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- Nov 26, 2019
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- RMMV
Can anyone help explain how in the demo project Uber Harold's animation is working for his basic attacks in Map View Battle type?
You can try my Agi Attack control, it provides note tags to disable Agi attacks for certain actors/enemies. It only works for scene battle, for map battle to work you will need to also use my AoE Animation plugin.Is it possible that AgiAttack only works on a specific actor? Or that it works as a buff? I wanted to turn it into a passive ability of a certain character.
I also tried putting the Status command in the actor's actions menu, but I couldn't get it to show only the corresponding actor's status.
If you can put it mostly in the class and states tag, it would be perfect for what I want.You can try my Agi Attack control, it provides note tags to disable Agi attacks for certain actors/enemies. It only works for scene battle, for map battle to work you will need to also use my AoE Animation plugin.
Let me know if you need the note tag to work on classes/equips/states. I can implement it when I have time.
About the status command, I think it's a good idea. I will think about it.
I made a lot of plugins to make it more fire-emblem but I currently don't have time to make a demo. Hopefully, the instruction in my plugins is enough. As you mentioned, there's no affinity thing. Weapon exchange is also different. Many of the features you mentioned, as NataPlays said, doesn't exist or are far from completion, and some of them are not trivial to implement. Nonetheless, with the features this engine has, it's enough to build an interesting game, although it may differ from what you originally thought about.i see so this is fire emblem.. i didnt see the talk stuff in the demo, just the click event, there's also no affinity thing, when two characters fight together. i love fire emblem series. i was looking for a FFTA + TO tactics SRPG functions .. plus PSP jeane d arc.. is there any fire emblem starter kit demo?
Did you figure this out? I just found a workaround for actors and enemies (requires one of DrQ's plugins, I think positionEffects):Another thing I can't seem to figure out is how to remove an actor or enemy mid battle via script call. I've tried just "erasing" the event, but that doesn't seem to work.
In the core plugin , findIs it possible to have two types of attack in the main battler's menu (with Attack, Magic, Skills, etc.) based on two different skills? (Not as Attack in the main menu and something else in the Skills submenu, but as something like Melee and Shot in the main menu.) I would like to have Basic Melee Attack and Basic Ranged Attack as two different skills, one based on Attack, another on Agility.
Scene_Map.prototype.commandAttack
, make a similar method below it, I will name it commandAttack2: Scene_Map.prototype.commandAttack2 = function() {
var actor = $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1];
actor.action(0).setSkill(skillId);
this.startActorTargetting();
};
this._mapSrpgActorCommandWindow.setHandler('attack', this.commandAttack.bind(this));
, below it, add:this._mapSrpgActorCommandWindow.setHandler('skill name', this.commandAttack2.bind(this));
var _SRPG_Window_ActorCommand_makeCommandList = Window_ActorCommand.prototype.makeCommandList;
Window_ActorCommand.prototype.makeCommandList = function() {
if ($gameSystem.isSRPGMode() == true) {
if (this._actor) {
this.addAttackCommand();
this.addSkillCommands();
this.addItemCommand();
if (_srpgActorCommandEquip == 'true') {
this.addEquipCommand();
}
this.addWaitCommand();
}
} else {
_SRPG_Window_ActorCommand_makeCommandList.call(this);
}
};
You are right! BelowThank you very much. It seems as if something is missing, so it doesn't work for now. Maybe something should be added here?
Code:var _SRPG_Window_ActorCommand_makeCommandList = Window_ActorCommand.prototype.makeCommandList; Window_ActorCommand.prototype.makeCommandList = function() { if ($gameSystem.isSRPGMode() == true) { if (this._actor) { this.addAttackCommand(); this.addSkillCommands(); this.addItemCommand(); if (_srpgActorCommandEquip == 'true') { this.addEquipCommand(); } this.addWaitCommand(); } } else { _SRPG_Window_ActorCommand_makeCommandList.call(this); } };
this.addAttackCommand();
, insert:this.addCommand('skill name', 'skill name');
Yes, you need to select to activate canto. I personally prefer this.My move after action plugin doesn't automatically execute and the unit needs to be selected to activate the canto. Also the battle hud ui changes randomly from the default rpg maker one to normal help. Pls I love canto and I really really need canto of my life.
thnx for the hint i think i fixed the battleui issue. Can I change the canto into automatic? Cuz I'll sometimes forget to move them.Yes, you need to select to activate canto. I personally prefer this.
Is the battle hud UI issue caused by the move after action plugin?
the first parameter is the name that will show up. The second parameter needs to be consistent with the name we made in the set handler part.