RPG Maker MZ Newbie
- May 6, 2015
- Reaction score
- First Language
- Primarily Uses
Just tried out v1.2 demo. Very cool stuff
i don't have the problem that I assume is due to a specific configuration. i used the following formula for the attack skill where state 4 is poison.Seems with the newest update the states do not show anymore if you scroll over characters etc, though now the formula doesn't work at all unfortunately. b.addState(12);a.atk * 2 - b.def * 1 used to work, now it will just result in 0 damage being dealt and no state application.
hi! i can't tell now. they haven't shown the script part yet. if it's not a lot of work. besides, I'm sure there'll be a better tactical battle system for mz later. some things need to be destroyed to be rebuilt better!Hello. Will there be a version of this battle system for RPG MAKER MZ?
b.addState(12);a.atk * 2 - b.def * 1;b.removeState(12);
it's not really weird because the decision of a counterattack is decided before the evaluation of the formula. it's not really a problem of this plugin because it's the same as the default battle system. before it worked because it applied the formula before the execution of the action.After some testing, it seems the issue is that specifically the counter parameter state doesn't apply until after combat is over, which is weird.
the formula is evaluated only once during the execution of the action. and it is the last instruction that defines the damage (b.addState(b); in your example). in addition, it is like adding a state and removing it immediately.my attack literally does 0 damage for some reason.
i've added a fade out option at the end of the battle in the plugin manager. so you have to use the fade in command after the battle. this helps to prepare for the post-battle scene. i think i'll set false by default in the next update.I downloaded 1.2, and when I killed two bats, the screen turned black and there was no new scene.
the skills can attack several targets at the same time. it must be specified in the database as in the default system (scope).Like magic attacking multiple targets at the same time?
if the battle doesn't seem to be updating, it's probably because an event is in autorun. the process that initiates the battle must only be in parallel! If that's the case, please let me know so that I can update the system because you are not the first person to make this mistake.What do you think might be causing this problem?
the artificial intelligence is inspired by rpg maker for the basic version. it calculates the score of valid actions of all tiles. the enemy will go to the tile with the best score. if you are js writer, you can rewrite the behavior of the artificial intelligence to find position with the method Game_Enemy.prototype.findPosition (line 2900 actually). if more than one tile with the same score, the nearest tile is chosen.How does the AI determine who to attack? EX: Closest enemy, enemy with least amount of hp, etc.
m to be updating, it's probably because an event is in autorun. the process that initiates the battle must only be in parallel! If that's the case, please let me know so that I can update the system because you are not the first person to make this mistake.
in fact, it is indicated in the help section of the plugin in 1.2. anyway, i'll try to update to fix it.Yep! That was the problem! It would probably be easiest for everyone if you just add to the documentation or readme file that it must be in a parallel event. Thanks for the help!!
it's already possible. you have to specify that the actor is in auto battle in the database traits. actors are stupid and sometimes do actions that are useless but is not a problem for me. however, i just noticed that there are bugs like two actors can be on the same tile or some actor does nothing because of some acquired skills. i will fix that.Today, I saw a demonstration of friendly units fighting that are not controlled by players.