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

● ARCHIVED · READ-ONLY
Started by RyanBram 3313 posts Page 116 of 166 View original ↗
  1. albert-youkai said:
    its ok, is srpg , but add more strategic valute , like pick up ally and enemys and toss away.
    and many olther funzions for in battle puzzle based on the ground , like geo pannels , i just ask because i start mess up recreted disgaea classes as test it and my is just a legit question

    also , is compatible with yanfly battle skills core?
    For the second question, yes, it is compatible with yanfly's battle core, but you have to turn on the setting WithYEPBattleEngineCore on in the core plugin.
  2. thanks for aswers me , also

    i had suggestion, is about give more coustumizazion about the "attack patten area", disgaea had really good examplew about , is like give more strategy and limitazions

    1645468172817.png
  3. Man, I wish LTBS had the community support SRPG has. Are you guys really all content w/ the Fire Emblem-style turn order system? Like the whole player phase then enemy phase mechanic, as opposed to individual turn orders (i.e. based on unit's Speed). That was honestly the biggest reason why I couldn't use SRPG. Have any of you attempted to implement an individual turn order system by any chance? I've been told it would be very hard to do in SRPG due to how the player/enemy phase mechanic is hardcoded...
  4. looks really interessing meccanic , maybe is good idea integrate in grapic way like pick up npcs on the actor head , but oltherwise is really good meccanic for quest wise missions
  5. @dopan
    I want to use more 5x4 sprites than the existing basic 3x4 sprite frame of SRPG 1.32Q. I saw you answer someone else before, but I ask you again because I don't see an example of big night now. I want you to explain it easily again.
    How can I use it in an on map battle with a 5x4 sprite?
    #1,145 #1145

    - 3 editor Images that can be used to easy build bigger OR smaller images
    - 3 Finished Images for copy/paste and Plug&Play
    --> both are the same only the editor has different name and a pink Grid for easier edits
    (that grid has to be removed after edit and name has to be changed)
    ==> The Names of the Finished Images are Importent!
    the edited Core Plugin will ask for each of them:

    -"$srpg_set_E"
    -"$srpg_set_X"
    -"$srpg_set_A"

    edit
    also keep the original "sprg_set" img in your char folder, its still needed for the Cursor

    This Video Shows that it works.. the big Knight uses 15 frames(15x4).. the small knight uses default frames (3x4)
    Both have turn ended and there is no problem^^
    ( the Big Knight needs to change its Anker but that has nothing to do with the EXA its because of his Size)

    I can't understand it is. Do you want me to edit and save the EXA equally in the size and shape of the 5x4 sprite I'm trying to use?
  6. Frostorm said:
    Man, I wish LTBS had the community support SRPG has. Are you guys really all content w/ the Fire Emblem-style turn order system? Like the whole player phase then enemy phase mechanic, as opposed to individual turn orders (i.e. based on unit's Speed). That was honestly the biggest reason why I couldn't use SRPG. Have any of you attempted to implement an individual turn order system by any chance? I've been told it would be very hard to do in SRPG due to how the player/enemy phase mechanic is hardcoded...
    It seems very hard at the first glance, especially considering all the compatibility issues. But I come up with an idea. Basically, I will force all other units to end turn when it's an actor\enemy's turn, so it will hopefully break nothing.
    I want to confirm some of my thoughts as I'm not familiar with the FFT-like battle system:
    1. What's the definition of speed? Is it Agi or is it just up to the user? Can a battler move twice if it's two times faster than the other?
    2. State and buff of a certain battler update right after its action, not after a 'turn'.
    3. I don't have too much time so I wish you can take over some coding work. I will try to make a working framework, which will make it FFT-like and include an empty turn indicator window. I will leave some TODO notes for you to implement the window and other details.
  7. Shoukang said:
    It seems very hard at the first glance, especially considering all the compatibility issues. But I come up with an idea. Basically, I will force all other units to end turn when it's an actor\enemy's turn, so it will hopefully break nothing.
    I want to confirm some of my thoughts as I'm not familiar with the FFT-like battle system:
    1. What's the definition of speed? Is it Agi or is it just up to the user? Can a battler move twice if it's two times faster than the other?
    2. State and buff of a certain battler update right after its action, not after a 'turn'.
    3. I don't have too much time so I wish you can take over some coding work. I will try to make a working framework, which will make it FFT-like and include an empty turn indicator window. I will leave some TODO notes for you to implement the window and other details.
    I want to use more 5x4 sprites than the existing basic 3x4 sprite frame of SRPG 1.32Q. I saw you answer someone else before, but I ask you again because I don't see an example of big night now. I want you to explain it easily again.
    How can I use it in an on map battle with a 5x4 sprite?
    #1,145 #1145

    If you know this... plz reply for me , thank you..
  8. Shoukang said:
    I want to confirm some of my thoughts as I'm not familiar with the FFT-like battle system:
    1. What's the definition of speed? Is it Agi or is it just up to the user? Can a battler move twice if it's two times faster than the other?
    2. State and buff of a certain battler update right after its action, not after a 'turn'.
    3. I don't have too much time so I wish you can take over some coding work. I will try to make a working framework, which will make it FFT-like and include an empty turn indicator window. I will leave some TODO notes for you to implement the window and other details.
    True FFT battle system would be like CTB system so...
    1. Yes, either Agi or w/e stat you wanna use. Yes they can move twice if fast enough.
    2. So lets say there are 6 units in battle (4actors + 2enemies). A "turn" would be 6 actions since there are 6 units in battle.
    3. Oh yea, hopefully my JS is up to par, lol. XD
  9. I dunno if this is the appropriate place to ask about this, but I was trying to modify the DispHPonMap plugin to display MP bars instead of HP. I figured it would be as simple as replacing all mentions of .hp and .mhp with .mp and .mmp.

    That turned out to not be the case. When I run a test battle, I get TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': The provided double value is non-finite.

    I'm not really a coder, but I almost know why this is happening. The line of code that actually draws the bar is:

    this.drawGauge(x, y, width, rate, color1, color2);

    The problem appears to occur because 'rate' isn't being defined properly. I can set it to some arbitrary test number and the plugin won't cause an error. The value for rate is defined with:

    var rate = this._displayedValue / actor.mmp;

    Actor.mmp here used to be actor.mhp. I think the problem is that it's returning some kind of null value and this._displayedValue gets divided by 0. I'm just not sure why that line would return a null value.

    I also attached the modified plugin, if anyone wants to take a look.
  10. Frostorm said:
    True FFT battle system would be like CTB system so...
    1. Yes, either Agi or w/e stat you wanna use. Yes they can move twice if fast enough.
    2. So lets say there are 6 units in battle (4actors + 2enemies). A "turn" would be 6 actions since there are 6 units in battle.
    3. Oh yea, hopefully my JS is up to par, lol. XD
    Done!
    It works in my demo game, so far so good. I haven't tested its compatibility in demo 1.32Q but I think it should work. There are some weird behaviors on the character image which is not caused by my code.
    I left some comments and TODO notes for you to understand and implement the plugin.
    Below is the description and demo of the SRPG_ActionOrder.
    Description
    This plugin changes the battle mode to individual turn order based on the speed of each battler.

    Action order rule: Imagine a '100 meter dash' competition between all battlers, the first one that reaches the end will be the next battler to act. It will immediately go back to the start point and run again. The other battlers will keep running.

    Turn rule: If there are n units in battle. A turn would end after n actions. When the turn ends, states, buffs will update and events with <type:turnEnd> will start

    Tips: Event with <type:actorTurn> and <type:enemyTurn> will never run, as the SRPG actor/enemy turn no longer exists.

    Compatibility: This plugin needs to be placed above all the other SRPG plugins(including battle prepare) except SRPG_core.
    demo action order.gif
    ============================================================
    Edit:
    1. Just fixed a bug that invalidates restriction states.
    2. The cursor will now auto move to the next battler.
    3. It works with 1.32Q Demo.
  11. Shoukang said:
    Done!
    It works in my demo game, so far so good. I haven't tested its compatibility in demo 1.32Q but I think it should work. There are some weird behaviors on the character image which is not caused by my code.
    I left some comments and TODO notes for you to understand and implement the plugin.
    Below is the description and demo of the SRPG_ActionOrder.
    Description
    This plugin changes the battle mode to individual turn order based on the speed of each battler.

    Action order rule: Imagine a '100 meter dash' competition between all battlers, the first one that reaches the end will be the next battler to act. It will immediately go back to the start point and run again. The other battlers will keep running.

    Turn rule: If there are n units in battle. A turn would end after n actions. When the turn ends, states, buffs will update and events with <type:turnEnd> will start

    Tips: Event with <type:actorTurn> and <type:enemyTurn> will never run, as the SRPG actor/enemy turn no longer exists.

    Compatibility: This plugin needs to be placed above all the other SRPG plugins(including battle prepare) except SRPG_core.
    View attachment 218242
    ============================================================
    Edit:
    1. Just fixed a bug that invalidates restriction states.
    2. The cursor will now auto move to the next battler.
    3. It works with 1.32Q Demo.

    I can't believe you whipped this function up so quickly (and I'm surprised I didn't ask for it before lol). You are a kween, Shoukang!
  12. moldy said:
    I can't believe you whipped this function up so quickly (and I'm surprised I didn't ask for it before lol). You are a kween, Shoukang!
    Thank you for your support. While I like to use female characters as avatars, I'm male^ ^.
  13. hey again! so I've come back because of another problem, I had been having issues with optimization because of the tiles that the plugin needs to draw, so because my light archers shoot in 9 tiles it takes 1.5 seconds to load, which is a bit annoying but not too bad, but the samurai archers which have a range of 12 tiles take a whopping 6 seconds to load, 6! and that can be a bit painful if my players are using him, so I am hoping to find an answer or an update to solve the performance of the tiles drawn.

    you see how the game comes to a full stop until 6 seconds later? yep, that happens when I click over the samurai archer
    Bow delay.gif
  14. Jonruy said:
    I dunno if this is the appropriate place to ask about this, but I was trying to modify the DispHPonMap plugin to display MP bars instead of HP. I figured it would be as simple as replacing all mentions of .hp and .mhp with .mp and .mmp.

    That turned out to not be the case. When I run a test battle, I get TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': The provided double value is non-finite.

    I'm not really a coder, but I almost know why this is happening. The line of code that actually draws the bar is:

    this.drawGauge(x, y, width, rate, color1, color2);

    The problem appears to occur because 'rate' isn't being defined properly. I can set it to some arbitrary test number and the plugin won't cause an error. The value for rate is defined with:

    var rate = this._displayedValue / actor.mmp;

    Actor.mmp here used to be actor.mhp. I think the problem is that it's returning some kind of null value and this._displayedValue gets divided by 0. I'm just not sure why that line would return a null value.

    I also attached the modified plugin, if anyone wants to take a look.
    You just need to avoid having zero as the denominator. Replace all actor.mmp with Math.max(1, actor.mmp)

    tiabuni said:
    Can someone enlighten me? How it be possible to do something like this with the SRPG engine?

    MV - Are there any TBS plugins that allow this kind of battle system?
    You can still enjoy regular RPG battles with SRPG plugins. Therefore, a simple thought is to turn SRPG mode off in the battle scene and turn SRPG mode on after battle. Some fix on determining battle members is also needed. But so far I'm not planning to do this.

    Yew Bowman said:
    hey again! so I've come back because of another problem, I had been having issues with optimization because of the tiles that the plugin needs to draw, so because my light archers shoot in 9 tiles it takes 1.5 seconds to load, which is a bit annoying but not too bad, but the samurai archers which have a range of 12 tiles take a whopping 6 seconds to load, 6! and that can be a bit painful if my players are using him, so I am hoping to find an answer or an update to solve the performance of the tiles drawn.
    Wow, I'm so glad you point this out. I thought the time complexity of the make range table function is O(n^2), quadratic growth(n refers to skill range). However, after looking into the function again, it turned out that the complexity is O(2^n), horrible exponential growth...
    In your case, 12^2 =144, 2^12 =4096... That's a huge difference.

    I updated the SRPG_ShowAoERange.js to fix this issue, now it's O(n^2) complexity, you won't feel the freezing. If you don't need the entire plugin, you can simply replace the Game_CharacterBase.prototype.makeRangeTable function in SRPG_RangeControl with the one in SRPG_ShowAoERange.
  15. Shoukang said:
    You just need to avoid having zero as the denominator. Replace all actor.mmp with Math.max(1, actor.mmp)


    You can still enjoy regular RPG battles with SRPG plugins. Therefore, a simple thought is to turn SRPG mode off in the battle scene and turn SRPG mode on after battle. Some fix on determining battle members is also needed. But so far I'm not planning to do this.


    Wow, I'm so glad you point this out. I thought the time complexity of the make range table function is O(n^2), quadratic growth(n refers to skill range). However, after looking into the function again, it turned out that the complexity is O(2^n), horrible exponential growth...
    In your case, 12^2 =144, 2^12 =4096... That's a huge difference.

    I updated the SRPG_ShowAoERange.js to fix this issue, now it's O(n^2) complexity, you won't feel the freezing. If you don't need the entire plugin, you can simply replace the Game_CharacterBase.prototype.makeRangeTable function in SRPG_RangeControl with the one in SRPG_ShowAoERange.
    OH, Thanks sire, I appreciate your help!
    This is just what I needed.
  16. I want to compete with sprite image characters in more than 3 frames and 5 frames. What should I do? Please tell me in detail.
  17. I updated the SRPG_ActionOrder as I noticed that character images in the turn indicator window sometimes won't show up. It seems really hard to fix. So I decide to draw battler faces instead. You can put a Face frame and Face back images in the system folder to change the appearance. Samples are in the attachment.
    demo_Action Order.png