MV - SRPG Engine MV - Plugins for creating Tactical Battle System

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Started by RyanBram 3313 posts Page 112 of 166 View original ↗
  1. @Mr. Beknacktoman
    #1 you need a SV position plugin, or just edit them in the troops, or use the plugin extension for srpg_aoe animation
    #2.. there's a patch somehwhere for your use equip after move. you cant change equip after move cause this was based in fire emblem.
    #3 you need to use the improved AI plugin extension
    #4 you need to fix the scope target of the skill with note tag
    #5 i think smae prob is skill scope
    #6 i dont use that plugin
    #7 maybe something is interring, the map scroll by default follows the cursor in the demo. only prob is the cursor display changes to resize icon when not in full screen
  2. Mr. Beknacktoman said:
    So if anyone could help me with at least one of those things that would be cool. Half of these problems could be fixed if I just disabled AIControl, but without it enemies are super dumb like wasting healing spells on someone who is at full health, which is stupid because they can use that skill only a limited amount of time.
    for starters i recommend to use the "SRPG_UnitMapInfo.js"(on my github) plugin instead of "DispHPOnMap"
    (to prevent any term problems in the future)

    most problems you describe, sound like you are not using the AIControll plugin correctly,,

    1. if what xabileug describes can work (idk) you can use the plugin param from my edited core..
    ..one of boomys edits allow to change the position of sv battler in that plugin param
    -> if that doesnt work, shaz made a plugin to change the anchor of events , not sure if that could help (Char Anchor Plugin)

    2. you need SRPG_core_Equip (should be placed direct under the srpg core)
    or you would need own scripts to change the equip ,but using that plugin is simpler, i attached it here

    on 3-6. i dont know for sure, it seems to be related to "not using the AIControll plugin correctly".. I admit that plugin is not easy to use
    -----------
    @xabileug
    Spoiler
    no idea what you mean with:
    "improved AI plugin extension"
    (which plugin is that??)
    &
    "fix the scope target of the skill with note tag"
    (what skillNoteTag and related to which plugin??)

    probably a missunderstanding from my side
    -----------

    on 7. idk i dont use that
  3. xabileug said:
    @Mr. Beknacktoman
    #1 you need a SV position plugin, or just edit them in the troops, or use the plugin extension for srpg_aoe animation
    #2.. there's a patch somehwhere for your use equip after move. you cant change equip after move cause this was based in fire emblem.
    #3 you need to use the improved AI plugin extension
    #4 you need to fix the scope target of the skill with note tag
    #5 i think smae prob is skill scope
    #6 i dont use that plugin
    #7 maybe something is interring, the map scroll by default follows the cursor in the demo. only prob is the cursor display changes to resize icon when not in full screen
    #1 Ok, I'll look into that.
    #3 Any more info for the improved AI plugin? Like where to download etc.
    #4-5 What tags should I use?
    #7 I think I couldn't explain cleerly enough what I meant. So I made a video:

    The camera scrolls fine, but the in-game cursor only follows the mouse if you select an actor. If not, it doesn't follow. So you can scroll through the map but the in-game cursor could be somewhere else and if you then select an actor, you have to wait for the cursor to catch up. That's annoying...

    dopan said:
    for starters i recommend to use the "SRPG_UnitMapInfo.js"(on my github) plugin instead of "DispHPOnMap"
    (to prevent any term problems in the future)

    most problems you describe, sound like you are not using the AIControll plugin correctly,,

    1. if what xabileug describes can work (idk) you can use the plugin param from my edited core..
    ..one of boomys edits allow to change the position of sv battler in that plugin param
    -> if that doesnt work, shaz made a plugin to change the anchor of events , not sure if that could help (Char Anchor Plugin)

    2. you need SRPG_core_Equip (should be placed direct under the srpg core)
    or you would need own scripts to change the equip ,but using that plugin is simpler, i attached it here

    on 3-6. i dont know for sure, it seems to be related to "not using the AIControll plugin correctly".. I admit that plugin is not easy to use
    -----------
    @xabileug
    Spoiler
    no idea what you mean with:

    (which plugin is that??)
    &

    (what skillNoteTag and related to which plugin??)

    probably a missunderstanding from my side
    -----------

    on 7. idk i dont use that
    Thanks for the Equip Plugin! Regarding not using the AIControl correctly, is there a documentation or tutorial on how to use it?
  4. Mr. Beknacktoman said:
    Regarding not using the AIControl correctly, is there a documentation or tutorial on how to use it?
    no, only the plugin help info, and some stuff that DrQs explained in this forum.
    ( so you would need to search in this thread for any advice infos from Doktor_Q)

    I admit that i am no expert with this plugin myself, and if i use it, i need to look into my older tutorial demos, where i followed drQs advice.
    This plugin requires knowledge in properly use "javascript formulas", what is similar to how the "attack formulas" work

    when i get to the point ,where i can share my own "new tutorial demo", i might add some examples for skill usage (heal skills and other stuff)..
    -----------
    @ all

    i just made another mini edit on SRPG ForceAction (github updated)
    , because i just recognized that i forgot to add the "counter skill check" to a few codeparts.. that is fixed now

    But i still need to test all kind of counter Setups that are currently availleble before this plugin can be considered as fully finished and bugtested
    - at the moment i only tested my setup which is the "drQs Statbased counter setup" .. other Setups require that i edit my test project & that will need some more time.
  5. @Mr. Beknacktoman there's an error in the actor selection, prolly the srpg pathfind is the one causing the player cursor to be left behind after selecting an enemy unit? or maybe you have a camera common event running in the back ground.

    im still trying to find the japanese plugin than enables equip after move
  6. @dopan That's a lot to check every post from Dr. Q xD
    My biggest problem is that the absRegionDown mode doesn't work. I get that the skill formula will be prioritised over the move formula, but the mode should be prioritised over both in my opinion.

    @xabileug I don't use the pathfinding plugin and no camera common event. In the SRPG demo the cursor also doesn't always follow. dopan posted the equip after move plugin so don't worry about it ^^
  7. Shoukang said:
    Can you try to reset the plugin parameters? You can also download my demo project to see what's different. This doesn't happen in my demo.
    so i deleted aoe and aoe animation plugins from my project, then copy and pasted the ones from your demo into mine, and the issue remains. So it's possible i guess the issue lies in one of my other plugins. but I have no idea which one it could be, all the plugins i have are ones from the main page of srpg engine aside from a couple yanfly plugins and the sideview enemies plugin.

    is there any known issues with YEP battleenginecore or engine core, as I see these both have options for adjusting sprite positions

    i noticed there was some differences between our srpg_cores, I believe i am using 1.34 edited by dopan

    1641870144082.png
  8. Reanimunculus said:
    i noticed there was some differences between our srpg_cores, I believe i am using 1.34 edited by dopan

    View attachment 212452
    try it with the srpg core from shoukangs demo
    ( if that helps , perhaps we can figure out what edit is needed to get higher compatiblety , on my edited core version)

    i cant say if shoukang made any edits on the srpgCore ,which is used in shoukangs demo

    Also i did not made compatiblety tests yet. So i cant say if all plugins are compatible with each other
    (i mean, boomys, shoukangs and my plugins)

    i fear that a few plugins might not be compatible with each other, and i dont know yet if we can make all plugins compatible with each other.

    (for example if plugins rewrite functions while another plugin, needs that default function.. in some cases we might need to decide which plugin we wanna use)
    -> i will try to get more infos about compatiblety, when i start to build my showcase demo
    (but first i wanna finish other stuff,.. sry)
  9. Does SRPG Engine work on MZ?

    Thanks.
  10. ...
  11. dopan said:
    try it with the srpg core from shoukangs demo
    ( if that helps , perhaps we can figure out what edit is needed to get higher compatiblety , on my edited core version)

    i cant say if shoukang made any edits on the srpgCore ,which is used in shoukangs demo

    Also i did not made compatiblety tests yet. So i cant say if all plugins are compatible with each other
    (i mean, boomys, shoukangs and my plugins)

    i fear that a few plugins might not be compatible with each other, and i dont know yet if we can make all plugins compatible with each other.

    (for example if plugins rewrite functions while another plugin, needs that default function.. in some cases we might need to decide which plugin we wanna use)
    -> i will try to get more infos about compatiblety, when i start to build my showcase demo
    (but first i wanna finish other stuff,.. sry)
    So I've found the culprit, Rexal's sideview battlers. I don't suppose you guys have any way to make this compatible? YEP's sideview enemies don't appear to work with SRPG engine, and this was the only one I've managed to get working for the most part, except I guess now it doesn't appear to be compatible with aoe_animation.
  12. If you use the fosil plugin, you can run SRPGEngine on MZ.

    3D effects and menu screens also work.
  13. Reanimunculus said:
    So I've found the culprit, Rexal's sideview battlers. I don't suppose you guys have any way to make this compatible? YEP's sideview enemies don't appear to work with SRPG engine, and this was the only one I've managed to get working for the most part, except I guess now it doesn't appear to be compatible with aoe_animation.
    To fix the issue, remove the Sprite_Enemy.prototype.setHome and the Sprite_EnemyRex.prototype.setActorHome function in your sideview battlers plugin.

    dopan said:
    i cant say if shoukang made any edits on the srpgCore ,which is used in shoukangs demo
    I made no change to the core plugin. All the plugins I changed are in my bugfixpatch file.
    Mr. Beknacktoman said:
    Currently for a translated version of my game I'm try to polish everything I couldn't do the first time, especially combat. And there are quite a few problems I have with it. If it's important, here are the plugins I use other than SRPG core and in that order: DispHPOnMap, ImmediateSkill, AoE, AoE_Extra, AttackerFirstAttack, UncounterableAttack, ShowPath, RangeControl, AIControl, MouseOperation.

    So what I want to change but I don't know how are:
    1. The battler sprites are standing too far apart. I'm using SV Actors for the enemies and it looks like they're 10m apart, how do I cahnge the position?
    2. Why can't you equip your character after moving? Maybe I'm stupid and there is an option for that, but you can only equip stuff before you move. That is pretty counter-intuitive and difficult to teach the player why that is the case, especially if I don't understand why it is this way.
    3. AI can't use skills that target one ally on themselves, it seems. Currently as a workaround I have two skills that are the same, but one targets an ally and the other the user. That works, but I think it skews the attack priority of enemies somewhat. Also, it may cause problem No 4:
    4. AI party members have a healing skill, or like I said, two healing skills. So sometimes they target an ally but heal themselves. Or worse, they target an enemy and then heal themselves, which lets the enemy attack back, which is stupid. Why do they do this? Maybe it's a side effect of the AIControl plugin, because I don't think I had that problem before implementing it.
    5. Now this is weird. Enemis sometimes use a status effect skill that targets an enemy on someone on their side. That may also be a side effect of the AIControl plugin.
    6. This is definitely because of the AIControl plugin: absRegionDown doesn't work anymore. I tested it and without AIControl absRegionDown means always go to the lower region, regardless if there are enemies nearby or not. With the plugin acitve AI just ignores that and attacks nearby enemies which I don't want.
    7. Regarding MouseOperation, the cursor only follows the mouse if you have selected a character. When you just scroll through the map it doesn't follow, but I want exactly that it follows all the time, so that if you select a character you don't have to wait a few seconds for the cursor to arrive.
    So if anyone could help me with at least one of those things that would be cool. Half of these problems could be fixed if I just disabled AIControl, but without it enemies are super dumb like wasting healing spells on someone who is at full health, which is stupid because they can use that skill only a limited amount of time.
    1. In SRPG_Core, find Game_Troop.prototype.setup, change the enemy.setScreenXy(x value, y value) in that function. Find Sprite_Actor.prototype.setActorHome, change this.setHome(x value, y value) in that function. Basically you increase the x value for enemy and decrease the x value for actor.
    2.In SRPG_Core, find Window_ActorCommand.prototype.addEquipCommand, replace the this._actor.canSrpgEquip() with true.
    3. Perhaps you are using the 1.34 core, which makes enemy impossible to cast skills to themselves. Refer to #1,921. Maybe 4&5 is also caused by incompatibility with the new core?
    4 & 5. The only thing I know is that AoE skills can shift position when the AoE center has nobody. If that's not the case, You can try Ryan's or my demo to see if your issue happens. Maybe there's something wrong with your setup or plugin incompatibilities.
    6. That's true, you can use my SRPG_MoveMethod to fix this.
    7. If you have SRPG_UX_Cursor, just set the cursor speed fast enough...
  14. Shoukang said:
    To fix the issue, remove the Sprite_Enemy.prototype.setHome and the Sprite_EnemyRex.prototype.setActorHome function in your sideview battlers plugin.


    I made no change to the core plugin. All the plugins I changed are in my bugfixpatch file.

    1. In SRPG_Core, find Game_Troop.prototype.setup, change the enemy.setScreenXy(x value, y value) in that function. Find Sprite_Actor.prototype.setActorHome, change this.setHome(x value, y value) in that function. Basically you increase the x value for enemy and decrease the x value for actor.
    2.In SRPG_Core, find Window_ActorCommand.prototype.addEquipCommand, replace the this._actor.canSrpgEquip() with true.
    3. Perhaps you are using the 1.34 core, which makes enemy impossible to cast skills to themselves. Refer to #1,921. Maybe 4&5 is also caused by incompatibility with the new core?
    4 & 5. The only thing I know is that AoE skills can shift position when the AoE center has nobody. If that's not the case, You can try Ryan's or my demo to see if your issue happens. Maybe there's something wrong with your setup or plugin incompatibilities.
    6. That's true, you can use my SRPG_MoveMethod to fix this.
    7. If you have SRPG_UX_Cursor, just set the cursor speed fast enough...
    1641960810827.png
    That worked, thanks!

    One other question, apologies for the inconvenience haha, which function can i edit to get them to be a little closer together? Also, does it place them based on actual colored pixels or based on the size of their tiles on their spritesheet, some of my custom sprites have quite a bit of empty space due to the way i animate them, I think i make all my spritesheets about 192x192 as i animate the weapons within the spritesheet.
  15. Reanimunculus said:
    View attachment 212569
    That worked, thanks!

    One other question, apologies for the inconvenience haha, which function can i edit to get them to be a little closer together? Also, does it place them based on actual colored pixels or based on the size of their tiles on their spritesheet, some of my custom sprites have quite a bit of empty space due to the way i animate them, I think i make all my spritesheets about 192x192 as i animate the weapons within the spritesheet.
    Try the plugin parameters. The sprite size won't affect the placement. You can try to make your sprite sheet wider so that you can center your sprites.

    1641962628909.png
  16. Shoukang said:
    3. Perhaps you are using the 1.34 core, which makes enemy impossible to cast skills to themselves. Refer to #1,921. Maybe 4&5 is also caused by incompatibility with the new core?
    oh i didnt saw that ealier sry,.. but thx for the info!
    -----
    well i tried to figure out if this can be edited without clearing the whole function
    for example with "if (user === target) return true"

    but i wanted to understand first why this function was added.It seems to be not needed, i am still a bit confused about this.

    However i will edit the srpgCore1.34 after i figured it out and i will also put the older core (1.32) back on my github main page as alternative to 1.34.

    It might be possible that i need to edit the mapBattle part of the srpgCore one more time ,because of agiAtt+ and my forceAction plugin..

    -> i just need a small break from JS, and will let you all know as soon i updated my github..
  17. Shoukang said:
    I'm not planning for the MZ version but I think the author is planning for it.
    After the error appears, Can you press fn-F8 to open the console and provide a screenshot? Also, is there a certain pattern to repeat this error? Thank you.
    Thanks for letting me know.
    I will test for this glitch in the near future.
    GREEN-TEA said:
    If you use the fosil plugin, you can run SRPGEngine on MZ.

    3D effects and menu screens also work.
    Really? If that's true, that's excellent! I checked the Fossil plugin topic and I didn't see SRPG Engine listed among the plugins.
  18. So I'm very new to RPG Maker in general and my primary goal is to make an SRPG. I spent a good two weeks figuring out how to make a game with the basic tools and I grasp these very well, but I had tutorial videos to assist me. I've never used plugins before and I know how to add plugins and turn them on, but I don't understand how to get started making an SRPG with this plugin. All of RPG Maker's windows seem to look the same as before, so I have a feeling it has to do more with scripting languages? Maybe? I've been using the demo to try and reverse engineer how it works, but after about three nights of headaches, I've decided to ask for guidance here. Pointing out resources or giving a brief layout to understand the building blocks would be a BIG help!

    Side note: One of the major aspects of the game I am making requires building a small army of randomized characters. That is, having the option of "recruiting" new, randomized units (appearance, class, name, etc.) at a town board and then being able to select them from a pool of units when heading into a battle map. Is there a way to do this?
  19. Shoukang said:
    To fix the issue, remove the Sprite_Enemy.prototype.setHome and the Sprite_EnemyRex.prototype.setActorHome function in your sideview battlers plugin.


    I made no change to the core plugin. All the plugins I changed are in my bugfixpatch file.

    1. In SRPG_Core, find Game_Troop.prototype.setup, change the enemy.setScreenXy(x value, y value) in that function. Find Sprite_Actor.prototype.setActorHome, change this.setHome(x value, y value) in that function. Basically you increase the x value for enemy and decrease the x value for actor.
    2.In SRPG_Core, find Window_ActorCommand.prototype.addEquipCommand, replace the this._actor.canSrpgEquip() with true.
    3. Perhaps you are using the 1.34 core, which makes enemy impossible to cast skills to themselves. Refer to #1,921. Maybe 4&5 is also caused by incompatibility with the new core?
    4 & 5. The only thing I know is that AoE skills can shift position when the AoE center has nobody. If that's not the case, You can try Ryan's or my demo to see if your issue happens. Maybe there's something wrong with your setup or plugin incompatibilities.
    6. That's true, you can use my SRPG_MoveMethod to fix this.
    7. If you have SRPG_UX_Cursor, just set the cursor speed fast enough...
    Thanks a lot, now most problems are solved!! :D
    Only issue now is that absRegiondDown works, but the enemy isn't using any skills whatsoever. So even if it is on the Region it wants to be, no attack if the player is nearby and no healing.
    Regarding that enemies uses status effects on allys: I think it only happens in one battle, where there are support units that can heal the boss so to speak, so I have aimingEvent set to the boss. Maybe I should use ai flags instead?