- Joined
- Mar 27, 2020
- Messages
- 1,330
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- German
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- RMMV
to be honest i didnt tested it,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?
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)
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@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..
(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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