Okay I'm an idiot, nevermind. I was missing the SRPG_BuffStatesCore.js this entire time. It works...except the damage popup is delayed for some reason? The enemy moves to me and then suffers the damage over time from poison. Also if the poison kills him, he kind of just vanishes without showing the damage popup at all.
I don't use Turn End tag personally
Instead I would use <Custom SRPG Phase End Effect> which runs when the battler's phase is over.
As for pop up, does using a.startDamagePopup(); after a.gainHp(-10); help?
As for poison killing the enemy, that's technically not a plugin error but just how states work
You could do a check:
I don't use Turn End tag personally
Instead I would use <Custom SRPG Phase End Effect> which runs when the battler's phase is over.
As for pop up, does using a.startDamagePopup(); after a.gainHp(-10); help?
As for poison killing the enemy, that's technically not a plugin error but just how states work
You could do a check:
The popup thing worked! You are ameeeeeezing. The collapse is kind of delayed too but I can live with that. I'll just pretend the unit is still writhing in agony from poison before dying lol
@dopan Dopan is your autolife plugin still available?
@Shoukang There seems to be incompatibility with your Advanced Interaction and SRPG_DirectionMod
EDIT
@Adra about the add guest actors to safe the main actor:
i guess you can add any actor into the group with event commands and also spawning events adding the actors into gameplay whenever you need it ( or use placeholder events if you dont use a event spawner )
Also you could use actors with automode state (npcs that fight for the player)
I don't use Turn End tag personally
Instead I would use <Custom SRPG Phase End Effect> which runs when the battler's phase is over.
As for pop up, does using a.startDamagePopup(); after a.gainHp(-10); help?
As for poison killing the enemy, that's technically not a plugin error but just how states work
You could do a check:
Does it also work on mapbattle? Because every time an actor or enemy takes poison damage, the game doesn't give any focus and this makes it difficult for the player to follow what happens on the map.
Does it also work on mapbattle? Because every time an actor or enemy takes poison damage, the game doesn't give any focus and this makes it difficult for the player to follow what happens on the map.
1. Run a common event via state notetag
2. Run a <turnEnd> event via event notetag
Option 1 requires a HIMEWORKS queue common event as there is the possibility of multiple common events been called upon at the end of turn. I would add the following script to the state notetag:
Script call: $gamePlayer.setPosition($gameMap.events()[$gameVariables.value(7)].posX(), $gameMap.events()[$gameVariables.value(7)].posY());
Wait: 30
Maybe show an animation if you want.
Note the damage occurs immediately after the turn ends; so if you want it show the damage then you will have to put it in the common event and not in the state notetag
============
Option 2 does not require buff and states core but basically goes through all srpg units and checks if they have a status, then calls a common event. This <turnEnd> event will need to be present on every map.
Option 2 does not require buff and states core but basically goes through all srpg units and checks if they have a status, then calls a common event. This <turnEnd> event will need to be present on every map.
-------- @ ALL for Option 2:
i just showed the needed script ,but it was in my 2nd edit so most people could have missed it #1,855 (checks all units for that poison state and use gain -hp on affected units)
JavaScript:
for (var i = 1; i <= $gameMap.events().length; i++) {
var battleunit = $gameSystem.EventToUnit([i]);
var eventunit = $gameMap.event([i]);
if (battleunit && eventunit && (battleunit[0] === 'actor' || battleunit[0] === 'enemy') && (!battleunit[1].isDead())) {
if (battleunit[1].isStateAffected(checkId)) {
battleunit[1].gainHp(addId);battleunit[1].startDamagePopup();
}
}
};
// this will check all units for a state and add hp gain to them if affetected
// you must insert the STATE ID to "(checkID)" and the gain HP number to "(addID)"
// gain hp number can be - value aswell
//example :state 4 , -20 hp gain
for (var i = 1; i <= $gameMap.events().length; i++) {
var battleunit = $gameSystem.EventToUnit([i]);
var eventunit = $gameMap.event([i]);
if (battleunit && eventunit && (battleunit[0] === 'actor' || battleunit[0] === 'enemy') && (!battleunit[1].isDead())) {
if (battleunit[1].isStateAffected(4)) {
battleunit[1].gainHp(-20);battleunit[1].startDamagePopup();
}
}
};
the only difference to boomys explanation is, that it doesnt call a common event.
The script checks the state and uses "hp gain" on states affected Units. This script can be triggered in the <turnEnd> event.
Or with a Common event that is triggered by Switches in the <turnEnd> event. (however it fits better in your project)
--------
@moldy
the autolife plugin wasnt made by me i just edited it for srpg compatiblety, but here it is. (attached to the posting) -> my edit mostly just added srpgs style of calling animations depending on what was needed ..
with if conditions depending on SV or mapBattle Mode.
about ActorUnit plugin Issue:
did you use the plugin scriptcalls that are used to check IDs of all Units and stores them?
edit info screenshot:
Explanation: why do i trigger this one time at "battle start" and one time at "post action"??
-> because units can be summoned, get killed/revived or whatever ..so i will need the post action anyway^^
-------- @ ALL
About "performCollapse()" if SRPG Units die without the battleAction that does all the scriptcode work..
they will need the "performCollapse();" -function, same goes with the "startDamagePopup();" -function when they get dmg..
example code:
JavaScript:
$gameSystem.EventToUnit(EventID)[1].startDamagePopup();
// shows dmg popup if the timing is correct
$gameSystem.EventToUnit(EventID)[1].performCollapse();
// performs the unit Death if hp is 0 and no battleaction could trigger it
//$gameSystem.EventToUnit(EventID)[1]
// this scriptcall gives us access to the BattlerUnit,it is used very often..
// while "$gameMap.event(EventID)" only represents the Event of that Unit
@dopan I have my plugin commands and scripts set in my battle start event in the demo like this. Only Harold's event id is saved and the other 2 party members are not for some reason. Thank you for the autolife plugin!
@dopan I have my plugin commands and scripts set in my battle start event in the demo like this. Only Harold's event id is saved and the other 2 party members are not for some reason. Thank you for the autolife plugin!
whats the difference betwen harold and the other 2 actors?
could you show the Map with the events aswell?
I assume that you use the demo from first posting and its map "forest"
The plugin looks for Actor ID The event on "forest" use the ID 0 to insert actors ( at the moment thats my best guess , to think it might be ralated to that above) While my tutorial demo uses events with dierekt id
also the start of battle phase is where those events get activated.. pls try aswell the setup of "after action" aswell
from outside i cant say much but i guess that for some reason the system doesnt get know the IDs of the other Units at battlestart
was there any error if you hit f8 after the battlestart event triggered?
if you dont figure it out you can send me a copy of that demo version and i will look into it
whats the difference betwen harold and the other 2 actors?
could you show the Map with the events aswell?
I assume that you use the demo from first posting and its map "forest"
The plugin looks for Actor ID The event on "forest" use the ID 0 to insert actors ( at the moment thats my best guess , to think it might be ralated to that above) While my tutorial demo uses events with dierekt id
also the start of battle phase is where those events get activated.. pls try aswell the setup of "after action" aswell
from outside i cant say much but i guess that for some reason the system doesnt get know the IDs of the other Units at battlestart
was there any error if you hit f8 after the battlestart event triggered?
if you dont figure it out you can send me a copy of that demo version and i will look into it
There's no difference between the actors that I know of. You're correct, my first map is the forest. I have the entirety of Yanfly plugins so I'm not sure if we're allowed to swap demos?
@Shoukang sorry to keep pestering you but I'd like to report another bug, this time with your awesome summon plugin . Seems to have issues with SRPG_BuffStatesCore. Also, it doesn't seem to get hit when an enemy uses an AOE attack on another unit and the summon happens to be in the crossfire.
There's no difference between the actors that I know of. You're correct, my first map is the forest. I have the entirety of Yanfly plugins so I'm not sure if we're allowed to swap demos?
(..)
delete yeps plugins from the js file but leave the pluginmanager setup.
i got all yep plugins myself
but first try the after action setup aswell..
also you could try to use add actor events with dierekt ID first (instead of the 0_ID events)
Also how you know that it worked for actor 1 but not for the others? (whats your method to check that?)
When this enemy uses fire AoE on my units, it looks like it's targeting Harold and Lucius but for some reason Therese gets hit instead of Lucius even though she's not in the AoE indicator.
I found and fixed the bug in the Plugin SRPG_ActorUnits.js,
it was a dumb copy paste Mistake which i made in the past ..
i also checked "SRPG EnemyUnits" which hasnt that Mistake and that also helped me to figure it out.. (fixed version can be found on my Github)
i guess nobody saw this bug earlier because back then in the tutorial demos, i also used/showed a setup to insert the event id into the variables with script on the events instead of the Plugin usage.. (that way it worked even with the buged plugin anyway)
Thx for the bug report !
SideNote: about the 2 plugins
i might edit these 2 plugins in the future, so that the "disable_switches" might not be needed.. if that works .
Basicly these switches are used to check if an Unit is death or not part of the battle. The Plugins uses the srpg core script :
In order to avoid bugs.
-> because if calling "$gameSystem.EventToUnit(eventID)[1]",
on an Unit that is not on Battlemap, that will cause Bugs..
so the switches in the Plugin are not just used to check death, they are also used to check if that unit is on battleMap with some if conditions..
I am still not sure if i can handle this without the switches aswell..but i will test it out.
Also i still wanna try to make the "eventgraves"-function, which i did by eventing on the tutorial demos, into a plugin.
And it could be that this will need these switches anyway..
.. but i would preffer to avoid needing so much switches in the plugin param Setup
for the AOE bug ,you need to add more infos:
-was there a console error?
-Info about your pluginmanager, or atleast all aoe related plugins you use..
-Info about the AOE skill setup (screenshot)
perhaps anybody has an idea how to do realize that,but it might get a bit difficult idk (that would require making enemys "not visible" and disabling the Gameplayer/Cursor which follows active Units.Whenever the enemys are to far away)
-> i guess an "invisible State"(or "battler Function") could help,if it disables the char IMG and the "Active Unit Cursor behavior" on that state affected Unit
Eventing solution without extra Plugin Atleast you could spawn/activate Enemy event Units, :
-> only if they have a Distance from lets say 13 to any actor (make sure that this happens only 1time for each enemy unit)
-> or whenever any actor is steping on some trigger events (thats recommened because its much easier to Setup)
That way its a bit similar to a "fog of war".. the player wont know if the visible enemyUnits at battlestart are all existing enemyUnits
edit if you want that "fog of war" also for the whole map, that would be even more dificult, but i think such plugins already exist for regular rpg mv (non srpg)
I found and fixed the bug in the Plugin SRPG_ActorUnits.js,
it was a dumb copy paste Mistake which i made in the past ..
i also checked "SRPG EnemyUnits" which hasnt that Mistake and that also helped me to figure it out.. (fixed version can be found on my Github)
i guess nobody saw this bug earlier because back then in the tutorial demos, i also used/showed a setup to insert the event id into the variables with script on the events instead of the Plugin usage.. (that way it worked even with the buged plugin anyway)
Thx for the bug report !
SideNote: about the 2 plugins
i might edit these 2 plugins in the future, so that the "disable_switches" might not be needed.. if that works .
Basicly these switches are used to check if an Unit is death or not part of the battle. The Plugins uses the srpg core script :
In order to avoid bugs.
-> because if calling "$gameSystem.EventToUnit(eventID)[1]",
on an Unit that is not on Battlemap, that will cause Bugs..
so the switches in the Plugin are not just used to check death, they are also used to check if that unit is on battleMap with some if conditions..
I am still not sure if i can handle this without the switches aswell..but i will test it out.
Also i still wanna try to make the "eventgraves"-function, which i did by eventing on the tutorial demos, into a plugin.
And it could be that this will need these switches anyway..
.. but i would preffer to avoid needing so much switches in the plugin param Setup
for the AOE bug ,you need to add more infos:
-was there a console error?
-Info about your pluginmanager, or atleast all aoe related plugins you use..
-Info about the AOE skill setup (screenshot)
I figured out what was wrong, apparently there were bug fixes to her AoEAnimation plugin that I forgot to download. Everything works well so far now! Fingers crossed Shoukang will eventually bugfix Summons and AdvancedInteraction, I love those plugins so much!
When this enemy uses fire AoE on my units, it looks like it's targeting Harold and Lucius but for some reason Therese gets hit instead of Lucius even though she's not in the AoE indicator.
Is there a command I can use to mark a unit's event as dead? Whenever I directly change the variable that stores number of alive enemies in my common event, it gets manipulated again at a later phase in map battle, so it essentially doubles the "death count". performCollapse or setting hp to zero doesn't seem to trigger the update to the number of alive units.
-------- @ ALL for Option 2:
i just showed the needed script ,but it was in my 2nd edit so most people could have missed it #1,855 (checks all units for that poison state and use gain -hp on affected units)
JavaScript:
for (var i = 1; i <= $gameMap.events().length; i++) {
var battleunit = $gameSystem.EventToUnit([i]);
var eventunit = $gameMap.event([i]);
if (battleunit && eventunit && (battleunit[0] === 'actor' || battleunit[0] === 'enemy') && (!battleunit[1].isDead())) {
if (battleunit[1].isStateAffected(checkId)) {
battleunit[1].gainHp(addId);battleunit[1].startDamagePopup();
}
}
};
// this will check all units for a state and add hp gain to them if affetected
// you must insert the STATE ID to "(checkID)" and the gain HP number to "(addID)"
// gain hp number can be - value aswell
//example :state 4 , -20 hp gain
for (var i = 1; i <= $gameMap.events().length; i++) {
var battleunit = $gameSystem.EventToUnit([i]);
var eventunit = $gameMap.event([i]);
if (battleunit && eventunit && (battleunit[0] === 'actor' || battleunit[0] === 'enemy') && (!battleunit[1].isDead())) {
if (battleunit[1].isStateAffected(4)) {
battleunit[1].gainHp(-20);battleunit[1].startDamagePopup();
}
}
};
Because The Fury from Metal Gear Solid 3 is one of my favorite bosses of all time, I felt the need to make a somewhat similar boss for my own game. taking cues from both the Fury and another awesome astronaut boss, Captain Vladimir from No More Heroes 2.
RE4make almost had me with their demo until I got to the dog stuck in a bear trap and realized that he was dead and could no longer be saved. Just not the kind of reimagining I'm interested in.
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