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@ssalum That's very weird, and doesn't sound correct, since it didn't do that for MP on skills when I used I'll double check that nothing's been broken, and let you know if I can find out a fix.
Well, it took a while and i left out a few plugins but i just Finished an Updated Version of the SRPG Demo with most SRPG Plugins Included and 1 new Map to show some Functions and Skills.
(for example "teleport" and "call actor" including the needed Common Event..also "AOE skills" are shown..)
Some other Plugins which are needed for compatiblety.. All Plugins are Free ,most are DR.Qs SRPG Plugins . I made some "char motion EG" -IMG Editing for everybody free to use (setting not applyd into the "DrQ.eventmotion"plugin yet but its there to show how it should or could look like to replicate it.. u can do it ^^) and all other data are from RPG MV anyway. I Own Nothing of That and if i made a "copyright mistake" anywhere just let me know..
I recommend to use camera, zoom, Img,- plugins and for example a passive state Plugin,an Eventspawn Plugin and much more,but these are not included here, its still a kind of "minimum" setup to leave more room for your Decisions.
It should be all in the right order (plugin manager) and bugfree as far as possible,but if anybody notice any problem just let me know!
the file will be up for about 1 month and i think ill update this anyway..
The main purpose ist bugtesting and looking for compatiblety issues when using new plugins,in addittion it shows a few functions,i hope that helps.
DEMO DOWNLOAD LINK
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<Category: Bypass Death Removal>
<Custom Deselect Effect>
// Check if the target's HP is 0 or is currently in the death state.
if (target.hp <= 0 || target.isDead()) {
// Play the auto-life animation on target.
target.startAnimation(49);
// Set the amount of HP recovered to 10%.
var rate = 0.10;
// Calculate the HP healed.
var heal = Math.floor(target.mhp * rate);
// Remove the Auto-Life state.
target.removeState(stateId);
// Heal the target.
target.gainHp(heal);
// Make the damage popup show for the heal.
target.startDamagePopup();
// Clear the target's results.
target.clearResult();
}
</Custom Deselect Effect>
thx for the info,the autolife wasnt tested right in demo but im sure i can make it work without 3 extra Plugins,Asap..in my projekt it works perfekt..- teleport ist to show how its setup everybody can change the cost..The demo show interesting concept (summon) but is hard to set up since you need that have a specific event ID in every maps
And for some reason in my project (event in your demo, the autolife doesn't work) I just added a very powerful enemy and even with the state that put autolife on me, I don't get resurrected!
Oh and yes teleport is overpowered because no MP/TP etc consumption and can do it any number of time by turn (it still give exp) it should at least have a cooldown!
@Doktor_Q for some reason, every problem I had with your plugins are now resolved (I started a new project again from nothing and not started from the demo) and now I'm really starting to find SRPG engine interesting!
I have some weird question though, really not a big deal but for some reason with
SRPG_PositionEffects, when I push an enemy against a wall, it deals some wall damages added to the normal formula.
For example :
My spell deals exactly 200 damages and push the enemy 5 cells.
The enemy is 2 cells away from the wall so he will be pushed 2 and takes 203 damages
(the 3 extra damages are the number of cells he didn't get pushed because of the wall)
For the moment it is nearly useless but if you find a way to let us edit the pushback formula, the push itself could be an interesting way to deal damages to enemies (for example 100 damages for each cells against the wall, or a.luck *2 or anything like that!)
EDIT :
@Dopan Actually I found a way to make it work without the plugin "autolife"
It requires this 3 plugins from yanfly :
They should be in this plugin order and before Srpg_core and other srpg plugins
Create a state with this notebox :
JavaScript:<Category: Bypass Death Removal> <Custom Deselect Effect> // Check if the target's HP is 0 or is currently in the death state. if (target.hp <= 0 || target.isDead()) { // Play the auto-life animation on target. target.startAnimation(49); // Set the amount of HP recovered to 10%. var rate = 0.10; // Calculate the HP healed. var heal = Math.floor(target.mhp * rate); // Remove the Auto-Life state. target.removeState(stateId); // Heal the target. target.gainHp(heal); // Make the damage popup show for the heal. target.startDamagePopup(); // Clear the target's results. target.clearResult(); } </Custom Deselect Effect>
Now you just have to change0.10 (10%) by 1.0 if you want 100% and the animation number (49 by what you want)
a.push(b, 1) + a.atk
a.push(b, 1); a.atk
@Misappi That would be because .push and .pull return the number of cells left when the character stops- so if your formula looks like
it will deal +1 damage if the target doesn't have room to move, specifically so you can create collision damage. If you don't want to do that, you'd want your formula to look more like this:Code:a.push(b, 1) + a.atk
All of the code is run, but only the part after the last semicolon is used to calculate the damage.Code:a.push(b, 1); a.atk
[EDIT] @ssalum found the problem- the code that consumes items is separate from the code that consumes MP/TP. I applied the "only pay the first time" code to both now, and the Github is up to date.
I also added two customer section dividers to the Github, in case people are like me and use section dividers all over.
@Misappi Going through the list of questions:
1) I believe there's a patch (made by someone else) that allows you to use yanfly's plugins to change the enemy position during sideview SRPG battles, though I have not used it myself because I don't like using sideview SRPG battles, that's why I made MapBattle originally.
2) I'm not sure you can use <cellTarget> together with an AoE, but your best bet is to move SRPG_PositionEffects.js below SRPG_AoE.js in your plugin order. It will result in a skill that targets whoever's in the AoE normally, but if the AoE is empty, will instead hit only the user, so... not sure what you're trying to make with that exactly.
3) The problem with the star-shape is decided how long the diagonals are- is it a square (same as cross and plus), or should the cross be smaller than the plus by a bit? It's not particularly hard to code, I made it so new AoE shapes are incredibly easy if you can describe them with a math formula. In this case, I think it'd be something like if (Math.abs(dx) == Math.abs(dy) || dx == 0 || dy == 0), and then wrapped in either a square or a circle boundary.
1.
I didn't find it yet!
3.
Just adding
case 'star':
if (Math.abs(dx) == Math.abs(dy) || dx == 0 || dy == 0)
return true;
SRPG_YEP_BattleEngineCore (name looks like it could be related)
YEP_X_BattleObject (was in the main demo when i remember right)
Perhaps one of these? there are both in the updated demo,just check it out.. (i dont know them well, but i dont know another SPRG Plugin that could be it,yet .. and i tried to find all which are availleble here)
could u show a screenshot of the Plugin edit.. i understand better with images than words, and i would like to replicat it.. without doing it wrong
.. another walkaround idea..for the "battlers set to high in SV".. u could edit the backround image and could it make look diefferent without actually changing actor\enemy positions ..
edit :
The actor event to display the player on map isn't registering the created character from SRD's CCEX and is using the default sprite I have set to it instead.
Easy way to fix this? Please and ty.
Hey Flottos,Hi I was playing around with my game, and I found a potential bug where if an enemy is out of range, and you select him anyways, you go into the side battle screen and waste a turn:
View attachment 142815 For example I select attack which is Melee...
View attachment 142816 Select an enemy out of range...
View attachment 142817 And wastes a turn.
Is there any fixes that i'm not aware of or a setting that i need to change? Thanks!
NOTE: If the spot is empty, you cannot use a skill on that spot.
I mentioned the same Problem a few Days ago and in addittion they are visual bugs in battle .. as i remember (atm I just use it as ingame Mimic-Puppet but not for what its actually done for)
If u find a Solution pls let me know
- i just used this instead (to make more unique chars)
RPG Maker MV/MZ Extended Generator - Version 0.68 - Update on the 10th April 2021
Hello everybody. As we know, RPG Maker MV brought in a nice character editor, also available in RPG Maker MZ. However, adding new assets is somewhat challenging if you don't know exactly how the numbering of items is made. Even by knowing it, it is annoying to deal with a specific naming of...forums.rpgmakerweb.com
Hey Flottos,
I tried to replicate that in the updated Demo (which Plugins should all work right and are placed in the right order as far i know)
-> and i couldnt.. there was no bug or wasted action.. Perhaps i understood u wrong and tested it wrong pls tell me if u have the same Problem within the updatedDemo (thats what, it is done for^^)
.------
btw thanks to Misappi,
ill add some more AOE- Types soon (that will be 0.4)
I did . Still no bug in the UpdatedDemo.. if i klick on an outranged Enemy while in pdd att mode, nothing happens.. so i think its something else,whats doing your Issue.Sry if that doesnt help much^Hey Dopan, try switching srpgpredictionwindow mode to "3" (no prediction window displayed) and see if the bug happens.
View attachment 142820