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Sliver1002

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A member registered Jan 01, 2017 · View creator page →

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Feel free to use it! (You'd also have to remove the existing use of this._action.subject().removeState(2))
I think it would benefit the plugin because I'm not sure if guarding works correctly the way it's written right now, I'd have to test it out because while it was showing the guard animation, it seemed like it wasn't calculating the effect.

I would also recommend having a note telling players to remove the "Auto-removal Timing" that RPG Maker MV has on by default for the Guard State if you do this, because I think those might conflict with each other.

Ultimately up to you if you use it, but I'd definitely recommend it!

Code to remove guard from allies at the beginning of allied turn (replaces same function)

BattleManager.MakeAllyTurns = function () {
    for (const battler of $gameTroop.members().concat($gameParty.members())) {
        battler.removeState(2);
    }
    pressTurnBattle.allyBattlersTurns = $gameParty.aliveMembers().length - stunnedAlies();
    pressTurnBattle.allyBattlersTurnsCheck = pressTurnBattle.allyBattlersTurns;
    if (pressTurnParams.BasedOnAmountOfTeamsMembers === "true") {
        pressTurnBattle.allyBattlersTurnsMax = pressTurnBattle.allyBattlersTurns * Number(pressTurnParams.MaxTurnsPerBattler);
    }
    else pressTurnBattle.allyBattlersTurnsMax = Number(pressTurnParams.MaxTeamsTurns);
}


and then to remove the guard status if they use another skill i added to the startaction function


var BattleManager_startAction_Mine = BattleManager.startAction;
BattleManager.startAction = function () {
    BattleManager_startAction_Mine.call(this);
    if(this._action.item().skillId != $dataSkills[this._action.subject().guardSkillId()]){
       this._action.subject().removeState(2);
    }
    if(!this._action.item().note.includes("<Don't lose turn>")) { pressTurnBattle.turnIndex++;}
    if (pressTurnBattle.alliesTurns){
    if(!this._action.item().note.includes("<Don't skip turn>")) {
        pressTurnBattle.allyBattlersTurns--;
        pressTurnBattle.gainedTurn = false;
    }
    if (pressTurnBattle.turnIndex === $gameParty.aliveMembers().length){ pressTurnBattle.turnIndex = 0;}
    BattleManager.drawPressIcons();
}
    else {
        pressTurnBattle.enemyBattlersTurns--;
        if (pressTurnBattle.turnIndex === $gameTroop.aliveMembers().length) pressTurnBattle.turnIndex = 0;
    }
}

Okay, I managed to fix it! Want me to include the code here so future versions can include it? It changes the Guard status to be removed at the beginning of the next allied turn instead of at the end of the allied turn.

So I think the issue is that "PressTurnBattleSystem_removeStatesAuto.call(battler, 2);" is in the wrong location, it's being removed before the enemy move, when it should be called at the beginning of the player turn. I'm trying to find the best place to put it, but I have the skill working aside from the fact that the guard doesn't get removed after the turn starts.

Doing some debugging and I think the issue might lie with YEP Battle Core, but I'm not sure what, I tried disabling every plugin except for it and I noticed guarding doesn't expire with it active. I don't know why that would cause a secondary issue when combined with your plugin, but I'm willing to bet that's the cause.

I'm making a skill that triggers a secondary effect if the target isn't guarding. I tried checking for the guard state but that *also* doesn't seem to do anything with this plugin active.

Any clue about this? It definitely seems to be something with Press Turn because the attack works fine when I disable Press Turn

Thank you! I'll check it out soon.

Found an issue, not sure what causes it, but it goes away when I turn off the Press Turn script.

I'm trying to make a skill that triggers a special effect if the target isn't guarding,

Using (target.isGuard()) in a notetag triggers the effect, but for some reason this variable always returns false when I attempt it with Press Turn active. Any idea what could be causing that?

Like how in the Shin Megami Tensei games with Press Turn, the player and enemy turns have the same icons, but the player's version of the icons are blue and the enemy's version is red.

I think just taking the existing ones and recoloring them red would be the better option, tbh

I was on the fence about getting it, and the sale convinced me to pick it up, so I already had some ideas for how I wanted to use a Press Turn System in my game, haha

Yes, why do you ask?

Alright, I hope it gets added because I think it would be interesting to have a TP Meter attack that gives an extra turn!

That would be incredibly helpful!

Is it intentional that it seems like the enemy turns don't show any Press Turn Icons?

Is there any way to make an ability that gives you more turns?


I wanted to have a skill similar to Beast Eye/Demon Eye and an item like the Turn Ring from DDS2 that give the team more press turns.

I still want to have a cap of 8 actions normally, but the skill wouldn't count for that cap and the turn ring would add two to it. Is there any way to do this?

W and S control the left paddle, Up and Down arrow keys control the right paddle 

I have a coupon for this game, it's expired, but surely you can make it work for me?

I enjoyed this game, but there were two major flaws I noticed:

First off, why X to airboost? That feels kinda awkward and out of place. I would suggest E, because most peoples fingers are naturally closer to that key while moving.

Also, the Low Res aesthetic felt more like a hindrance then a style, it made going through some areas a major headache. The game managed to have surprisingly good graphics for the aesthetic though, with each weapon having its own subtle lighting to it, and other nice touches.

Oh gosh thank you so much that means alot, and yes, a ton of the issues were due to time constraints, I'm hoping to redo this game sometime after the contest as I still have the team together, and i believe there is an add on script to the one i used that allows idle animations, i'll have to mess around with it. i finally got the team together near the deadline so that cut into quite a bit of the time, and TP was meant to be used for limit breaks, but as you won't reach level 15 without quite a bit of grinding, so those are basically unseen. The MP regain was meant to not fully regain your mp, i should've made that clearer, and i definitely am kinda disappointed in the end sections, the mafia tower and the temple were originally supposed to be their own dungeons, but we were running out of both time and creativity so those just kinda got cut. I'll be sure to tell you if I ever do get around to making an extended edition!

Also, if you press X, and then pick up a weapon, you will instantly throw it.

Is every level in campaign supposed to be the same? will new levels come along?