dopan

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how well does this battle system handle reactive skills? Lets say I get attacked with a spell, and I want to copy that spell and throw it back at the enemy on that same turn. Do any of the extension plugins allow me to do that?
to be honest i didnt tested it,
but reflection States should be implemented into the srpg core by default..
Screenshot_3.png
so you can make this setup like in any "normal" project,and it should work..
Screenshot_2.png
spoiler screenshoots for better understanding..
(asuming that a skill/item/accesoire is used to aplly this state)
------------

@All
(about Event priorityType changes for mapbattle usage)

i can announce that i finished a little edit on the "srpgcore" and the "resetEventAfterAction" plugins, this changes the Event priorityType & allows us to allways display the "user" above the "target" in mapbattle,even on counterattacks it works correctly.. and it stores the default & resets it to default after action..

(the "Event priorityType" = 3target & 4user are used which are normaly not availleble on the Eventpage.. on the Eventpage is only 0under&1same as&2above)


I didnt uploaded these edited Versions yet but i will soon..
(these change are plug&play and dont need any plugin param setups)
-> this change is basicly made in order to allow 4directional weapon usage in mapbattle so that the moving sword will touch the target unit.
.. therefor its needed to make sure that the "user" event is always displayed above the "target" event.. or the sword/weapon will be displayed behond the attacked unit in a lot of cases, which looks wrong.
.. i will probably upload an example video to show the difference later..
 
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moldy

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to be honest i didnt tested it,
but reflection States should be implemented into the srpg core by default..
so you can make this setup like in any "normal" project,and it should work..
spoiler screenshoots for better understanding..
(asuming that a skill/item/accesoire is used to aplly this state)
------------

@All
(about Event priorityType changes for mapbattle usage)

i can announce that i finished a little edit on the "srpgcore" and the "resetEventAfterAction" plugins, this changes the Event priorityType & allows us to allways display the "user" above the "target" in mapbattle,even on counterattacks it works correctly.. and it stores the default & resets it to default after action..

(the "Event priorityType" = 3target & 4user are used which are normaly not availleble on the Eventpage.. on the Eventpage is only 0under&1same as&2above)


I didnt uploaded these edited Versions yet but i will soon..
(these change are plug&play and dont need any plugin param setups)
-> this change is basicly made in order to allow 4directional weapon usage in mapbattle so that the moving sword will touch the target unit.
.. therefor its needed to make sure that the "user" event is always displayed above the "target" event.. or the sword/weapon will be displayed behond the attacked unit in a lot of cases, which looks wrong.
.. i will probably upload an example video to show the difference later..

Ah I forgot about that plugin! Okay, here's another brain teaser...Let's say I want to replicate the Cover ability from Final Fantasy Tactics Advanced. My tank character wants to cover a far away ally, whereby an enemy targets a damaging ability on that ally, the tank will momentarily swap tiles with the ally to take the hit, then return to his original tile. This will happen before any damage takes place of course. Is that possible?

@boomy I had another summon question. So the method I tried works...except because I need a placeholder event and I reference it in my common event to teleport my summon to a designated tile, it asks for the event ID that I wanna teleport. Not an issue...except when you are on a different map where event IDs are different. Is there a workaround for this that doesnt involve reserving the first few event boxes on the map to be summon place holder events to match the event ID being teleported in my common event?
 
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dopan

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@moldy
covering friendly Units should be possible aswell as switching places,and teleporting-events from other maps makes no sence to me,but perhaps i missundrstood something here..
About the event ids , this can be handled with my plugins "ENEMYUNITS" & "ACTORUNITS".. both store event ids in Variables but enemys are the real problem because they are clones.. therefor i used eventnotes on the enemy units to store them in the enemyUnits plugin.
(actors have actor id that can be used to get access)
--
About the request of show the name of skill in mapbattle mode, I maked a solution using YEP_SkillCore and Galv's Timed Message Popups.

In skill note, I set using <Custom Execution> a variable with the name of skill and executed a common event with a mensage box showing the variable with the name of skill with the setting's of Galv's Timed Message Popups, so ever the actor or enemy use a skill, a popup mensagem appear in the screen.

<Custom Execution>
$gameVariables.setValue(varID, "skill name");
$gameTemp.reserveCommonEvent(eventID)
</Custom Execution>

My Popups config stayed:

@andra
(about MapActionText & MapBattle Pre Action Phase)
nice that you found another solution in your project..
("custom execution" should have been obvious as solution i didnt thought on that,but i dislike that this has to happen on every Mapbattle-skill-setup.. )
However i just wanna mention that the main problem in mapbattle and showing skillNames ist not the common event that can be used to show the text.. also not the script that is needed in the common event,,
(i showed both earlier in this forum, i used 2 variables for that)
the event before battle that triggers the mapaction text common event if mapbattle is active
Screenshot_6.png
thats the Map action Text common Event with its Variables for the MapAction text
Screenshot_2.png
Screenshot_3.png
thats the common event that triggers the MapBattle pre action phase(event before battle)
Screenshot_4.png
Thats the edited core where the id of the Common event is inserted
->in order to have a correctly timed pre action phase(event before battle) in MapBattle
Screenshot_1.png
The main problem was that the Mapbattle Pre action phase doesnt trigger correctly
As far i understand it , you solved that by using CustomExecution instead of the pre action phase

(it happens after the action and not before the action like it should..thats a mapbattle issue from DrQs mapbattle code)
-> i used a clumsy solution to fix this in my edited core Versions.. my solution doesnt trigger the pre action phase in the plugin , like drQ did.. it triggers a common event instead ,which is used to trigger the pre action phase..
(that makes a correct timing)
-> after that the pre action phase can be used to trigger another common event which shows the skillnames right before action..
=> the whole problem has something to do with how the code decides in which order stuff happens..DrQs code was at the correct place but without exporting it on a common event, the system will handle the order to late because of the code action chain in the plugin

(its hard to understand and even harder to explain sry,but the main point is, that there must not be any code under/after the code that triggers the EventBeforeBattle.. thats why i exported that trigger into a common event instead of doing it in the Plugin.
And thats why that common event must not have any other Code in it)

Trigger code for Eventbefore Battle:
Scene_Map.prototype.eventBeforeBattle.call(this);


Also the "MapforceAction" Plugin is mentioned in one of the screenshots, it works but i planed to rework that plugin..
--
@ ALL
about Agi att +

it can conflict with DrQs "statbased counter" aswell as with my "mapForceAction"
..therefor my edited cores also have extra skillnotes to disable that function for map and sv battle..
# However i think Shoukangs plugin(Agi Attack control) gives even more options for agiAtt+, but i didnt tested it so far..
 
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moldy

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@dopan WIll the "ENEMYUNITS" & "ACTORUNITS" plugin help me manage my actor's summoned units? Or am I stuck making separate events for each summon? I read the plugin description and I'm so confused on how it works.

@dopan Here's a video example of the Cover ability in action:
 
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dopan

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@dopan WIll the "ENEMYUNITS" & "ACTORUNITS" plugin help me manage my actor's summoned units? Or am I stuck making separate events for each summon? I read the plugin description and I'm so confused on how it works.

@dopan Here's a video example of the Cover ability in action:

the 2 plugins help to store the event id, so you can always insert the variable value as event id..
(it doesnt matter if the event ids are different on each map in such case)
Screenshot_4.png
there are several ways to change event positions..
for example event-command(set event location) or the plugin "position effets" from DrQ

Screenshot_1.png
Screenshot_3.png
Screenshot_2.png

i did not made a cover ability yet myself, so i cant give you a step by step advise for the "cover setup", it might get a bit complicated but it should be possible to make it.
( in such case you would need also to change the target of the attacker and use a cover-skill & a cover-state )
-> getting the right trigger timing so that the changes and position switch happen whenever the Unit with the cover state starts to be a target might get difficult..
(also seperate betwen beeing a target of magic or non-magic attacks ect )

this would require a lot of scripting ..
..or perhaps someone else already found out an easier solution idk
 
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Shoukang

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@dopan WIll the "ENEMYUNITS" & "ACTORUNITS" plugin help me manage my actor's summoned units? Or am I stuck making separate events for each summon? I read the plugin description and I'm so confused on how it works.

@dopan Here's a video example of the Cover ability in action:

I just want to make some comments on actor summoning. It's harder than summoning an enemy unit and I think it deserves a plugin. Here are some considerations:

1. If you want to summon multiple units(that have same actor id), with the this.addActor(id) function, all the summoned events will share the same actor. If one of them is killed they are all killed. Therefore, instead of using the this.addActor function, a new function is necessary to create a new actor and store it in the $gameSystem._EventToUnit. And the $gameSystem.EventToUnit function also needs to be adjusted to properly get the actor.
2. Summoned actors, whenever summoned or killed, should not change the number of alive actors. Otherwise, the game may not end properly.
3. To look for a placeholder event, I recommend using note tags. For example <summon>, Every time you do a summon, loop through the events, if there is an event with summon note tag and it's erased, use that event.
 

moldy

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I just want to make some comments on actor summoning. It's harder than summoning an enemy unit and I think it deserves a plugin. Here are some considerations:

1. If you want to summon multiple units(that have same actor id), with the this.addActor(id) function, all the summoned events will share the same actor. If one of them is killed they are all killed. Therefore, instead of using the this.addActor function, a new function is necessary to create a new actor and store it in the $gameSystem._EventToUnit. And the $gameSystem.EventToUnit function also needs to be adjusted to properly get the actor.
2. Summoned actors, whenever summoned or killed, should not change the number of alive actors. Otherwise, the game may not end properly.
3. To look for a placeholder event, I recommend using note tags. For example <summon>, Every time you do a summon, loop through the events, if there is an event with summon note tag and it's erased, use that event.

I actually didn't consider number 2...Hmmm. Is there a way to despawn all my summons if the actor who summoned them dies?
 

NatePlays

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I just want to make some comments on actor summoning. It's harder than summoning an enemy unit and I think it deserves a plugin.
SRD's Summon Core is notoriously buggy trying to achieve that in DTB.
Like, you can avoid some of the problems with design choices, like making only one summon possible at a time (FE8), and placing it in a separate team (I think it was dopan's plugin? the teams one?), but there's so much that go wrong. Yet, I think studying SRD's plugin is a good start:

- summon is straight up a new object from Game_Actor. they use a Database Actor as a reference, but the new object/class allows it to have multiple instances (like Game_Enemy)
- BattleManager has an array for all the summons that are present, and each summon has a reference to their master.
- summons are removed from the party array (array filter?) when doing stuff like party size and remaining members, while being included in other processes (party wide skills, possible targets)

That sounds like very scary stuff to tackle, personally.

i think Shoukang's plugin(Agi Attack control) gives even more options for agiAtt+, but i didnt tested it so far..
It's pretty solid: you can add custom formulas to determine the rate, use other stats (like counter rate!) and even introduce more than two attacks. I could see it expanded though, for some reason it describes 'faster and slower enemy'. Do you think it could run user/target evals? Then we could have something like double attacks for both characters (like how Fates has a dedicated Attack Speed thing), or independent of speed altogether (that'd need a name change as well :/ )

And this is a pretty unlikely thing, but as I already made the second attack use the weapon's normal attack via plugin, there's nothing stopping notetags changing the second attack (aside interest, that is).
 

moldy

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So I've taken @Shoukang advice into consideration and for the most part, solved the issue of having stray summons remain on the battlefield if the summoner dies...the problem is while the summon's HP goes to zero when the summoner dies, as intended, the sprite of the summoned ally is still visible on the battle screen and never gets removed. Is it possible to add a this.removeActor() script command?
 

dopan

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i kind of disagree however its not important.
i think actors are easier to handle than enemys
(because we use a lot of enemy clones,that makes the enemy ID worthless to get access to a single unit ..therefor i use Event-notetags to give enemys their own number)

the whole problem with actors only comes up if we clone them
(what i am not going to do,to avoid several problems that might happen.. if i want some actors several times like no name soldiers , than i give each one its own actor id)

SRPG-Teams is made by DrQ^^
 
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Woomod

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So I have a specific system me and my friends used for table top in mind, so I'm pretty sure I can hack a number of these in but I'm just checking

1) Morale system, when someone is at 0hp they don't fall over but instead overflow damage goes to a group hp bar and the group wins or loses based on that (Made for an rpg so you don't someone out of the fun, and it removes the "well this fight is mop up" Effect.) Won't be able to hack a bar at the bottom for each team, but I can do my old trick of someone with the morale meter in a corner for each side.
2) Movement reduction = stat reduction sooooo. Should be doable.
3) Status effect stacking increases duration, should be easy just have hidden stats for every status that if they reach 0 remove the status.
4) 2 Actions 1 can be heavy, simple 5Tp/Round heavies cost 3, use bless skills for everything.
4) Moving actors mid action seems covered way earlier.
5) Opportunity actions can probably be covered by passives though the less of control does hurt.
6) Zone of control at start of turn, characters can't move out of melee until they attack.
7) Altered movement types (teleport, flight), not sure, but extremely important.
8) Destructible terrain (i run through/set on fire a bookshelf!) seems eminently doable, but I'm wondering about other terrain (difficult, damaging, instant status) notably made by actions. Again pretty important.

(Note if say the other one i read about much earlier can do these but this can't.....Enemy/Player phase was core to the system. God i love enemy/player phase.)
 

dopan

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Updated my Github !

Video that shows the Event PriorityChange
before edit the crusader was always above because if events have the same priority ,the higher event ID Unit will be displayed above
.. and thats the crusader in the example

Before Edit


After Edit



After srpg core edit always the User-Unit will be above the Target-Unit ,even on counter attacks..

This priority change will be reseted to default after each action with the plugin :
"EventResetAfterAction" which can be found on my Github


sidenote:
4dierectional weapon usage chars can be found here


-update of edited srpg core
(now in mapbattle "user" will always be displayed above "target",thats required if using 4 directional weapon usage on mapbattles)
-update of "EventResetAfterAction" -plugin
(required for the updated srpg core,.. resets the Event Priority to default after each MapBattleAction..its plug&play)
-updated "MapforceAction" -plugin
(not fully tested)
-uploaded E.X.A char IMGs
(needed for more charframe usage)
-uploaded help info "ReadMe" with screenshots
(explains "MapAction Text Setup" aswell as the correctly working "Mapbattle pre action phase Setup")
 
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MetalKing11417

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sry for double posting
(last post is a day ago)


Updated my Github !

Video that shows the Event PriorityChange
before edit the crusader was always above because if events have the same priority ,the higher event ID Unit will be displayed above
.. and thats the crusader in the example

Before Edit


After Edit



After srpg core edit always the User-Unit will be above the Target-Unit ,even on counter attacks..

This priority change will be reseted to default after each action with the plugin :
"EventResetAfterAction" which can be found on my Github


sidenote:
4dierectional weapon usage chars can be found here


-update of edited srpg core
(now in mapbattle "user" will always be displayed above "target",thats required if using 4 directional weapon usage on mapbattles)
-update of "EventResetAfterAction" -plugin
(required for the updated srpg core,.. resets the Event Priority to default after each MapBattleAction..its plug&play)
-updated "MapforceAction" -plugin
(not fully tested)
-uploaded E.X.A char IMGs
(needed for more charframe usage)
-uploaded help info "ReadMe" with screenshots
(explains "MapAction Text Setup" aswell as the correctly working "Mapbattle pre action phase Setup")

Ummm... Using the normal battle screen causes the enemies to not appear at all and units to preform a disappearing act when they move (using yanfly battle plugins)

EDIT: the version you seem to have updated is the 1.32 one released last October in 2020. I am using the 1.34 version released at the beginning of this year.
 
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moldy

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I'm trying to make a trap that poisons a unit that steps on it. I can get it to trigger fine but my code doesn't seem to work. Any ideas? I basically check every unit on the map to see if their X and Y location match the trap's and add poison to them if it finds a match. The check ends after checking 100 units. The highlighted code line seems to be the issue. If I replace $gameVariables.value(7) with the player/event's exact event ID, it works fine. But of course, I need it to be referencing the game data's event id of the unit that triggered the trap.

I've solved it! Anyone wanting to implement traps, here is a working event. I noticed though, enemies cant trigger traps. Is there an event note tag I can use to let enemies trigger events? Preferably I'd like the event triggered the second they step on it, not just when they end their turn on it.
 

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dopan

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Ummm... Using the normal battle screen causes the enemies to not appear at all and units to preform a disappearing act when they move (using yanfly battle plugins)

EDIT: the version you seem to have updated is the 1.32 one released last October in 2020. I am using the 1.34 version released at the beginning of this year.
thx for the info,..
sry i cant say what makes those bugs.

I am a bit confused ,which srpg core version most people use at the moment,because the version in the first posting latest demo is 1.32
(but the latest srpg core 1.34 is also attached into the first posting)

i downloaded version 1.34 now and tried to figure out the changes in relation to my edited 1.32 version

1.34 is missing boomys and my edits and 1.34 added a bit other stuff..
so i am not sure on the compatiblety between 1.34 and few of the srpg plugins which i am using and if it makes sence to make an edited version of 1.34 including all changes from boomys & my edits.
(but i will probably do such an edited 1.34 version and test it out)
-> if that shows no bugs to my project than i will share it and you could try it aswell..


if anybody already has a list of the detailled changes and benefits of the 1.34 update,that would be very helpfull..

edit

@moldy

if you are interressted in building traps ect, you might be interressted in Doktor_Q's "SRPG_FloorDamage" aswell
 
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moldy

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@dopan are your demos still available for download? I'm struggling to get these plugin set up properly and I just need a visual reference.
 

dopan

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@dopan are your demos still available for download? I'm struggling to get these plugin set up properly and I just need a visual reference.
sadly i cant share these tutorial demos anymore,because of terms ..
I am sorry
the only soluton would be to make a version with yeps plugins deleted ,but these would need to be reinstalled from everyone

also my tutorial demo would need a large update cose of all the new plugins

-----------
@MetalKing11417

i couldnt replicate your bug,but i guess its about one of boomys edits ..
(the one about actor and enemy position in SV mode)
and probably an little issue with a YEP plugin that handles the same stuff..
.. i am not sure if i remember correctly but i think we had such an issue/bug report in the past and it was about putting a slighty other code in the srpg core param for yep plugin compatiblety

This IMG shows only where to edit the srpg core param ,but it doesnt show what to put here instead
->data shown here is the default stuff
Screenshot_1.png
(i am not sure but i think that boomy gave the answer back then..
also i couldnt find it in the thread yet, ..)

=> incase i am correct and we are able to figure this out ,we should mention that solution in any plugin help text or a github readme
(because lot of people use yep plugins)
EDIT
=>does the console F8 give any error info??
(i guess i gonna read the whole thread again^^)

i just dont think that the issue is about the difference of the srpg core plugin versions
(but ill make an edit on 1.34 anyway)
 
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Is it possible to create a guest actor for missions like "save the actor" or something?
 

moldy

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I swear I saw a post somewhere in here but I can't seem to search for it now...but my dumb question is how do you force a damage/healing popup when using Map Battle and Yanfly lunatic tags? .gainHP() only seems to work in sideview battle mode.
 

Shoukang

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@ All

So I made SRPG_Summon that can summon infinite actors/enemies/objects.
There are a lot of parameters in the script call, which is a little confusing. However, I think it's necessary to meet different needs.

Basically, you just trigger a common event in the skill effect, with my script call placed in this common event. You also need to prepare a map with events so that the plugin can copy them.

You can also use the script call in turn end events or other places to create infinite reinforcement, or even use it outside the SRPG battle to create objects.

Somehow I don't want to fix the existing actor number issue, as it's very annoying. Instead, I included a script call for you to check for the number of alive party members, which doesn't take summoned units into consideration.

=========EDIT=============
Well, I guess it's also cool to summon damage floors and some other events. But I'm running out of time with my own stuff.
 
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