DarkGGhost

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Hello.
First of all amazing plug, you have done a great job and ty. Second, i like to ask if it's possible to creat someone a knockback mechanic in the battle similar to "into a breach", i ask because i try to make something like that back nothing i try works.
 

rrrllll

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Edit: I managed to make myself some fix, but still these are sth that awaits to be fixed in 1.2 imo.
Thanks a lot!!! this plugin is so good tbh.
 
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Madokaexe

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Sorry if this bug has alredy been posted, i didnt found how to solve it :kaodes:

TypeError:Cannot read property 'pos' of undefined

Happens when i try to make a second battle, the first battle goes fine but the second one has this bug
 

rrrllll

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Still looking forward to the amazing update:kaodes:
 

Bokeh

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This plugin really got me excited as the classic battle system doesn't really appeal to me as a maker. I've got it loaded onto my project, but I really should have thought ahead.

Whenever I begin an encounter, it starts cycling through my common event scripts, which were already coded to circumstances in the intro of my game.

Is there a way to view all the switches, common events, etc. that I should leave open for this plugin to use? My project is still early enough where I can move my existing ones.
 

Protagonist7

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Are Area of Effect abilities possible in this system? Is there a way for them to be possible?
 

rrrllll

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Sorry, there is an imporant issue, may I know how do i make custom range like in the old versions?
 

rafaelleon

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An updated regarding customizable mapping with this plugin (1.2 version): I've successfully gotten it to work with parallax mapping with TDDP_BindPicturesToMap. I've been experimenting with changing the screen size and it works along with the parallax map as well. The only downside I've found is that, with this method, only on-map battles seem to be possible.

Yanfly's Doodads, on the other hand, don't work during battle processing.
 

Aquilux

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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.


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.

what you need is to add a state before the action and remove it after the action. i think this is possible but not with the skill formula.

the easiest way to do this will be to write a script. as being curious, i quickly wrote a script to simulate a counterattack like in the fire emblem series. it's experimental and i can't support this plugin. i have to fix all the problems of the basic system first.

VCahvYO.mp4

Counter Attack applies the same formula as the last fire emblem for the double attack. it checks that action.speed() > b.agi + 4 [action.speed() = a.agi + action.speed]. you can manually change this directly in the script but I should normally write a parameter directly accessible from the plugin manager. distance ranged attacks are not counter like archers are. as i said, this is a script I wrote quickly and is probably full of little problems that I can't fix now or forever. i also added a tag <Can Counter:false> for a skill but I don't know if it works because I never tried it.

edit: actually, I don't know if it works with the current version on github. maybe you should wait until I push the new version.


------------------------------------
arleq1n, I adore this modification. It is a core missing piece to really enable a Fire Emblem-like experience that so many RPG Maker fans are looking for. Your system appears to be the best suited for such an experience from what I have researched and tested. I understand you said that you wrote it quickly and may not support it, but I would really love to see the counter attack feature fleshed out and for it to become a core part of the system. In case it is helpful, the double attack does not appear to work upon the counter attack (even though the actor may double attack upon initiation). Thank you for sharing your time and expertise as a developer!

*edit* @arleq1n :)
 
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Wavelength

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@Aquilux Good post! Just so you know, you can @user_name another member like I did to you here to automatically link to their profile page, instead of having to create a link yourself. As an added bonus, when you do it this way the member will see that they were mentioned in your post and be able to quick-jump to your post. :)
 

Hyperion13122

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Wow dude that's exactly what i need
 
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Robablo_Comics

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Sorry, there is an imporant issue, may I know how do i make custom range like in the old versions?
I second this. Just spent the last half hour try different syntax to get it to work to no avail. Looked for the notation in the system and i'm completely lost. I get what the first INT does, but now there's a second int? and when I add both ints in and then the shape, The range doesn't shape out as I chose. What's the syntax supposed to look like? How do you make the range a line shape. It feels like I tried everything.
 

Aquilux

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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.


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.

what you need is to add a state before the action and remove it after the action. i think this is possible but not with the skill formula.

the easiest way to do this will be to write a script. as being curious, i quickly wrote a script to simulate a counterattack like in the fire emblem series. it's experimental and i can't support this plugin. i have to fix all the problems of the basic system first.

VCahvYO.mp4

Counter Attack applies the same formula as the last fire emblem for the double attack. it checks that action.speed() > b.agi + 4 [action.speed() = a.agi + action.speed]. you can manually change this directly in the script but I should normally write a parameter directly accessible from the plugin manager. distance ranged attacks are not counter like archers are. as i said, this is a script I wrote quickly and is probably full of little problems that I can't fix now or forever. i also added a tag <Can Counter:false> for a skill but I don't know if it works because I never tried it.

edit: actually, I don't know if it works with the current version on github. maybe you should wait until I push the new version.

@arleq1n Again, thank you for the lovely plugins as I mentioned in my previous post. I would like to report multiple bugs I found while testing in the hopes that they can be addressed:

1) The the double attack fails to work upon the counter attack (even though the actor is able to double attack upon initiation).
2) The counter-attacker seems locked into countering with Skill 0001 (generic physical attack) and therefore cannot properly utilize a unit's equipped weapon's parameters/animations. This is particularly depressing for mages as the calculation does not utilize such mage's M.Attack and the enemy's M.Defense as appropriate.
3) The counter attack does not grant the actor any experience, including upon a counterattack kill.
4) The portrait of the enemy replaces the counterattacking actor upon the counterattack animation.

I hope these reports help to further develop this excellent system. These were all repeatable within the v1.2 demo. Let me know if you require any additional details around the incidents. Your expertise is much appreciated.
 
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Aquilux

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@arleq1n

Regarding my previous post, I wonder if there is something to be learned from "YEP.82 - Counter Control" for the Fire Emblem-like countering mechanics: <>.

As can be seen, the number of counters and the skill used to counter can be customized!

Linking the number of counters to a speed check may solve issue 1 from my previous post.

Linking the countering skill to the attack of the equipped weapon or a magic damaging skill type may solve issue 2. [edit: linking the countering skill to the attack of the equipped weapon could work in combination with "YEP.51 Weapon Unleash" where the actor can be programmed to use a skill 100% of the time upon basic attacking; this would give us the flexibility to customize the counter attack based on the equipped weapon, as desired]

Perhaps you can code all this within your own plugin without the aid of YEP.82. Just offering some ideas. Thoughts?
 
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ScrungyBungus

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Hello! I love the look of this plugin, and from the demo it looks to be exactly what I need, but I'm having a hard time getting it working at all. I've followed the steps and installed it as directed, but when I go to create a test battle, following along exactly with what the tutorial video does, it breaks. The battle starts, but then immediately pops up with '______ was defeated'. I've been trying to figure out why for hours, and nothing I do changes anything.

Is there something obvious I'm missing?
 

arleq1n

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apologies for the delay! i was pretty busy with other stuff. i can't answer all the questions, so if you want an answer, just ask again!

@arleq1n, I adore this modification. It is a core missing piece to really enable a Fire Emblem-like experience that so many RPG Maker fans are looking for. Your system appears to be the best suited for such an experience from what I have researched and tested. I understand you said that you wrote it quickly and may not support it, but I would really love to see the counter attack feature fleshed out and for it to become a core part of the system. In case it is helpful, the double attack does not appear to work upon the counter attack (even though the actor may double attack upon initiation). Thank you for sharing your time and expertise as a developer!
yes, I will make an official version of this add-on in the following weeks.

i will fix all the problems reported here in the next few weeks. this will be the last version of the plugin. I will also update the documentation to make it clear for everyone.
 

imaginaryrose

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Is there a way to escape from battle? Or a plugin command/script call to end the battle without it being a victory or defeat?
 

arleq1n

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Is there a way to escape from battle? Or a plugin command/script call to end the battle without it being a victory or defeat?
no, unfortunately it hasn't been implemented. you can only win or lose a battle.
 

DragonDancer

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Absolute love this. I actually got RPG Maker MV just to use this plugin. Just still trying to get the teleportation to work, but I'm sure I'll get it when I'm a little more familiar with the system!
 

arleq1n

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Absolute love this. I actually got RPG Maker MV just to use this plugin. Just still trying to get the teleportation to work, but I'm sure I'll get it when I'm a little more familiar with the system!
if you haven't done it yet, you can download the demo 1.2 here. set the starting position of the player on the teleport skill map to try it. to set a teleport skill, you just have to add <Effect:Teleport> to skill note. use <Formula:a.mat/2> to set the teleport distance.
 

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