MetalKing11417

Veteran
Veteran
Joined
Jul 7, 2018
Messages
134
Reaction score
90
First Language
english
Primarily Uses
RMMV
Nice Suggestions! I made the BattleResultAutoClose plugin so your code now supports both map battle and scene battle. I made AgiAttackControl, to deal with Agi attacks. To make the map battle Agi attack work it needs the newly updated AoE Animation. AgiAttack control supports AoE Agi attack and supports Agi attack that does no cost.
I also updated the SRPG_DynamicAction to fix some bugs for AoE Animation.
I tested the updated plugins with the entire demo battle 2 and it runs smoothly.
May I make a suggestion for the AgiAttack control Plug-in? You should add a double attack indicator for the unit which can double attack and its chance of doing so.

On a more optional scale, you should also be able to be able to implement skills and buffs which can prohibit the opposing target from double attacking, much like Wary Fighter from fire emblem.
 

boomy

Veteran
Veteran
Joined
Jan 6, 2013
Messages
187
Reaction score
160
First Language
English
Primarily Uses
RMMV
you can't make custom status effects
I have made a small plugin to attempt to make Yanfly's Buff and States core work better with srpg_core.js. Most of the functionality of Yanfly's Buff and States core works with srpg_core.js out of the box but breaks when it comes to code that runs when 'turns' elapse

It allows code to run when a player's phase ends or begins. Kind of replicates what the <Custom Turn End Effect> notetag would do but it is team (actor/enemy) specific.

display their levels in the enemy level area
If you use yanfly Enemy levels you can replace:

var srpgLevel = enemy.enemy().meta.srpgLevel; (in srpg_core.js)

to

var srpgLevel = enemy.enemy().level;

Yanfly enemy plugin gives enemies a level property so we can call it.
 

e463gx

Veteran
Veteran
Joined
Sep 26, 2013
Messages
48
Reaction score
14
Primarily Uses
I never had an issue displaying an Enemy's level using Yanfly's plugin, my main issue is calculating the experience using both the battling actor's level versus the enemy's level using EnemyBaseParam. Would this change allow me to use a custom formula to that end?
 

boomy

Veteran
Veteran
Joined
Jan 6, 2013
Messages
187
Reaction score
160
First Language
English
Primarily Uses
RMMV
I never had an issue displaying an Enemy's level using Yanfly's plugin, my main issue is calculating the experience using both the battling actor's level versus the enemy's level using EnemyBaseParam. Would this change allow me to use a custom formula to that end?
I made a plugin for this
Its a simple edit of Game_Troop.prototype.expTotal function that is defined in srpg_Core.js but I made it into a plugin so its a bit easier to use. Place below srpg_core.js
This plugin allows the developer to use a formula to calculate exp

For your requirement, you could have regular battle / kill exp formula to be:

enemy.level / actor.level * enemy.exp()

This gives exp based on level. so if the actor's level is double the enemy, the exp given is halved. Exp() is defined in the database (where you put your monster's stats etc.)

The plugin gives exp regardless if the action succeeds or not. It also gives exp for every target (so AoE actions will give out huge Exp). This can be mitigated by using $gameTroop.members().length (which gives us the number of enemies in battle) in the plugin parameter formula
 

e463gx

Veteran
Veteran
Joined
Sep 26, 2013
Messages
48
Reaction score
14
Primarily Uses
I made a plugin for this
Its a simple edit of Game_Troop.prototype.expTotal function that is defined in srpg_Core.js but I made it into a plugin so its a bit easier to use. Place below srpg_core.js
This plugin allows the developer to use a formula to calculate exp

For your requirement, you could have regular battle / kill exp formula to be:

enemy.level / actor.level * enemy.exp()

This gives exp based on level. so if the actor's level is double the enemy, the exp given is halved. Exp() is defined in the database (where you put your monster's stats etc.)

The plugin gives exp regardless if the action succeeds or not. It also gives exp for every target (so AoE actions will give out huge Exp). This can be mitigated by using $gameTroop.members().length (which gives us the number of enemies in battle) in the plugin parameter formula

I'm having trouble getting it to work - are there any changes I need tomake to Srpg.Core? Seems to default to the core plugin's formula
 

e463gx

Veteran
Veteran
Joined
Sep 26, 2013
Messages
48
Reaction score
14
Primarily Uses
// accidentally double posted //
 
Last edited:

Shoukang

Veteran
Veteran
Joined
Jan 28, 2021
Messages
98
Reaction score
104
First Language
Chinese
Primarily Uses
RMMV
I made a plugin for this
Its a simple edit of Game_Troop.prototype.expTotal function that is defined in srpg_Core.js but I made it into a plugin so its a bit easier to use. Place below srpg_core.js
This plugin allows the developer to use a formula to calculate exp

For your requirement, you could have regular battle / kill exp formula to be:

enemy.level / actor.level * enemy.exp()

This gives exp based on level. so if the actor's level is double the enemy, the exp given is halved. Exp() is defined in the database (where you put your monster's stats etc.)

The plugin gives exp regardless if the action succeeds or not. It also gives exp for every target (so AoE actions will give out huge Exp). This can be mitigated by using $gameTroop.members().length (which gives us the number of enemies in battle) in the plugin parameter formula
Hi, Boomy:
Since I overwrote the exptotal to calculate total exp for an AoE battle. This implement will conflict with AoE Animation. I think the easiest way is to edit the Game_Actor.prototype.finalExpRate and the Game_Enemy.prototype.exp
 
Last edited:

Shoukang

Veteran
Veteran
Joined
Jan 28, 2021
Messages
98
Reaction score
104
First Language
Chinese
Primarily Uses
RMMV
May I make a suggestion for the AgiAttack control Plug-in? You should add a double attack indicator for the unit which can double attack and its chance of doing so.

On a more optional scale, you should also be able to be able to implement skills and buffs which can prohibit the opposing target from double attacking, much like Wary Fighter from fire emblem.
I update the plugin as well as the AoE Animation, so now it should fulfill your needs.
 

boomy

Veteran
Veteran
Joined
Jan 6, 2013
Messages
187
Reaction score
160
First Language
English
Primarily Uses
RMMV
I'm having trouble getting it to work - are there any changes I need tomake to Srpg.Core? Seems to default to the core plugin's formula

Hi, Boomy:
Since I overwrote the exptotal to calculate total exp for an AoE battle. This implement will conflict with AoE Animation. I think the easiest way is to edit the Game_Actor.prototype.finalExpRate and the Game_Enemy.prototype.exp
I see your new AoEanimation.js plugin has a rewrite of totalExp function that was not present before (I was using your older plugin)

I have updated my plugin to use a different function to alter exp gain. This time it uses BattleManager.makeRewards function.

How it works is a lot different now but here is an example:

AoE EXP Distribution Plugin Parameter = True
Multiplier Plugin Parameter = (targetsAverageLevel + 10 / user.level + 10)
SRPG_core.js plugin parameter for battles = 0.4
Lv 4 Actor uses an AoE Spell that does damage (does not kill) 3 enemies with levels of 3, 3 and 4
All enemies give out a flat 100 EXP when killed (set in database)
Formula for EXP will be: (targets Average Level + 10) / (user.level + 10) * (EXP gained for each target) * battleEXPmodifier from srpg_core /number of AoE Targets
EXP gained by Lv4 Actor will be equal to (10/3 + 10) / (4 + 10) * (100 + 100 + 100) * 0.4 / 3 = 38EXP

If the user was level 1 then EXP gained would be: 48
If the user was level 10 then the EXP gained would be: 27
 

aral333

Villager
Member
Joined
Apr 11, 2020
Messages
5
Reaction score
0
First Language
español
Primarily Uses
IGM
I have a problem, when its de enemy turn, the enemy moves but dosen´t attack like in the demo, why is that ?
 

NoPiessadface

Veteran
Veteran
Joined
Feb 7, 2019
Messages
135
Reaction score
40
First Language
english
Primarily Uses
RMVXA
any way to make reinforcements and a dancer skill? :C
 

Shoukang

Veteran
Veteran
Joined
Jan 28, 2021
Messages
98
Reaction score
104
First Language
Chinese
Primarily Uses
RMMV
any way to make reinforcements and a dancer skill? :C
Reinforcement: this.addEnemy(EventID, EnemyID);
this.addActor(EventID, ActorID);

Place this code in a common event that is triggered by the dance skill:
$gameSystem.EventToUnit($gameTemp.targetEvent().eventId())[1].setSrpgTurnEnd(false);
$gameSystem.EventToUnit($gameTemp.targetEvent().eventId())[1].SRPGActionTimesSet();
 

e463gx

Veteran
Veteran
Joined
Sep 26, 2013
Messages
48
Reaction score
14
Primarily Uses
I have a problem, when its de enemy turn, the enemy moves but dosen´t attack like in the demo, why is that ?
May be a dumb question, but did you make sure the enemy has the attack skill assigned in the database?
 

akingofcrows

Villager
Member
Joined
Aug 14, 2021
Messages
8
Reaction score
0
First Language
English
Primarily Uses
RMMV
Hm, a turn indicator like some of the FFT and Fire Emblem games would look neat with this
 

NatePlays

Veteran
Veteran
Joined
Dec 12, 2018
Messages
88
Reaction score
51
First Language
English
Primarily Uses
RMMV
Man, I didn't even get to breathe, you guys are on a ride!
Hm, a turn indicator like some of the FFT and Fire Emblem games would look neat with this
I'd use some other plugin to make a simple hud element, but shouldn't be hard to code: It's a window attached to SceneMap, just like the TerrainIndicator; the Player Turn and Enemy Turn indicators can be made by playing Animations at those turn start events, using an event call.

I update the plugin as well as the AoE Animation, so now it should fulfill your needs.
Lovely stuff! Hope I can get back to dev soon...

I have made a small plugin to attempt to make Yanfly's Buff and States core work better with srpg_core.js. Most of the functionality of Yanfly's Buff and States core works with srpg_core.js out of the box but breaks when it comes to code that runs when 'turns' elapse
Does it require BattleCore as well? I use the standard YEP_CoreEngine and some other small yanfly pugins but BattleCore broke my DynamicMotion sequences a couple of times, so I'm not using it as of now. Otherwise, that opens a couple of interesting opportunities.
 

boomy

Veteran
Veteran
Joined
Jan 6, 2013
Messages
187
Reaction score
160
First Language
English
Primarily Uses
RMMV
Does it require BattleCore as well? I use the standard YEP_CoreEngine and some other small yanfly pugins but BattleCore broke my DynamicMotion sequences a couple of times, so I'm not using it as of now. Otherwise, that opens a couple of interesting opportunities.
I have tested it with just core engine and buff and states core and it seems to work fine.

I'm using it extensively in my own personal project to add a lot of different interactions in the battle like auto-guard at the end of a unit's turn or apply damage to surrounding enemies at the start of the unit's turn.
 

akingofcrows

Villager
Member
Joined
Aug 14, 2021
Messages
8
Reaction score
0
First Language
English
Primarily Uses
RMMV
Man, I didn't even get to breathe, you guys are on a ride!

I'd use some other plugin to make a simple hud element, but shouldn't be hard to code: It's a window attached to SceneMap, just like the TerrainIndicator; the Player Turn and Enemy Turn indicators can be made by playing Animations at those turn start events, using an event call.

Someone with more Javascript knowledge should do this as an addon, it'd be nice. I'm still learning, it'd be a large undertaking for me
 

akingofcrows

Villager
Member
Joined
Aug 14, 2021
Messages
8
Reaction score
0
First Language
English
Primarily Uses
RMMV
The demo uses a plugin called DTextPicture that allows you to show the current turn. You can find it here: https://github.com/triacontane/RPGMakerMV
Oh I was just saying it'd be cool to have a turn order similar to this:

224760-h2.jpg
 

NoPiessadface

Veteran
Veteran
Joined
Feb 7, 2019
Messages
135
Reaction score
40
First Language
english
Primarily Uses
RMVXA
i have a glitch on advance interaction when i try to make and open a door the selection window won't close and i can't select units
EDIT:
also how does level on enemies work does it change their stats or just a display/ threat level?
 
Last edited:

Latest Threads

Latest Posts

Latest Profile Posts

My new 49" monitor has been dispatched from the warehouse. Will it arrive tomorrow? The day after? I love that we can track packages now, even if it does only tell me when it's left that end and when it's arrived at the local centre. As long as it doesn't end up in Melbourne again, which has happened before ...
My friend's doing a surprise stream of my game Origin Hunt on Twitch here ! Feel free to stop by :yhappy:
Me, designing it a long time ago: Having an optional boss fight as a random chance to trigger when you fish in a certain spot with a certain type of bait is fun! Cool idea!
Me, trying to playtest everything again: oh god just let me see the boss, my bag is so full of fish!
both love and pain have no boundaries
Happy Saint Nicholas Day! May there nice stuff in your shoes when you wake up!

Forum statistics

Threads
117,218
Messages
1,105,576
Members
153,365
Latest member
jundoe
Top