if all actors defeated game over, and I do not know how to add reinforcements. When you get a chance please tell what I did wrong with my setup, and how to set up properly. Thank you in advance.
I have the win also if all enemies defeated set up on another event, and defeat case if actors are defeated because I don't know how to make it just survive 10 turns with if all actors defeated game over, and I do not know how to add reinforcements. When you get a chance please tell what I did wrong with my setup, and how to set up properly. Thank you in advance.
well i am just guessing but ..: -This looks like u use more than one <type:turnEnd> *Event*
on your battle Map. Pls use allways just 1 of eachtype = the 6 Battlemap Making Event-types..
(my guess is that using more than 1 is the reason for your Error).You can put all your "Ending-Conditions" in 1 "type-Event" and seperate them with "If-Conditions" .Best is to use the Post-Phase Event for this or make an extra Switch for an "IF- Condition"(="If Switch is on" and "if 10 rounds are over" or whatever u want to use).
-You got 2 ways to add reinforcements:
>this.unitRevive(EventID);# Revive of the unit with the specified event ID (only when it is dead).
>If u have a Hidden Placeholder Event on the Map u can use it to add (only)new Actors with Script: this.addActor(EventID, ActorID); // # Make the event with the specified ID the actor.
Sry for bad English i had to edit a few Times
Edit @ All
I improved the Battleskip of the UpdatedSrpgDemo and
added a Subphase for BattleSkips and Several battleEndings ->UpdatedSRPG_Demo Version 1.9 is uploaded
(link in SignatureSpoiler)
EG SubPhase and TypePlayerEvent
------ SubPhase Eg
Updated the SRPG_Demo to Version 2.0: (Link in Signature Spolier)
with a lot of New plugins:
-"SRD Main plugin" and "SRD MenuBackround plugin" to customize the Visual part of the Menu..
(has a Preload Issue only 1FirstTime..but is solved in this Demo)
- 3 Mini Plugins (1 "SwitchTrueATGameStart",and 2 Common Event trigger after loading) -used to trigger Cache plugin,but can be used in other ways..
-"Galv ImageCache (preloader)"-Plugin (to solve Menu Backround Image not loading a the first time)
-Zombie & Vampire Plugin + zombie test State
(can be tested in map "Debug a")
-added Plugin for coloring Gauges
-added Plugin to change the Group Size outside of BattleMap
-added Plugin that adds "to next Ep" Gauge to MainMenu
(author: Jeremy Cannady)
-added "VE main plugin" and "VE Sprite Plugin" for the customized Menu
-added Menu Manager extension: "Main Menu Controller" to be able to Disable the Standart "menuCommands"
=> Skill,Item ,Formation,Equip ect --Please Credit the Plugin Makers--
(only free plugins but Credits can be required)
->DisabledWin Loss condition in Menu it seems to be buged anyway..(shows an Empty window)
That Fuction wasnt part of the First SRPG Demo
-----------
---- But here this Function is part of the SRPG Core
->added Common Events and more Info Texts..
->added New Map "SubPhase InfoMap" in order to show all i know about the ScriptCall: "this.isSubPhaseNormal();" --> If anybody has Questions or Recognizes any Issues,pls let me know! -known Issue : Sprite In Windows (VE)(=Bug info link): is buged with the Char Spritesonly sideview work fine. If using bigger Maps then the smallest Default Size, it wònt work correctly.. Victor mentioned to fix this, in the next Update but probably stoped his work before that was done.
(he is not aktive in Forum)
Menu EG Outside Of BattleMap
-- Menu EG Inside Of BattleMap
-- Eg Sub Menu
im pretty sure you cant.. that was the reason why i couldnt use moghunters partyHud and had to make one myself.. you only can set a variable to controll the InBattle-ActorGroup max size,..
-> Infact the inBattle-group is = every friendly Actor in a single group.Picture-Example in Spolier:
->to show it better,i used "MrTS_BattleCharacterLimit"-plugin to make the group size "2" and i used another "MenuSetupPlugin".. Yellow= active Player groupon Map Blue= Solo actor Group in Battle there is no "Yellow = active Player group"
----- On Map EG
--------- In Battle EG
- on the terrain effect, im not sure i didnt used that yet but ill look into it..and tell you later..
edit.
You are rightses1715 ,it seems like the"Terrain Effect Plugin"doesnt work in Version 2.0 .. (i tried it in Version2.0 and in old Default Demo Version from this forum first Posting)
The"Old DemoVersion"works.. in2.0 it doesnt work. ->for now we cant use this Plugintill its solved
(THANK YOU FOR SHOWING THE BUG)
Edit 2 @ Doktor_Q
ok after using old demos with different cores.. and enable/disable all plugins. I can say for sure that "SRPG_TerrainEffect" is INCOMPATIBLE with "SRPG_RangeControl"
..disabling "SRPG_RangeControl" will make "SRPG_TerrainEffect" work.(in the Demo Version 2.0)
But we need "SRPG_RangeControl" so i think it needs a compatiblety update..
im pretty sure you cant.. that was the reason why i couldnt use moghunters partyHud and had to make one myself.. you only can set a variable to controll the InBattle-ActorGroup max size,..
- on the terrain effect, im not sure i didnt used that yet but ill look into it..and tell you later..
edit.
You are rightses1715 ,it seems like the"Terrain Effect Plugin"doesnt work in Version 2.0 .. (i tried it in Version2.0 and in old Default Demo Version from this forum first Posting)
The"Old DemoVersion"works.. in2.0 it doesnt work. ->for now we cant use this Plugintill its solved
(THANK YOU FOR SHOWING THE BUG)
Edit 2 @ Doktor_Q
ok after using old demos with different cores.. and enable/disable all plugins. I can say for sure that "SRPG_TerrainEffect" is INCOMPATIBLE with "SRPG_RangeControl"
..disabling "SRPG_RangeControl" will make "SRPG_TerrainEffect" work.(in the Demo Version 2.0)
But we need "SRPG_RangeControl" so i think it needs a compatiblety update..
Oh I fully understood that you answered about my question! Thanks for your investigation and test~♡
Srpg range control is too precious plugin for me. so i will give up terrain effect until who solve this problem
Trying the @Dopan demo and it seems like YEP - skill cooldown is broken with this engine
If I run a regular battle (non-SRPG) it works but when I apply a cooldown or warm up in an SRPG battle, the cooldown or warm up period is not applied
Trying the @Dopan demo and it seems like YEP - skill cooldown is broken with this engine
If I run a regular battle (non-SRPG) it works but when I apply a cooldown or warm up in an SRPG battle, the cooldown or warm up period is not applied
I have to admit , i just tested "cooldown" and not "warm up" in the first place..
..and its only "warm up" that doesnt work (after i tested it now) Thats because "warm up" probably uses the normal batlle as Trigger and doesnt recognize SRPG Battle.
Perhaps this can be fixed by just editing a few code lines in:
"YEP - skill cooldown" but i am not able to do that.. If anybody has the JS Knowlegde needed to do this,,i added some infos in Spoiler.. That means for now u can only use the "cooldown" Function.
However THX for showing the Issue
YeP skill cooldown info: thats where we need the Edit
------------- BattleStart info in SRPG Core
-------------
Edit
warmup problem is solved with the SRPG_CooldownPatch update #657
I would like to thank all the contributors to this plugin for their work. It has served as a great starting point for the Super Robot Wars style plugin I'm currently working on. I'm currently trawling through the many new menu windows that need adding, so I can't quite show it off yet.
@boomy@Dopan Updated SRPG_CooldownPatch to handle warmups as well. The warmup counter starts when the character is added to the battle, so if you use addActor / addEnemy to add new ones, their warmups will start at that point.
EDIT: Another tiny update to SRPG_CooldownPatch to remove some debug outputs. No changes to how it works, just avoids printing to the debug console unnecessarily.
I tried to put "SRPG_TerrainEffect" below(=first it was above = "SRPG_TerrainEffect" didnt work) "SRPG_RangeControl"..
and had a Gamebreaking Bug,perhaps that Information might be helpfull for an Compatiblety Update on "SRPG_RangeControl" Error happens when targeting Actor with cursor and click
-before the Movement Range is shown.. --> bug triggers at "MakingMoveTable"
And another update, finishing something I'd been working on for a while: SRPG_RangeControl now allows you to specify the movement cost for each terrain tag via plugin parameters. It can also be modified for specific tilesets of even specific maps using notetags, such as <srpgTerrain0Cost:2> or <srpgTerrain3Cost:1.5>
And another update, finishing something I'd been working on for a while: SRPG_RangeControl now allows you to specify the movement cost for each terrain tag via plugin parameters. It can also be modified for specific tilesets of even specific maps using notetags, such as <srpgTerrain0Cost:2> or <srpgTerrain3Cost:1.5>
that probably means we dont need SRPG_TerrainEffect anymore..? SRPG_TerrainEffect does support change on any stat with Tag (atk def ect). RangeControl doesnt .. do u plan a compatiblety update or to add the "stat"-change feature later to RangeControl? Im asking in order to decide if i take "SRPG_TerrainEffect" out of the version 2.1 Update.
Sry my bad , i just recognized the incompatiblety was only because of "movement" all other tag-change_features work fine on SRPG_TerrainEffect.. aslong its somewhere above SRPG_RangeControl .. ill add some infos in the help section of SRPG_TerrainEffect
Edit @ALL Updated-SRPG_Demo 2.1 is Uploaded ! ChangeLog: (bugfixes Included)
- added TerrainEffect &SRPG_RangeControl Setup to TAG1 for the Map1a: "DebugTerrainEffect"
- added setup to CommonEvent (to make sure InBattleMenu Commands stay reduced after each loading)
- added NEW Sv char for "Nymphe"
- added SRD Plugins: Hudmaker +
"Alt Menu Screen: Phantasia " & "Alt Menu Screen: Kingdom Hearts" (and made setups for both that fit in the demo)
Now everybody can build unique Menus using supertoolengine to edit the Default Menuor 1 of the 2 optional Menus
- PluginManager order slightly changed and added infos at "Optional"
- added a SubPhase HUD , as Example for Huds with SRD
- added variable (nr6) to controll the InBattleMaxGroup
- Translated to Englisch:
-> Help text of "SRPG_TerrainEffect"
- updated Plugins: SRPG_CooldownPatch
SRPG_RangeControl
If somebody recognizes any Issue or has Questions pls let me know
Up to 40,000,000 people just became felons by bureaucratic decree today in the US. If you own certain configurations of plastic and velcro, best make sure you aren't risking 10 years behind bars. Just had to take back my mom's mothers day gift from three years ago. Fun times, thanks unelected bureaucrats.
Someone please post some beginner problems so I can act like I'm a veteran and know what I'm doing? (Also someone please stop @Andar and @ATT_Turan from posting on them because they are way too fast?!)
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