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

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Started by RyanBram 3313 posts Page 118 of 166 View original ↗
  1. xabileug said:
    is it possible to use the SV battler animated frames instead of the battler face graphic? and change them to horizontal layout?
    It's always possible, but I'm not going to do it. There are endless ways to make UI.
    Everything you need to know about the Turn indicator Window can be found below the Turn indicator Window note in the plugin. You can try to edit it yourself to change the position and layout.
    To draw side view battlers you need to make a function similar to the drawActorFace function defined in RPG_Windows.js.
  2. Hey ! Sorry for the late answer but thank you ! That help me a lot ! ^^ I've make a lot of modification on my project and this fit better with what i wanted. I still have some issue (like the one under) but it goes well !
    I guess you could change <srpgMovePlus> state to be equal to remaining "move points" left.
    How can i do this ? I search a lot by myself but i didn't find the solution ;-; Hope you can help me !
    Have a good day
  3. Hi, can you share the terrain effects window plugin?
  4. @Shoukang

    I'd like to use the sound of actors and Enemy's footsteps when moving from the map, what should I do?
  5. Shoukang said:
    @MetalKing11417
    I finished the SRPG_Rescue and add an interaction command color parameter in SRPG_Interaction. The SRPG_Rescue needs the latest SRPG_Interaction and a 1*3 sprite(sample here) placed in this folder: img/characters/

    View attachment 217902
    I've taken some time off and am just getting back into my project. This seems like an amazing add - but I can't seem to get it to work. I've downloaded the newest version of Interaction and the sprite example, but don't know what I'm missing. Outside of adjusting the formula, is there any other comments/notes I need to add?
  6. e463gx said:
    I've taken some time off and am just getting back into my project. This seems like an amazing add - but I can't seem to get it to work. I've downloaded the newest version of Interaction and the sprite example, but don't know what I'm missing. Outside of adjusting the formula, is there any other comments/notes I need to add?
    Could You be more specific? Is it throwing an error or is it just not showing up, but no error is there?




    If you don't want Rescue units picking each other up, Use !b.actor().meta.carrier && !b.currentClass().meta.carrier
  7. Hello!
    I'm having trouble getting the message "TypeError: Cannot read property'width' of null". It was

    If I save on the battlefield map, close the game window and continue, the above error will occur.

    If I play a new game, then return to the title and continue, no error will occur.

    Setting "SRPG_TerrainEffect" to off eliminates the error.
    However, I don't want to remove "SRPG_TerrainEffect" strategically.

    Can anyone please tell me the solution!
    スクリーンショット (6).png
  8. e463gx said:
    I've taken some time off and am just getting back into my project. This seems like an amazing add - but I can't seem to get it to work. I've downloaded the newest version of Interaction and the sprite example, but don't know what I'm missing. Outside of adjusting the formula, is there any other comments/notes I need to add?
    The advanced interaction plugin needs Srpg_BattlePrepare. Perhaps that's the reason? I know the dependency is confusing...
    srpgmakerll said:
    Hi, can you share the terrain effects window plugin?
    All my plugins can be found in my github.
    pocoquwashi said:
    Hello!
    I'm having trouble getting the message "TypeError: Cannot read property'width' of null". It was

    If I save on the battlefield map, close the game window and continue, the above error will occur.

    If I play a new game, then return to the title and continue, no error will occur.

    Setting "SRPG_TerrainEffect" to off eliminates the error.
    However, I don't want to remove "SRPG_TerrainEffect" strategically.

    Can anyone please tell me the solution!
    View attachment 220539
    I don't understand why this would happen, perhaps it has something to do with other plugins? You can try to add your plugins to the 1.32Q demo until you find the plugin that causes this error.
    LEe123132 said:
    @Shoukang

    I'd like to use the sound of actors and Enemy's footsteps when moving from the map, what should I do?
    I think you can try this first. http://www.yanfly.moe/wiki/Footstep_Sounds_(YEP)
    If you want footstep only in sprg mode you will need to use the condition check $gameSystem.isSRPGMode() == true somewhere.
  9. Good afternoon.

    4212914_5bbcb5875cfa1af656922f60c5c5304f_800.jpg

    Can you please tell me where the experience windows and the level up window are configured? I understand that somewhere in SRPGCore, but this plugin is too complicated for me.

    I need to get rid of the level up window.

    And if possible, make it so that instead of the experience gained in battle, the window appears only if an item falls from the enemy.
  10. pocoquwashi said:
    Hello!
    I'm having trouble getting the message "TypeError: Cannot read property'width' of null". It was

    If I save on the battlefield map, close the game window and continue, the above error will occur.

    If I play a new game, then return to the title and continue, no error will occur.

    Setting "SRPG_TerrainEffect" to off eliminates the error.
    However, I don't want to remove "SRPG_TerrainEffect" strategically.

    Can anyone please tell me the solution!
    View attachment 220539
    solved! It seems that it was caused by a plugin called "EquipSlotAddTrait".
    Thank you Soukang!
  11. Brother_Fox said:
    Good afternoon.

    View attachment 220661

    Can you please tell me where the experience windows and the level up window are configured? I understand that somewhere in SRPGCore, but this plugin is too complicated for me.

    I need to get rid of the level up window.

    And if possible, make it so that instead of the experience gained in battle, the window appears only if an item falls from the enemy.
    You can try my SRPG_BattleResultAutoClose if you feel the battle result window is annoying. You can also refer to the terms in this plugin to find the corresponding battle result window part in the core plugin.

    WhitteRabbite said:
    Hey ! Sorry for the late answer but thank you ! That help me a lot ! ^^ I've make a lot of modification on my project and this fit better with what i wanted. I still have some issue (like the one under) but it goes well !

    How can i do this ? I search a lot by myself but i didn't find the solution ;-; Hope you can help me !
    Have a good day
    Hi, so I made another plugin SRPG_RemainingMove, which allows you to set the action time of each battler with note tags, and move again with their remaining move (actually it stores the used move points instead of the remaining move point to avoid compatibility issues with speed up skills.
  12. Possibly a silly request but I want to remove the "End Turn" option from the top of the menu when you bring it up in battle - I'm using Shoukang's amazing ActionSequence plugin and the End Turn option behaves unintuitively with it, as if you have several actor's turns in a row, it will skip all of them until the turn order is broken up by an enemy.

    I went trawling through the plugins and couldn't find where it's added to the menu - if someone could point me in the right direction of which plugin to remove it from that would be ace!

    Additionally I'm experimenting with further script calls but I'm not actually sure if the plugin has the functionality for what I'm attempting and so wanted to doublecheck something. I used Dopan's scriptcall list as a basis for this.

    I'm currently using this piece of code to try retrieve the enemy ID of an acting unit in the Pre-Action Phase. This piece of code doesn't crash the game, but it also doesn't seem to do anything either:

    var activeBattler = $gameSystem.EventToUnit($gameTemp.activeEvent().eventId());

    if (activeBattler[0] === 'enemy') {

    var activeEnemy = activeBattler[1]._enemyId;

    $gameVariables.setValue(25, activeEnemy);

    };

    I've also tried replacing _enemyID with _eventID with the same results.

    I'm not looking to do anything massively complex here - I'm just looking for a way to determine which enemy is about to act. This would allow me to assign specific battle themes to certain enemy units based on the value passed to Variable 25, but I can't find a way to actually retrieve any concrete data from the acting enemy.

    Thanks in advance for any support with this!

    RPG
  13. Zephydra said:
    Possibly a silly request but I want to remove the "End Turn" option from the top of the menu when you bring it up in battle - I'm using Shoukang's amazing ActionSequence plugin and the End Turn option behaves unintuitively with it, as if you have several actor's turns in a row, it will skip all of them until the turn order is broken up by an enemy.

    I went trawling through the plugins and couldn't find where it's added to the menu - if someone could point me in the right direction of which plugin to remove it from that would be ace!

    Additionally I'm experimenting with further script calls but I'm not actually sure if the plugin has the functionality for what I'm attempting and so wanted to doublecheck something. I used Dopan's scriptcall list as a basis for this.

    I'm currently using this piece of code to try retrieve the enemy ID of an acting unit in the Pre-Action Phase. This piece of code doesn't crash the game, but it also doesn't seem to do anything either:

    var activeBattler = $gameSystem.EventToUnit($gameTemp.activeEvent().eventId());

    if (activeBattler[0] === 'enemy') {

    var activeEnemy = activeBattler[1]._enemyId;

    $gameVariables.setValue(25, activeEnemy);

    };

    I've also tried replacing _enemyID with _eventID with the same results.

    I'm not looking to do anything massively complex here - I'm just looking for a way to determine which enemy is about to act. This would allow me to assign specific battle themes to certain enemy units based on the value passed to Variable 25, but I can't find a way to actually retrieve any concrete data from the acting enemy.

    Thanks in advance for any support with this!

    RPG
    1.The turn end command is in the core plugin:Window_MenuCommand.prototype.addTurnEndCommand
    2. I don't see any issue in your code, you can use console.log(activeBattler) to see what you get in the console. (open console with F8). You can also press F9 to open the variable list and to see if the correct value is stored. Another possible reason is that you are testing in the actor's turn, which means the enemy is the target, so you may need to check $gameTemp.targetEvent() instead.
  14. Please... my enemies don't move. I copied all the battle events and notes from the latest demo just to figure stuff out, but they simply don't do anything except counter.

    Also, is there any way to check if a specific character's in your party so they automatically appear in the battlefield if you do? I'm bad at explaining it but If I use the most obvious option in the conditions tab to check if you have that one party member, what appears instead of them is just the event's sprite.
  15. Shoukang said:
    You can try my SRPG_BattleResultAutoClose if you feel the battle result window is annoying. You can also refer to the terms in this plugin to find the corresponding battle result window part in the core plugin.

    Thank you, it's helpful.

    I found a bug here, apparently caused by the SRPG_Summon plugin.

    You need to press Esc during the battle, select a Units in the menu that opens and click on the portrait of any member of the party.

    Then close this menu, select another party member on the battle map, and select Weapon from the drop-down menu.
    In this case, the equipment of not the selected party member will be shown, but the one that was viewed through the Esc and Units menu.

    2285777.jpg

    I hope I wrote clearly...
  16. Just to say this is a great plugin and I intend one day to make an SRPG and I'll probably be using this for that, but first I'm trying my hand at a regular RPG and to better understand how RPG maker works. Thank you very much for all your hard work!
  17. What there is no death animation in map combat?
  18. Brother_Fox said:
    Thank you, it's helpful.

    I found a bug here, apparently caused by the SRPG_Summon plugin.

    You need to press Esc during the battle, select a Units in the menu that opens and click on the portrait of any member of the party.

    Then close this menu, select another party member on the battle map, and select Weapon from the drop-down menu.
    In this case, the equipment of not the selected party member will be shown, but the one that was viewed through the Esc and Units menu.

    View attachment 221148

    I hope I wrote clearly...
    Good catch. I updated the summon plugin and now it's fixed.
  19. Hello, I've been working on my SRPG Game for a while now, and I just recently noticed that it seems like Yanfly's lunatic mode code doesn't work in SRPG mode.

    For example, I tried using Yanfly's Undead State in my project: the Undead state is meant to reverse healing effects and turn it into damage. In practice however, this does nothing.

    Yanfly's Undead State: http://www.yanfly.moe/wiki/Undead_(MV_Plugin_Tips_&_Tricks)

    Is there a fix for this?
  20. Hi folks, I've encountered a crash issue in my current playtest that I cannot seem to correct myself. I recently completed a full playtest of my game to verify that all of the eventing works correctly, and am currently undergoing a 2nd playtest to tweak the balance using Shoukang's Action Order plugin.

    I've recorded a quick video to highlight the crashing issue.



    To summarise:

    The game crashes with a Type Error originating from rpg_objects when a fight ends and the game transitions back to a story map with the Action Order plugin enabled. It correctly loads into the map and has updated it with new event pages based on the switch that is turned on when the fight is completed, but crashes instantly when it should play a BGM file and make a text box appear.​
    Action Order has not been edited outside of adjusting the formula it uses to calculate turn order from Agility to Luck, and adjusting the amount of unit turns it shows on screen.​
    When Action Order is disabled and the game reverts to the default turn system used by SRPG_Core, the crash does not happen and the event continues as normal.​
    There are 27 other fights prior to this one where this has not been an issue.​
    Here are two screenshots, one of the actual crash log from the game, and one of the section of rpg_objects where the crash seems to originate.

    1649163694808.png1649163712026.png

    If anyone has any idea why this is all of a sudden causing a crash I'd massively appreciate it - this version of the game is very close to being pushed for a public demo release and I would really like to continue using Action Order for the combat. If there is any other information needed to diagnose the problem please let me know and I can supply that ASAP.

    Thanks in advance!

    RPG

    Edit:

    As a brief update I tested a few additional things:



    If the fight is concluded and teleports the player to the World Map with a copy of the cutscene present, it plays out correctly and does not crash, even with Action Order enabled.​
    If the fight is concluded and teleports the player to a replica of the story map with only the cutscene present, it produces the crash.​
    When the story map is loaded into the first time, there are no crashing issues (probably obvious but I hadn't mentioned this yet!)​