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

● ARCHIVED · READ-ONLY
Started by RyanBram 3313 posts Page 122 of 166 View original ↗
  1. This game is called langriser.. any body knows how make this effect in the sideview battle? instead of 1 unit per battle, there's a troop leader and troops? this is also the same in advance war tactics..
    thanks!
    1655544569539.png
    1655544771637.png
  2. xabileug said:
    This game is called langriser.. any body knows how make this effect in the sideview battle? instead of 1 unit per battle, there's a troop leader and troops? this is also the same in advance war tactics..
    thanks!
    View attachment 229691
    View attachment 229692
    You would need to make your own character sheets. Can be quite the pain if you're not super familiar with photoshop or anything. You would probably need a sv_actor sheet for each leader AND each troop. You would then switch the battler image depending on which troop was assigned.

    Or you could have each troop be it's own battler and the leader is just represented by the face icon

    Here's an example sheet I drew up:
  3. hello community. any way to get an ability to push enemy
  4. ultraed said:
    hello community. any way to get an ability to push enemy
    Place the following before your damage formula

    a.push(b, 1);
  5. e463gx said:
    Coloque lo siguiente antes de su fórmula de daño

    a.empujar(b, 1);

    e463gx said:
    Coloque lo siguiente antes de su fórmula de daño

    a.empujar(b, 1);
    muchas muchas gracias exelente
  6. I have more questions after 8+more hours playing through the demo and working on another map.



    1. When it's the player's turn the battle bgm plays correctly(same conditional as image), however, when it's the enemy attacking the player, the correct bgm isn't playing.(image pasted; no the songs are different just cutoff)

    Not sure what replacement can be used if the enemy can't use its own id for a conditional branch during its turn?


    2. How to prevent an npc from being distracted to fight the player when it should be focused on moving to a specific event with a target id in note?


    3. How to change sprites to a "greyed out version" after moving or some graphic that makes it easier to tell that it already moved?


    4. How to make it so only "status/support moves" like healing an ally or buffing, etc. with a dancer are not visible during sideview battle?(make it an in game option for the player to be visible or not?)


    5. How to make battle bgm persist between battles rather than having it restart every time(entire song will never be heard since battles end too quick)?

    6. How to make an "unlock" option appear for specific allies(with item or skill) on treasure chests?
    (want to open treasure chests without standing on top of them but interacting with them; same goes for other objects).
    1. I don't think that Conditional Branch is functional, but regardless point 1 and 5 are going to run into the same problem - the only way to have the music not start over is by having the same BGM and Battle BGM.
    2. Someone else will need to help with this one
    3. You can gray out units after use using some extra code from Boomy in the Core: Post Here
    4. Someone else will need to help with this one
    5. See #1
    6. You can do Unlock options using Shoukang's "Advanced Interactions" Download
  7. hola tengo 2 preguntas
    1 de alguna manera que un personaje ocupa 2 o más espacios?
    2 de alguna manera que en batalla lateral el heroe cuando salta al ataque se queda en la posicion del enemigo y el enemigo sale balanceandose sin volver y que el heroe no vuelve a su posicion inicial... en el tablero entendi como hacer esto, pero en el lado de la animación no.
  8. 1. Silly Question regarding UnitCore by Dopan: exactly why Enemies also gain exp from this plugin. I love what the plugin itself adds but I cannot find a way to disable that feature...
    Edit: I figured it out by delving into the plugin. I simply didn't want enemy gaining exp to display.

    2. I wanted to know if any extensions or the plugin itself supports a Unit that takes up more than 1 tile? I tend to have bigger sprites than normal, bigger than 32x32 but I will have to make smaller sprites to compensate such a limitation.
  9. My apologies if this has been answered, I'm working my way through the pages to figure it out. Unsure how to remove the "formation" command from both the typical srpg and shokang battle prep menu. Removing formation in the system the typical way for rpg maker does the trick for the out of battle menu.
  10. hello.
    I'm a beginner who recently started making srpg games and I have one question.

    : Is there a plug-in that can display dangerous areas like the yellow part of the attached image?
    This feature has been seen in the Fire Emblem series, etc., which is a great help in getting the unit into action.
    (I think SRPG_TargetLowHp.js, which displays a mark on the unit targeted by the enemy, is also useful.
    However, if possible, I thought it would be more convenient if the range of action of the entire enemy could be visualized in this way ... )
    erg.PNG
  11. TheLastYuriSamurai said:
    My apologies if this has been answered, I'm working my way through the pages to figure it out. Unsure how to remove the "formation" command from both the typical srpg and shokang battle prep menu. Removing formation in the system the typical way for rpg maker does the trick for the out of battle menu.
    For me, using just the basic SRPG core plugin, it appears grayed out and cannot be clicked.

    On the other hand, I tried to get rid of "Wait" and "Attack" with rather odd results. "Attack" appears grayed out, but "Wait" remains. I'd like to remove both, since both are relegated to skills in my game. I have a skill similar to Wait that regenerates some MP.
  12. Magenta-Fantasies said:
    For me, using just the basic SRPG core plugin, it appears grayed out and cannot be clicked.

    On the other hand, I tried to get rid of "Wait" and "Attack" with rather odd results. "Attack" appears grayed out, but "Wait" remains. I'd like to remove both, since both are relegated to skills in my game. I have a skill similar to Wait that regenerates some MP.
    Yup, I can remove the ability for it to actually be functional, but the button itself remains. Not a big deal at the end of the day, but looks unpolished.

    Fantastic news! I had to edit the js file but was able to hide the formation command with the following (I only added // to comment out the few lines that would have called the command

    //add commands
    Window_MenuCommand.prototype.addFinishPrepareCommand = function() {
    this.addCommand(_textFinishPrepare, 'finish prepare', true);
    };

    Window_MenuCommand.prototype.addSrpgPositionCommand = function() {
    this.addCommand(_textPosition, 'position', true);
    };

    // Window_MenuCommand.prototype.addSRPGFormationCommand = function() { COMMENTED OUT
    // this.addCommand(_textFormation, 'formation', true);
    // };

    Window_MenuCommand.prototype.addPrepareEventCommand = function() {
    var menuWindow = this;
    $gameMap.events().some(function(event) {
    if (event.isType() === 'prepare') menuWindow.addCommand(_textPrepareEvent, 'prepare', true);
    });
    };

    var _SRPG_Window_MenuCommand_makeCommandList = Window_MenuCommand.prototype.makeCommandList;
    Window_MenuCommand.prototype.makeCommandList = function() {
    if ($gameSystem.isSRPGMode() == true && $gameSystem.isBattlePhase() == 'battle_prepare') {
    this.addFinishPrepareCommand();
    if (_srpgWinLoseConditionCommand == 'true') this.addWinLoseConditionCommand();
    // this.addSRPGFormationCommand(); THIS HERE COMMENTED OUT
    this.addSrpgPositionCommand();
    this.addPrepareEventCommand();
    if (this.needsCommand('equip')) this.addCommand(TextManager.equip, 'equip', true);
    if (this.needsCommand('status')) this.addCommand(TextManager.status, 'status', true);
    this.addOriginalCommands();
    this.addOptionsCommand();
    this.addSaveCommand();
    this.addGameEndCommand();
    } else _SRPG_Window_MenuCommand_makeCommandList.call(this);
    };
  13. TheLastYuriSamurai said:
    Yup, I can remove the ability for it to actually be functional, but the button itself remains. Not a big deal at the end of the day, but looks unpolished.

    Fantastic news! I had to edit the js file but was able to hide the formation command with the following (I only added // to comment out the few lines that would have called the command

    //add commands
    Window_MenuCommand.prototype.addFinishPrepareCommand = function() {
    this.addCommand(_textFinishPrepare, 'finish prepare', true);
    };

    Window_MenuCommand.prototype.addSrpgPositionCommand = function() {
    this.addCommand(_textPosition, 'position', true);
    };

    // Window_MenuCommand.prototype.addSRPGFormationCommand = function() { COMMENTED OUT
    // this.addCommand(_textFormation, 'formation', true);
    // };

    Window_MenuCommand.prototype.addPrepareEventCommand = function() {
    var menuWindow = this;
    $gameMap.events().some(function(event) {
    if (event.isType() === 'prepare') menuWindow.addCommand(_textPrepareEvent, 'prepare', true);
    });
    };

    var _SRPG_Window_MenuCommand_makeCommandList = Window_MenuCommand.prototype.makeCommandList;
    Window_MenuCommand.prototype.makeCommandList = function() {
    if ($gameSystem.isSRPGMode() == true && $gameSystem.isBattlePhase() == 'battle_prepare') {
    this.addFinishPrepareCommand();
    if (_srpgWinLoseConditionCommand == 'true') this.addWinLoseConditionCommand();
    // this.addSRPGFormationCommand(); THIS HERE COMMENTED OUT
    this.addSrpgPositionCommand();
    this.addPrepareEventCommand();
    if (this.needsCommand('equip')) this.addCommand(TextManager.equip, 'equip', true);
    if (this.needsCommand('status')) this.addCommand(TextManager.status, 'status', true);
    this.addOriginalCommands();
    this.addOptionsCommand();
    this.addSaveCommand();
    this.addGameEndCommand();
    } else _SRPG_Window_MenuCommand_makeCommandList.call(this);
    };
    Excellent find! What program do you use to edit the .js file?
  14. Magenta-Fantasies said:
    What program do you use to edit the .js file?
    Everyone should be using notepad++
  15. Roninator2 said:
    Everyone should be using notepad++
    But... I use sublime text.
  16. Shoukang said:
    sublime text
    Ah yes, or that one. Actually haven't used it, but looks good.
  17. I use Serris code editor, but I don't think it matters too much
  18. e463gx said:
    You would need to make your own character sheets. Can be quite the pain if you're not super familiar with photoshop or anything. You would probably need a sv_actor sheet for each leader AND each troop. You would then switch the battler image depending on which troop was assigned.

    Or you could have each troop be it's own battler and the leader is just represented by the face icon

    Here's an example sheet I drew up:
    i think this is static ad not dynamic. when one unit dies, it's not shown asap in battle.
  19. Aoe widest line some way?