kouta555

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Bagy

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Hi, can anyone confirm the following about Directionmod.js?

SideAttack_Mod:HIT and BackAttack_Mod:HIT = change the attacker's hit rate
SideAttack_Mod:EVA and BackAttack_Mod:EVA = change the victim's evade rate

It seems obvious this is how it'd work, but I hate to assume when it comes to things that affect RNG.

Also, do these affect both physical and magic success rates? Or just physical?
 

boomy

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Hi, can anyone confirm the following about Directionmod.js?

SideAttack_Mod:HIT and BackAttack_Mod:HIT = change the attacker's hit rate
SideAttack_Mod:EVA and BackAttack_Mod:EVA = change the victim's evade rate

It seems obvious this is how it'd work, but I hate to assume when it comes to things that affect RNG.

Also, do these affect both physical and magic success rates? Or just physical?
The plugin multiplies the hit/evade rate by X. In the script it is defined by itemHit and itemEva. I use yanfly hit accuracy plugin to further modify the default hit rate of things (though that is now a paid plugin) though that is technically not necessary. Default hit rate calculation is: "Did it hit" (itemHit) and then "did it miss" (itemEva) and if the answer is yes and no then the move lands. It should affect magical attacks too.

I have encountered some bugs with srpg_core (or maybe its some of the other plugins) where the targetEvent faces the activeEvent prior to the action occurring which means that directionMod never works. I forgot which combination of plugins (or perhaps it was older plugins) so just be wary of that
 

Bagy

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I use yanfly hit accuracy plugin to further modify the default hit rate of things (though that is now a paid plugin) though that is technically not necessary. Default hit rate calculation is: "Did it hit" (itemHit) and then "did it miss" (itemEva) and if the answer is yes and no then the move lands. It should affect magical attacks too.
Ok good, I was already thinking of using that plugin, thanks!

EDIT: So a couple limitations I noticed with Directionmod.js:

1) Direction multipliers aren't passed on to the prediction GUI, so even the damage value you're told before you strike doesn't match what you get on side and back attacks.

2) Direction multipliers aren't passed on to damage formulas, so if you want to repurpose a.hit or b.eva as conditional damage modifiers, the results will be the same regardless of direction.

Does anyone know if these limitations are normal, or something I setup wrong?
 
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boomy

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Direction multipliers aren't passed on to the prediction GUI
Works for me. When you are in the prediction window, is the activeEvent facing the targetEvent? If not then that's the problem. I recall encountering a bug where activeEvent only faces targetEvent after an action is confirmed (so directionMod works but only after an action is confirmed).

Make sure directionMod is near the bottom of your plugin list

When the prediction window is up, use the following commands on the console:

$gameTemp.directionEffect()
and
$gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].action(0).itemHit($gameSystem.EventToUnit($gameTemp.targetEvent().eventId())[1]);

directionEffect shows the direction of the attack (front/side/back)
itemHit will show the true hit rate of the action.
Direction multipliers aren't passed on to damage formulas
directionMod does not change eva or hit. it changes itemHit and itemEva. If you want to use it in a damage formula, use itemHit(target) and itemEva(target). Both functions are clunky to use in damage formula as you have to define the target and it is a property of an action (vs a property of a battler). I would use $gameTemp.directionEffect() if you want to modify the damage formula based on direction.
 
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any update abount make the MZ version? i really want it
I'm wondering the same thing, too. I'm especially eager for the MZ version since I'm nearly finished with prototyping and I want to start the programming my SRPG for real in the near future. I'm hesistant to do this with the MV version of SRPG Engine and running FOSSIL, since I've run into several glitches and compatibility issues so far, and I don't want to base an entire game on a set of plugins that aren't that reliable/stable.
anybody knows when new demo from Ariake_Takumi will release?
I didn't know there was a new demo in development, but I'm very impressed with the May 7 version. The flow of gameplay is smoother than the MV version, and I like some of the small changes, like reinforcements appearing at a certain point mid-battle (as opposed to the summoning plugin where they constantly spawn) and the speed of combat (though the experience bar disappears so quickly I don't have time to read it.)
 

rpgmakerxp

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Anyone know how to make the characters not move like turtles after the action was selected??

The base demo has them move very quickly.
 

MetalKing11417

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Anyone know how to make the characters not move like turtles after the action was selected??

The base demo has them move very quickly.
The movement speed of a unit is based on the speed of the event. Open the event, loot at the automatous movement category, and change the speed to how fast you wish your units to move.
Also, don't forget to turn on stepping if you wish to make the sprites look hyperactive like in the demo.
 

rpgmakerxp

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The movement speed of a unit is based on the speed of the event. Open the event, loot at the automatous movement category, and change the speed to how fast you wish your units to move.
Also, don't forget to turn on stepping if you wish to make the sprites look hyperactive like in the demo.
thanks is there a discord for this somewhere or is this where everyone just puts all their questions?
 

Brother_Fox

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Good afternoon!

How can I display status messages on the screen? The ones that should be shown when state is applied to an actor/enemy And those that are shown at the end of the state
 

Zephydra

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The once per turn inclusion is a really nice addition to an already superb plugin! Just to confirm, is this version of the ActionOrder plugin also freely available for use in projects?
 

rpgmakerxp

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So far everything's been working out fine!

I already created my own map with fights, etc., but how come my sideview battles still show no battleback(completely black)? It looks fine in a battle test.

Is there a specific way to add battlebacks properly?

I have the default SRPG engine only one in troops like the demo.
 

Avos

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Hello !

I have a problem with the version of Shoukang (The bug is present in the demo of the website too).

<D-Animation:shot&lookCourse> is not working. The arrow animation is on the target rather than making a trajectory.

I don't know if this is a known issue.
 

Zephydra

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The battleback has to be assigned to the map itself in the maps properties window:

1655281128000.png
 

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e463gx

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Could someone help me create a Self Destruct Skill? Ideally it would be a square AoE that uses the damage formula against enemies, but kills the user
 
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