moldy

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@ All

So I made SRPG_Summon that can summon infinite actors/enemies/objects.
There are a lot of parameters in the script call, which is a little confusing. However, I think it's necessary to meet different needs.

Basically, you just trigger a common event in the skill effect, with my script call placed in this common event. You also need to prepare a map with events so that the plugin can copy them.

You can also use the script call in turn end events or other places to create infinite reinforcement, or even use it outside the SRPG battle to create objects.

Somehow I don't want to fix the existing actor number issue, as it's very annoying. Instead, I included a script call for you to check for the number of alive party members, which doesn't take summoned units into consideration.

=========EDIT=============
Well, I guess it's also cool to summon damage floors and some other events. But I'm running out of time with my own stuff.

I just downloaded it and it works like a dream! so we use your script call in place of the one in the demo to check if number of actors is zero to lead to a game over?

Also do the summons die when their summoner dies?
 

boomy

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I just downloaded it and it works like a dream! so we use your script call in place of the one in the demo to check if number of actors is zero to lead to a game over?

Also do the summons die when their summoner dies?
I haven't actually used Shoukang's script yet but looking at the code, summoned units only die when an actor summoner dies:


Code:
    Game_System.prototype.refreshSrpgAllActors = function() {
        for (i = this._srpgAllActors.length-1; i >= 0; i--){
            var actor = $gameSystem.EventToUnit(this._srpgAllActors[i])[1];
            if (actor.isDead() && actor.isSummonedBattler()){
                this._srpgAllActors.splice(i, 1);
            }
        }
    };

As for to check if actors = 0, in the demo it uses the existActor variable, now you would replace it with a script conditional: $gameParty.existingMemberNumber() <= 0
 

dopan

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About:
Ummm... Using the normal battle screen causes the enemies to not appear at all and units to preform a disappearing act when they move (using yanfly battle plugins)

EDIT: the version you seem to have updated is the 1.32 one released last October in 2020. I am using the 1.34 version released at the beginning of this year.
@MetalKing11417
i couldnt replicate your bug,but i guess its about one of boomys edits ..
(the one about actor and enemy position in SV mode)
and probably an little issue with a YEP plugin that handles the same stuff..
.. i am not sure if i remember correctly but i think we had such an issue/bug report in the past and it was about putting a slighty other code in the srpg core param for yep plugin compatiblety
This IMG shows only where to edit the srpg core param ,but it doesnt show what to put here instead
->data shown here is the default stuff
View attachment 204917
(i am not sure but i think that boomy gave the answer back then..
also i couldnt find it in the thread yet, ..)
=> incase i am correct and we are able to figure this out ,we should mention that solution in any plugin help text or a github readme
(because lot of people use yep plugins)
EDIT
=>does the console F8 give any error info??
(i guess i gonna read the whole thread again^^)

i just dont think that the issue is about the difference of the srpg core plugin versions
(but ill make an edit on 1.34 anyway)
----

Second Answer:
@MetalKing11417
ok i finished the edited version of 1.34 and had no errors in my project aswell
Its uploaded to my github if you wanna try it out^^

But i still think the error you reported, has something to do with any yep plugin that handles SV Battler positions, and the edit that allows us to do that without an extern(non srpg) plugin
I cant replicate it at all, probably because i dont use that yep plugin myself..
Thats just my best guess on this
(without more infos about an error message f8 or the yep plugins you use i cant investigate further sry)
-----------------------------------------------
sidenote: @ ALL: about Edited SRPGcore1.34
-> this edit includes the correctly timed MapBattle-PreActionPhase,
and all other Edits from boomy & me which are added to my other edited Core Versions

(if downloading the edited 1.34 core from my github, it must be renamed to "SRPG.core.js" like ussually)
i uploaded and replaced the cores thatway, that we can easyly locate any added edit from boomy and me
SRPGcore.js134 edit info
incase somebody wants to rework this in other way for own purposes..


The "vanilla SRPGcore.1.34 Link" can be found in the first posting of this thread
 
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Shoukang

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I just downloaded it and it works like a dream! so we use your script call in place of the one in the demo to check if number of actors is zero to lead to a game over?

Also do the summons die when their summoner dies?
Yes. You can also use the old way if you count summoned actors as party member.

They won't die unless they are killed or certain turns passed. I think boomy misunderstood something.
I do stored the unit who summoned them. You can add a condition check in line 311(where I check how many turns the event will last), like
if (this._turns <= 0 || (this.summoner() && this.summoner().isDead())){

I didn't try it but I think it will work. The summoner is false if the script call is used as infinite reinforcement, so I first check if summoner exist, then check for its death.
 
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NoPiessadface

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will the unit events become completely deleted if they die? Because their empty health bars will still appear in a blink when i end a turn.
 

moldy

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I haven't actually used Shoukang's script yet but looking at the code, summoned units only die when an actor summoner dies:


Code:
    Game_System.prototype.refreshSrpgAllActors = function() {
        for (i = this._srpgAllActors.length-1; i >= 0; i--){
            var actor = $gameSystem.EventToUnit(this._srpgAllActors[i])[1];
            if (actor.isDead() && actor.isSummonedBattler()){
                this._srpgAllActors.splice(i, 1);
            }
        }
    };

As for to check if actors = 0, in the demo it uses the existActor variable, now you would replace it with a script conditional: $gameParty.existingMemberNumber() <= 0

Love it. Functioning summon plugins are so rare to come across these days and this one fits the bill nicely! @Shoukang you are a queen!!!! <3

I know you said you have your plate full right now (maybe someone else could put a quick edit in or provide some insight) but I'd like to suggest a minor change or two: The movement speed of the summon seems sluggish while everyone else's is enhanced by SRPG_MapBattle. This isn't a big deal to me personally since all my summons will be stationary, but I thought I would just put that out there. Also would it be possible to make a "wall summon" whose AoE is a horizontal line of, say, 3 tiles? I can only currently summon one entity at a time even when the AoE range is more than 1 tile.

And this one is for @Doktor_Q , I love your Mapview Battler motion plugin. I wanted to know if theres a way to add the emote bubble above the character head to indicate what status they have? I only ask because in case of an enemy having two or more status effects, the bubble above their head could cycle through the different status effects like in Final Fantasy Tactics.
 

NatePlays

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Core version 1.34+Q (the one in the header post) tried to introduce a timer for the results screen, but it just broke it. Instead of waiting for input or waiting a couple of seconds, it just ends before you can even read how much exp your unit got. Functions were moved around, and now my old patch is also worthless.
So... it was just 1 line. Just change that 0 to an actual number of ticks (I like 120 or 180).
1635276852010.png
Same goes for map battle, although I refrain from messing with it as all battle phases are run in one function instead of separate functions for each step (shrug).


I told a while back I was looking to making SRPG recognize enemy battler weapons (from plugins like hime_enemyequips or eli_enemyclasses) for a plugin addon but it's... complicated.
var weapon = $dataWeapons[Number(this.enemy().meta.srpgWeapon)];
This. It's everywhere; were I to replace every single one of the 12 instances of this line to, say, this.equips()[slot_id], I'd repeat a lot of code, making a plugin that's to be placed directly below the core, while also breaking other addon plugins' weapon effects.
This may work better as a personal plugin edit (or not work at all). I'll pass this up unless my game reeeeeally needs it. For now, I guess I'll make a new database enemy for each different weapon they can use.
 

moldy

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I'm heading to bed but the quick fix is replacing _SRPG_Game_Battler_onTurnEnd (line 1950 on your 1.27 and line 2277 on your 1.30) with the code below. The other two changes are not really important; one is a change that adds a plugin parameter to side view battler positions (which can be edited in script anyway) and the other changes counterattacking to default MV style if battle is not in SRPGMode (I added it to allow counter attacks to function properly if you decide not to use SRPG mode for whatever reason)


Code:
    // ターン終了時の処理
    var _SRPG_Game_Battler_onTurnEnd = Game_Battler.prototype.onTurnEnd;
    Game_Battler.prototype.onTurnEnd = function() {
        if ($gameSystem.isSRPGMode() == true) {
            this.regenerateAll();
            this.updateSrpgStateTurns(2);
            this.updateBuffTurns();
            this.removeStatesAuto(2);
            this.removeBuffsAuto();
            this.clearResult();
            this.setSrpgTurnEnd(false);
    //Buff & States Core Fix
        if(Imported.YEP_BuffsStatesCore !== undefined) {
            if(Imported.YEP_BuffsStatesCore) {
            if (this.meetTurnEndStateEffectsConditions()) this.onTurnEndStateEffects();
        }
        }
        } else {
            return _SRPG_Game_Battler_onTurnEnd.call(this);
        }
    };

Having this compatability fix means you can use Yanfly BUFF + STATES core with "Custom turn end effect" and have it work properly (between turns). Great for customising statuses like poison or doom

Looks like 1.31 has been pushed which doesn't add anything but does add alot of failsafes (a lot of tags have the number function applied to them to prevent NaN (not a number) errors I presume)

I followed the instructions here but I can't seem to get my poison state working at all. No damage ticks, nothing. Here's my plugin order and state note tag
 

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dopan

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@NoPiessadface

about events beeing not really deleted & hp bars bug:
indeed events are still there but inactive & none visible
( i am not sure why the hp bars in your project act that way sry)
-----------
@moldy
about showing states on map:
try "SRPG_MapStateOverlay" it enables the default rpgMV sv state overlay to mapbattle..
(can be fund on my github,its one of the smaller plugins easier to setup)
as far i understand the mapview plugin is more meand for the char motion in mapbattles.. and special states like "sleep" or "frozen" what needs a different char img
(i once edited a lot of imgs to have several char imgs ,one for each State and copied the state graphics on those char imgs. But thats a lot of work & what if several states are affected??)
-> thats why i made "SRPG_MapStateOverlay"


about boomys edits you mentioned above:
I didnt follow the whole conversation,
but arent those boomy edits the same like in the edited core versions?
(on my github)


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)
 
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moldy

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@moldy

about events beeing not really deleted & hp bars bug:
indeed events are still there but inactive & none visible
( i am not sure why the hp bars in your project act that way sry)

about showing states on map:
try "SRPG_MapStateOverlay" it enables the default rpgMV sv state overlay to mapbattle..
(can be fund on my github,its one of the smaller plugins easier to setup)
as far i understand the mapview plugin is more meand for the char motion in mapbattles.. and special states like "sleep" or "frozen" what needs a different char img
(i once edited a lot of imgs to have several char imgs for each State and copied the state graphics on those char imgs. But thats a lot of work & what if several states are affected??)
-> thats why i made "SRPG_MapStateOverlay"


about boomys edits you mentioned above:
I didnt follow the whole conversation,
but arent those boomy edits the same like in the edited core versions?
(on my github)


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)

Yes @dopan and I even replaced my core.js with yours from Github and it still doesnt work for some reason.

Also, when I install MapStateOverlay this is what happens when I start the game
 

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dopan

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Yes @dopan and I even replaced my core.js with yours from Github and it still doesnt work for some reason
setting a poison state should be no problem at all, i am bit confused..
perhaps its a plugin manager issue, or the state is not made correctly..

could you show a screenshoot of your pluginmanager?
and a screenshot of your poison state?

also we had 2 patches plugins:
SRPG_LimitedUsePatch
SRPG_CooldownPatch


SRPG_CooldownPatch could be related to your problem incase you dont have it..
thats the only idea which i got on this at the moment


edit
about the mapstate overlay error:

i dont understand it works fine in my test project,could you hit f8 for more details?
Screenshot_1.png
 
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moldy

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setting a poison state should be no problem at all, i am bit confused..
perhaps its a plugin manager issue, or the state is not made correctly..

could you show a screenshoot of your pluginmanager?
and a screenshot of your poison state?

also we had 2 patches plugins:
SRPG_LimitedUsePatch
SRPG_CooldownPatch


SRPG_CooldownPatch could be related to your problem incase you dont have it..
thats the only idea which i got on this at the moment


edit
about the mapstate overlay error:

i dont understand it works fine in my test project,could you hit f8 for more details?
 

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dopan

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for the poison state try this
Screenshot_2.png

i guess the custom turn end effect doesnt work correctly for whatever reason in your case

about the SRPG_MapStateOverlay error you got:
you can place the plugin more down but that should not be the problem..
this plugin should work fine plug and play..
(after hitting f8 you can click on the error and it will show where exactly the problem happens)
=> only thing i can guess so far is :
the system says that SRPG mode isnt active or cant be read
 

moldy

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for the poison state try this
View attachment 204971

i guess the custom turn end effect doesnt work correctly for whatever reason in your case

about the SRPG_MapStateOverlay error you got:
you can place the plugin more down but that should not be the problem..
this plugin should work fine plug and play..
(after hitting f8 you can click on the error and it will show where exactly the problem happens)
=> only thing i can guess so far is :
the system says that SRPG mode isnt active or cant be read

Was really hoping to use the custon tags for states so I could do Doom :s

It looks like MapOverlay is having issues with YanflyCoreEngine. What version do you have? I turned off YanflyCoreEngine but now I get "Cannot ready property 'isSRPGMode' of null" and it points to this:
Code:
SceneManager.catchException = function(e) {
    if (e instanceof Error) {
        Graphics.printError(e.name, e.message);
        console.error(e.stack);
    } else {
        Graphics.printError('UnknownError', e);
    }
    AudioManager.stopAll();
    this.stop();
};
 

dopan

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Was really hoping to use the custon tags for states so I could do Doom :s

It looks like MapOverlay is having issues with YanflyCoreEngine. What version do you have? I turned off YanflyCoreEngine but now I get "Cannot ready property 'isSRPGMode' of null" and it points to this:
Code:
SceneManager.catchException = function(e) {
    if (e instanceof Error) {
        Graphics.printError(e.name, e.message);
        console.error(e.stack);
    } else {
        Graphics.printError('UnknownError', e);
    }
    AudioManager.stopAll();
    this.stop();
};
pls try this version if you can (1.31)
(thats the one i am using without problems)
Screenshot_3.png

Yeps plugins are not made for srpg and so not all yep stuff works fine for us..
(the code info from the screenshot tells me nothing sry)
however i see this error the first time , pls let me know if you find out the reason/solution

edit

also is the srpg core param of your core set to "yep compatible true"??
Screenshot_4.png
edit2
Was really hoping to use the custon tags for states so I could do Doom :s
you can still do the same effect via script ,
(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();
                        }
                    }
               
                    };
if you trigger this one time for actors when "enemy phase" starts..
and one time for enemys when "actor turn" starts..
I mad this code out of "SRPG_UnitGroups" which gives a lot of scriptcalls for unit group usage ,and also gives a blank test scriptcall for editing purposes..
This plugin only makes and stores scriptcalls each of them are pretty similar contructed,
studien these can help understand a lot of how to handle unit related stuff on whole groups..
and build own scriptcalls for own purposes.
 
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moldy

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for the poison state try this
View attachment 204971

i guess the custom turn end effect doesnt work correctly for whatever reason in your case

about the SRPG_MapStateOverlay error you got:
you can place the plugin more down but that should not be the problem..
this plugin should work fine plug and play..
(after hitting f8 you can click on the error and it will show where exactly the problem happens)
=> only thing i can guess so far is :
the system says that SRPG mode isnt active or cant be read

pls try this version if you can (1.31)
(thats the one i am using without problems)

View attachment 204973

Yeps plugins are not made for srpg and so not all yep stuff works fine for us..
(the code info from the screenshot tells me nothing sry)
however i see this error the first time , pls let me know if you find out the reason/solution

edit

also is the srpg core param of your core set to "yep compatible true"??
View attachment 204974

Yep it is set to true for WithYEP_BattleEngineCore

Are you able to get the <Custom Turn End> poison working in your project without using the parameter version? Like my screenshot poison state?
 

MetalKing11417

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About:

@MetalKing11417
i couldnt replicate your bug,but i guess its about one of boomys edits ..
(the one about actor and enemy position in SV mode)
and probably an little issue with a YEP plugin that handles the same stuff..
.. i am not sure if i remember correctly but i think we had such an issue/bug report in the past and it was about putting a slighty other code in the srpg core param for yep plugin compatiblety
This IMG shows only where to edit the srpg core param ,but it doesnt show what to put here instead
->data shown here is the default stuff
View attachment 204917
(i am not sure but i think that boomy gave the answer back then..
also i couldnt find it in the thread yet, ..)
=> incase i am correct and we are able to figure this out ,we should mention that solution in any plugin help text or a github readme
(because lot of people use yep plugins)
EDIT
=>does the console F8 give any error info??
(i guess i gonna read the whole thread again^^)

i just dont think that the issue is about the difference of the srpg core plugin versions
(but ill make an edit on 1.34 anyway)
----

Second Answer:
@MetalKing11417
ok i finished the edited version of 1.34 and had no errors in my project aswell
Its uploaded to my github if you wanna try it out^^

But i still think the error you reported, has something to do with any yep plugin that handles SV Battler positions, and the edit that allows us to do that without an extern(non srpg) plugin
I cant replicate it at all, probably because i dont use that yep plugin myself..
Thats just my best guess on this
(without more infos about an error message f8 or the yep plugins you use i cant investigate further sry)
-----------------------------------------------
sidenote: @ ALL: about Edited SRPGcore1.34
-> this edit includes the correctly timed MapBattle-PreActionPhase,
and all other Edits from boomy & me which are added to my other edited Core Versions

(if downloading the edited 1.34 core from my github, it must be renamed to "SRPG.core.js" like ussually)
i uploaded and replaced the cores thatway, that we can easyly locate any added edit from boomy and me
SRPGcore.js134 edit info
incase somebody wants to rework this in other way for own purposes..


The "vanilla SRPGcore.1.34 Link" can be found in the first posting of this thread
The "vanishing enemies and actors" issue seems to be exclusive to the 1.32 version as when I tested it in 1.34 it is not a problem.
 

boomy

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Yep it is set to true for WithYEP_BattleEngineCore

Are you able to get the <Custom Turn End> poison working in your project without using the parameter version? Like my screenshot poison state?
Try <Custom SRPG Phase End> tag and tell me if that does anything, if not I probably missed something
 

dopan

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The "vanishing enemies and actors" issue seems to be exclusive to the 1.32 version as when I tested it in 1.34 it is not a problem.
well that means that i might have a small mistake in the edited1.32 version on my github, but i had no error at all.. so i am not sure on that..
i will check this out again thx 4 the info,.. and if the edited 1.34 works for you than i guess the problem is solved in your case
(even if i got no clue why^^)

------- @ ALL
If anyone else recognizes any error in their own project with the edited Srpg cores from my github pls let me know
 

moldy

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Try <Custom SRPG Phase End> tag and tell me if that does anything, if not I probably missed something

Still nothing :(

@boomy

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.
 
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