dopan

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Its weird. I tried to use it on the vanilla demo too and it didn't work. Am I supposed to make a grave event for every single actor and enemy first?
bug solved here->#2,023
 
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moldy

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every enemy id and every actor id which is used on battle map will require a related grave,enemy clones only need the singel grave related to their enemy id
or else you get an error when a unit dies that has no grave..and the plugin trys to spawn it.

on the vanilla demo they use actor id 0, that perhaps doesnt work, if you didnt changed it to use real actor ids..
View attachment 207315<- that might not work! (not tested so i am not sure)

Hmmm I'm not sure then. I used the "$gameSystem.EventToUnit(eventID)[1]._enemyUnitId" in my console and it seems to return the correct values so I know the plugin is in effect. It just does nothing when an enemy or actor dies. I don't even get an error or crash. The only thing I can think of is our cores must be different versions (I reverted mine back to make AiControl work better so I'm hesitant to part with it yet)
 

dopan

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Hmmm I'm not sure then. I used the "$gameSystem.EventToUnit(eventID)[1]._enemyUnitId" in my console and it seems to return the correct values so I know the plugin is in effect. It just does nothing when an enemy or actor dies. I don't even get an error or crash. The only thing I can think of is our cores must be different versions (I reverted mine back to make AiControl work better so I'm hesitant to part with it yet)
my bad the "controll graveSpawn" switch was broken..
i added this one at the end after the plugin was tested and finished..
and didnt tested it after that..
-> this was the mistake:
Screenshot_1.png(thats at the end of the plugin)
i just updated the plugin on my github SRPG_EventUnitGraves.js

Thanks for showing the bug!

( also none of my edited srpg core versions should make any problems with DrQ's plugin AiControl, i am using almost every DrQ plugin myself )
 
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moldy

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my bad the "controll graveSpawn" switch was broken..
i added this one at the end after the plugin was tested and finished..
and didnt tested it after that..
-> this was the mistake:
View attachment 207316(thats at the end of the plugin)
i just updated the plugin on my github SRPG_EventUnitGraves.js

Thanks for showing the bug!

( also none of my edited srpg core versions should make any problems with DrQ's plugin AiControl, i am using almost every DrQ plugin myself )
Looks like that fixed it! Woohoo! Any plans to make it compatible with <type:actor><id:0>? I like Shoukang's battle prepare plugin a lot and want to be able to move my units around at the start rather than locking a space to one specific actor.

P.S: Count me as one vote towards the states/equips increasing steal rate like Yanfly's. :D

EDIT: @dopan I'll have to do more investigating. I seem to get an error when an actor dies about
Code:
Game_Event.prototype.initialize = function(mapId, eventId) {
    Game_Character.prototype.initialize.call(this);
    this._mapId = mapId;
    this._eventId = eventId;
    this.locate(this.event().x, this.event().y);
    this.refresh();
};

from rpg_objects. My game just seems to have a weird issue locating event coordinates for some reason! I can confirm this happens with the vanilla demo too, so I'm not sure this is a compatibility issue.
 
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dopan

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Looks like that fixed it! Woohoo! Any plans to make it compatible with <type:actor><id:0>? I like Shoukang's battle prepare plugin a lot and want to be able to move my units around at the start rather than locking a space to one specific actor.

P.S: Count me as one vote towards the states/equips increasing steal rate like Yanfly's. :D

EDIT: @dopan I'll have to do more investigating. I seem to get an error when an actor dies about
Code:
Game_Event.prototype.initialize = function(mapId, eventId) {
    Game_Character.prototype.initialize.call(this);
    this._mapId = mapId;
    this._eventId = eventId;
    this.locate(this.event().x, this.event().y);
    this.refresh();
};

from rpg_objects. My game just seems to have a weird issue locating event coordinates for some reason! I can confirm this happens with the vanilla demo too, so I'm not sure this is a compatibility issue.
did you try if id0 works or not? i am not sure about that..
it should work because when they die they have an valid ID.. id0 is only at battle start..so the system can add any alive Actor..
(i was just assuming that it maybe could not work because you had a bug ,and i didnt know the reason at first)

Steal chance can already be changed, but i will add notetags for that in later updates to make it easier.

"Game_Event.prototype.initialize" happens when a grave event gets spawned.. but i dont know why that makes problems in your project..
you need to show the error data if you report an error..

(remember all actor ids and all enemy ids need a related grave or you get a bug anyway, when a unit without grave dies...
..because the plugin, asumes that every one has a related grave on the grave map)
------------------------------------------------
->that has nothing todo with the UnitIDs of enemyClones.. enemy clones get their grave from their enemyID and they add a "graveUnitID" to their clone grave, to avoid bugs ..
-> with UnitID on enemys added.. the enemy iD is more like beeing a SubClass,like beeing an orc, or beeing a slime or whatever.. while unit ID is the id that is UNIQUE for every enemyBattleUnit.Like the eventID is Unique.
-> but clones only need the grave related to if they are an orc or a slime ect
=> than after graveSpawn that grave gets the UnitID from their related alive/died-Unit, as GraveUnitID to be an unique grave on battleMap
(that way we can always check which grave is related to which unit, for reviving and such stuff)
 
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xabileug

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i found an enemy level plugin compatible with SRPG Core and TM_Srpg. the enemy stats grow with the dummy level.

check it out here look for KZR_EnemyLevel.js
enemy levels can be based on a variable, lets say var ID 1 = party level, party member highest / lowest level. then enemies will inherit all params if you assign a class to it!

however, i get these error.. can someone explain? this happens when an enemy unit is defeated.
I really need this plugin for enemy levels.
1637564115019.png
so i comment out this part, and the error no longer appears.. can some one fix this?
JavaScript:
/*
var _kzr_enemy_level_Game_Enemy_makeDropItems = Game_Enemy.prototype.makeDropItems;
Game_Enemy.prototype.makeDropItems = function() {
    var result = _kzr_enemy_level_Game_Enemy_makeDropItems.call(this);
    return result.concat(this._dropItems.reduce(function(r, di) {
        if (di.kind > 0 && Math.random() * di.denominator < this.dropItemRate()) {
            return r.concat(this.itemObject(di.kind, di.dataId));
        } else {
            return r;
        }
    }.bind(this), []));
};
*/
 
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dopan

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i found an enemy level plugin compatible with SRPG Core and TM_Srpg. the enemy stats grow with the dummy level.

check it out here look for KZR_EnemyLevel.js
enemy levels can be based on a variable, lets say var ID 1 = party level, party member highest / lowest level. then enemies will inherit all params if you assign a class to it!

however, i get these error.. can someone explain? this happens when an enemy unit is defeated.
I really need this plugin for enemy levels.
View attachment 207349
it seems that the plugin is looking for "gameTroop", but thats only existing in sv battles .. similar to normal rpg mv sv battles
-> i am bad in translating out of japanesse plugins
i cant even find the plugin code on that jap website..

we use the Game_Battler & Game_Enemy for our srpgEnemys & "gameTroop" only while sv battle actions..
 
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dopan

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sry for double posting!

i just recognized a major bug on the EnemyEquip plugin..

i have to edit most part of the EnemyEquip plugin again..

, so i will remove it from my github, till its fixed!
 
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moldy

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did you try if id0 works or not? i am not sure about that..
it should work because when they die they have an valid ID.. id0 is only at battle start..so the system can add any alive Actor..
(i was just assuming that it maybe could not work because you had a bug ,and i didnt know the reason at first)

Steal chance can already be changed, but i will add notetags for that in later updates to make it easier.

"Game_Event.prototype.initialize" happens when a grave event gets spawned.. but i dont know why that makes problems in your project..
you need to show the error data if you report an error..

(remember all actor ids and all enemy ids need a related grave or you get a bug anyway, when a unit without grave dies...
..because the plugin, asumes that every one has a related grave on the grave map)
------------------------------------------------
->that has nothing todo with the UnitIDs of enemyClones.. enemy clones get their grave from their enemyID and they add a "graveUnitID" to their clone grave, to avoid bugs ..
-> with UnitID on enemys added.. the enemy iD is more like beeing a SubClass,like beeing an orc, or beeing a slime or whatever.. while unit ID is the id that is UNIQUE for every enemyBattleUnit.Like the eventID is Unique.
-> but clones only need the grave related to if they are an orc or a slime ect
=> than after graveSpawn that grave gets the UnitID from their related alive/died-Unit, as GraveUnitID to be an unique grave on battleMap
(that way we can always check which grave is related to which unit, for reviving and such stuff)


Edit
I guess it could be that your pluginManager has the plugins in the wrong order.. thats why i made a tutorial demo in the first place.. to show the right plugin order in the pluginmanager.. some of DrQ's plugins need the correct order in arranging the plugins

here is an older img to show the plugin order in the plugin manager..
it doesnt include all plugins which are new,..because the img is old..
(so i guess use this plugin_order and put other srpgplugins below that..)

spoiler old_img for Pluginmanager arrangement
View attachment 207347

pls note StatbasedCounter plugin wasnt used in that demo version, but you still see where it was placed, if you wanna use it..

(that was because of incompatiblety with agiAtt+,back then i had to make 2 demos, one that uses agiatt+ with the newer srpgCore and one the doesnt use agiatt+ with the old srpgCore..
older srpg_core version did not had agiatt+ in the srpgCore..
but somebody thought its a good idea to add agiatt+ to the srpgCore
..thats why i dislike agiAtt+,,, but lets just not talk about that..)

-------------------------------------------------------------------
the Mapbattle plugin and Uncounterableattack are not needed anymore, they are part of the SrpgCore in newer SrpgCore versions..

I honestly don't know what else could be causing this issue. Enemy graves work perfectly fine but actor graves give me this crash. Every single actor has their own grave set up in the correct map ID. I'm even using the vanilla demo with only basic plugins to minimize compatibility errors and still get the same exact error.
 

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dopan

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I honestly don't know what else could be causing this issue. Enemy graves work perfectly fine but actor graves give me this crash. Every single actor has their own grave set up in the correct map ID. I'm even using the vanilla demo with only basic plugins to minimize compatibility errors and still get the same exact error.
this error means that the plugin couldnt find a related grave... but because that doesnt make sence...
.. i looked into the plugin code and found a copy/paste mistake... and fixed it
(that was because i copied the code from the enemy setup,and forgot to replace this part shown below)
Screenshot_1.png
..
this bug made it impossible to import an actorgrave because the function didnt know "enemyID"..this function has only "actorID" in its array^^

i am sorry for your trouble on this.. pls download the fixed version from my github and try it again.. i hope it works now like it should
 
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moldy

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this error means that the plugin couldnt find a related grave... but because that doesnt make sence...
.. i looked into the plugin code and found a copy/paste mistake... and fixed it
(that was because i copied the code from the enemy setup,and forgot to replace this part shown below)
View attachment 207390
..
this bug made it impossible to import an actorgrave because the function didnt know "enemyID"..this function has only "actorID" in its array^^

i am sorry for your trouble on this.. pls download the fixed version from my github and try it again.. i hope it works now like it should SRPG_EventUnitGraves.js

Yay, it works! There was a minor error I had to fix on line 577

Code:
var actorID = battleUnit[1]._actorId;

I had to make the U in battleUnit uncapitalized, and now it works.

Minor request: Do you plan to add a plugin command or scriptcall to update grave data mid battle? I noticed when I add enemy reinforcements to the map mid battle with "this.addEnemy(25, 2)", when they die they don't produce a grave when killed since their event note tags wouldn't have "<type:enemy><id:19><unit:1>" to prevent spawning too early in the battle.
 
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dopan

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Yay, it works! There was a minor error I had to fix on line 577

Code:
var actorID = battleUnit[1]._actorId;

I had to make the U in battleUnit uncapitalized, and now it works.

Minor request: Do you plan to add a plugin command or scriptcall to update grave data mid battle? I noticed when I add enemy reinforcements to the map mid battle with "this.addEnemy(25, 2)", when they die they don't produce a grave when killed since their event note tags wouldn't have "<type:enemy><id:19><unit:1>" to prevent spawning too early in the battle.
that was another typo^^.. i am making to much such mistakes.. thx for the info i fixed it on github aswell

about the Minor request:
i think i can edit the plugin, and make a scriptcall that can be used instead of this.addEnemy(25, 2)..

This Scriptcall will add the metadata to the eventPlaceholder, and than it will use "this.addEnemy()"..
(but first i need to edit the "import grave stuff", so that plugin asks about the meta of the event and not about its dataMap-meta..)
(because its possible to edit the "meta data" aswell as the "note data" of events, but at the moment when importing a grave,the plugin will still read the "dataMap meta",.. which is whatever you made in the game editor of that map)


But first i want to finish the plugin bugfix & upgrade of EnemyEquip-plugin..
..so this might take a few days max..
 
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moldy

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that was another typo^^.. i am making to much such mistakes.. thx for the info i fixed it on github aswell

about the Minor request:
i think i can edit the plugin, and make a scriptcall that can be used instead of this.addEnemy(25, 2)..

This Scriptcall will add the metadata to the eventPlaceholder, and than it will use "this.addEnemy()"..
(but first i need to edit the "import grave stuff", so that plugin asks about the meta of the event and not about its dataMap-meta..)
(because its possible to edit the "meta data" aswell as the "note data" of events, but at the moment when importing a grave,the plugin will still read the "dataMap meta",.. which is whatever you made in the game editor of that map)


But first i want to finish the plugin bugfix & upgrade of EnemyEquip-plugin..
..so this might take a few days max..

So I've made another map for battle, and now I get this error when any unit (enemy or actor) dies. Event note tags are correct and include <unit:x>, every actor and enemy has a designated grave on the correct map ID...blah blah blah...I can't figure out what's happening. I tried something odd and copy pasted the map that I know works...and the graves seem to work there perfectly. But on my new map, it simply gives me this error. I even copy pasted every single event from the working map onto my new map and I still get this error.
 

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Shoukang

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Im honestly puzzled what the source of the error is, so I just moved your summon plugin all the way to the bottom and now everything seems fine.
1637620915741.png
I see, the event method is aliased in the SRPG_MapBattle, which caused the error. So put the summon plugin below will fix the issue. I will update the plugin compatibility info.
 

dopan

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So I've made another map for battle, and now I get this error when any unit (enemy or actor) dies. Event note tags are correct and include <unit:x>, every actor and enemy has a designated grave on the correct map ID...blah blah blah...I can't figure out what's happening. I tried something odd and copy pasted the map that I know works...and the graves seem to work there perfectly. But on my new map, it simply gives me this error. I even copy pasted every single event from the working map onto my new map and I still get this error.
i just tried killing an orc on another map, that worked and spawned a grave,,


the error img you posted is enemy related, on actors it should look slightly different..

also the first line of the error is about this:
Screenshot_2.png
Screenshot_3.png
-----------
which makes no sence to me at the moment..
getting the x-position_data of any map event should not make bugs..
also it should not make any difference on which map Units get killed,
it should work on all maps aslong there is a grave on the grave map ,
that fits to each actorID and enemyID which is used on your battlemap..

i will take some time later to look over the whole code again, but at the moment i got no idea..
 
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xabileug

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ile is probably not passable..

about weapon note tags :
does <srpgWeaponSkill:X># set attack skill ID X. normal attack is skill ID 1. add skill whenever that weapon is equipped? is it possible a weapon contains 3 skills?

why cant armors give skills on equip? i was planning on armors giving passive skills on equip.

EDIT:
okay so <srpgWeaponSkill:X> replaces the normal attack with X. i need to look for another plugin where each weapon can hold slots, fot the actor to bring skills on battle.
 
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VegaKotes

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ile is probably not passable..

about weapon note tags :
does <srpgWeaponSkill:X># set attack skill ID X. normal attack is skill ID 1. add skill whenever that weapon is equipped? is it possible a weapon contains 3 skills?

why cant armors give skills on equip? i was planning on armors giving passive skills on equip.

EDIT:
okay so <srpgWeaponSkill:X> replaces the normal attack with X. i need to look for another plugin where each weapon can hold slots, fot the actor to bring skills on battle.
Well I know there's an equipable skills Plugin for MV.

It's a yanfly plugin to be fair so behind a paywall.

But also Armors can give skills on equip. Using the base system. Go to your armors, the traits box, skill tab and use Add Skill to add what skill that piece of armor will add. Its usable when equip and disappears when unequip.
 

moldy

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i just tried killing an orc on another map, that worked and spawned a grave,,


the error img you posted is enemy related, on actors it should look slightly different..

also the first line of th error is about this:
View attachment 207435
View attachment 207436
-----------
which makes no sence to me at the moment..
getting the x-position_data of any map event should not make bugs..
also it should not make any difference on which map Units get killed,
it should work on all maps aslong there is a grave on the grave map ,
that fits to each actorID and enemyID which is used on your battlemap..

i will take some time later to look over the whole code again, but at the moment i got no idea..

There is certainly something odd happening...I copy pasted the map that had no errors and everything *seemed* okay. I killed some actors and enemies to see if they spawned graves, and most of them did. Some enemies for some reason would give me that error, though. They have a unit ID and a valid grave event in the graves map. It's so bizarre.
 

xabileug

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Well I know there's an equipable skills Plugin for MV.

It's a yanfly plugin to be fair so behind a paywall.

But also Armors can give skills on equip. Using the base system. Go to your armors, the traits box, skill tab and use Add Skill to add what skill that piece of armor will add. Its usable when equip and disappears when unequip.
oh thanks, i tried, here's my setup
1637629805401.png
I wont be using a paid plugin.. now i just need VE_Tech Points to limit skill use in battle..
how do you add passive skills ? ATK +10, HIT + 10, Counter +10? i want armors to give passives..

so how many walk boots can we make? but there's only 7 terrain tags, i mean you cant separate mountains and forest.. from water and flying. the tag <srpgThroughTag:X> is based on heirarchy.
0 - land
1 - water
2 - flying ( can walk on water and land)
1637630573406.png
 

VegaKotes

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You've already done Attack + 10. The other two, Hit + 10 and Counter + 10 should be simple enough. Go back to your Traits box click on it. This time you want the Param (Parameter) Tab.

Ex-Paremeters have Hit Change and Counter Hit Chance included. Though it's percentage based and not a flat Bonus.

As for the boots in your image...
I know for sure you can easily make the move ones and the water walker. Obviously the ones that just give stats should be doable without *any* plugins. You may need to use skills for the Spiked Boots and Germinas. Not 100% sure on how to do elevation in this plugin. There's another plugin that does teleporting skills using the damage formula but the author escapes me at the moment. Search this thread for teleportation and you might find it.

Aso @Shoukang made a lovely Plugin called SRPG_Modified Movetable which allows you to set custom Terrain Tag move costs on various things like equipment, states, classes, actors, enemies, etc. This will allow you to do the Feather Boots and the Galmia Shoes.

Edit: Actually no need to look. The Teleporting (aka a possible solution for your jump boots) would be Doctor_Q's SRPG_PositionEffects. It tells you how to set up a skill to use a Jump Teleportation to make it seem like your character is jumping from their current position to the new position.
 
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