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I've changed from the comments to the community board Sticky

A topic by Next Level Gaming created Feb 12, 2024 Views: 237 Replies: 30
Viewing posts 1 to 5
Developer

Since this itch.io project/plugin gets so many comments and gets into discussions and technical support is always needed, I've changed this from comments to the community board.

Hello, I've just downloaded the plugin but it seems the <Pass> function in skills don't work. I tried to make a Pass Skill with it but the skill just ends the turn and does nothing.

Developer

I've just tested it again. It works fine for me. Are you sure you have enough turns that can be added? Did you add <Pass> to that Pass skill's note?

(1 edit)

Yes I added <Pass> and I have Max Turns Per Battler to 2, but nothing works.

Additionally I tested out if Criticals or Elemental Weakness works and it also does not give extra turns when I force a character to have 100% Critical Effect. The entire Half-Turn mechanic seems to be non-functional...

Developer

Do the icons appear, though?

The Icons for the Press Turns appear and disappear when used. However the Half-Icon never appears. I can record a video to show what happens but it's basically like if it just ignores the entire thing.

Developer (3 edits)

Yes, record a video. Are you using it for RPG Maker MV? Did you change anything in the plugin? This plugin works well for everyone else. Also, could you take a screenshot from the debug window by pressing F8 during gameplay? Can you try putting the plugin at the very top and very bottom of the plugin list and see if that helps? I have added +100% critical and it worked in giving me a turn.

Edit: also, can you take a screenshot of your plugin manager? Are you using any other battle system plugins simultaneously? You really shouldn't. 

(1 edit)

I have no other Plugins installed except this one. I'm using a freshly installed copy of RPG Maker MV from Steam.

In this video I have a character who has 100% crit rate and crits first, then 2 characters who use Guard which has the <Pass> note tag. And then finally a character who hits with Fire which the Bats are set to  have 200% Elemental Rate.

Nothing works however. I'm completely at a loss for why this is occurring.




Developer

I honestly have no idea why this is occurring for you. It works perfectly for me and others.

I'm at a loss too honestly :( I really want this plugin to work.

The only thing I can think of checking is if the code itself looks wrong

 if (!target.result().isHit()) BattleManager.RemoveTurn();

     else if (target.result().critical || this.calcElementRate(target) > 1.00 || this.item().note.includes("<Pass>")) 

        BattleManager.AddTurn();

This is the code I see in my version of the plugin

Developer

And this code is correct.

(1 edit)

I have no idea then, I've switched devices to my laptop as well and tried a fresh installation of RPG Maker MV, new project, same behavior.

Perhaps the newest version released is causing the issue? The fact it's happening on a completely new device is strange too.

Okay, so I installed a new project, it didn't work, then I installed a few other plugins (namely YEP stuff) and it suddenly started working, and then after testing and installing a few more scripts it suddenly bricked again. Disabling all scripts again did not fix it...There must be something really wrong!

Developer

Oh, I kept thinking that this might need Yanfly's plugins! I also tested a new project with just this plugin and ran into the same issues you did! Can you test it with different plugins to see any difference? I am now sure that this plugin only works with other plugins.

Developer

So, I need help understanding this! This plugin works perfectly with or without other plugins on my current game project (the in-engine playtesting). But I have built my game project and sent it to my playtester, and all sorts of wrong things happen! He sent me the test files, and I saw many things wrong. I have also started a new project, and the plugin doesn't work well, like on your project, even in the in-engine playtesting.

Developer (1 edit)

I've found out what the problem is! It's in the settings, and it isn't a bug. Suppose you have set the first parameter of the plugin to "false" and the second parameter to the number of battlers there are. In that case, it won't add a turn if you try to because you have set the maximum amount of turns there, and the amount of battlers is equal to or greater than that amount as every turn you start with as many turns as there are friendly battlers.

Edit: You can increase that second plugin parameter to include new max turns if you want more turns than the number of battlers. Or you can set the first plugin parameter to "true" and make the maximum number of turns based on the number of alive battlers at the start of the turn. You can set the maximum number of turns per battler in the third parameter.

(+1)

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?

Developer

Probably not, but I can add this feature eventually!

(+1)

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

Developer (1 edit)

Did you purchase this plugin less than an hour ago?

(+1)

Yes, why do you ask?

Developer

Oh, I was just curious. Also, it seems that you have managed to utilize the plugin very quickly during this time!

(+1)

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

Developer

Cool!

(+1)

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

Developer

Yes. Should I give the enemies their own press turn icons, too?

(+1)

That would be incredibly helpful!

Developer

Also, should I have someone create specific turn icon graphics for the enemy turns?

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

Developer

What do you mean?

(+1)

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.