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

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Started by RyanBram 3313 posts Page 123 of 166 View original ↗
  1. Hello.
    I'm trying to use character sheets with more than 3 frames for character animations (idle, walking, running). I'm using GALV's Character Frames plugin.
    I've seen some people mention using Galv's plugin, and some people asking about more character frames, but I couldn't find a clear answer.

    I'm using the plugins included in the SRPG 1.32Q demo with dynamic action.
    I also tried using Dopan's core (1.34edited) instead of the original included core. There's a parameter that says "More Char Frame Usage" which I set to true, but that hasn't changed anything.

    The idle motion works and plays all extra frames (I have 8 frames). But as soon as I select a character, or the character moves or attacks, it goes to the default 3 frames.

    Could someone help me, showing me how to get more character frames, or showing me how to use Dopan's plugin or someone else's technique?

    Thank you! I appreciate your attention. And I admire the years of support you all have been providing to this community. Great stuff!
  2. 2 requests:
    1. I can't get the AI to move towards the actor with the lowest hp. I've tried -b.hp and 1-b.hpRate() in the AIControl Target formula and the Move formula but the enemies end up just standing still.

    2. Can someone help me remove the window at the bottom when selecting a unit? I've tried to remove, what I believe to be, the lines in SRPG_Core but keep getting errors.

      Example:
      1657307333025.png
  3. Quick question that may already been answered because there are sooooo many posts there...
    For SRPG Engine to work, do i have to download everything showed?
  4. PARCB said:
    Quick question that may already been answered because there are sooooo many posts there...
    For SRPG Engine to work, do i have to download everything showed?
    I highly recommend just downloading the demo and then altering that to fit your needs as you learn
  5. e463gx said:
    Can someone help me remove the window at the bottom when selecting a unit? I've tried to remove, what I believe to be, the lines in SRPG_Core but keep getting errors.
    I'm using <aiTarget:1000 - b.hp> and works fine for me.
    e463gx said:
    I can't get the AI to move towards the actor with the lowest hp. I've tried -b.hp and 1-b.hpRate() in the AIControl Target formula and the Move formula but the enemies end up just standing still.
    I made a plugin for you. Slap it on the end of any plugin. It just checks when a "srpg subPhase" is set and if its the one where the status window pops up it makes it invisible.

    var _a = Game_System.prototype.setSubBattlePhase;
    Game_System.prototype.setSubBattlePhase = function(phase) {
    if(phase == "actor_move") {
    if(SceneManager._scene._mapSrpgActorCommandStatusWindow) {
    SceneManager._scene._mapSrpgActorCommandStatusWindow.visible = false;
    }
    } else if(phase == "normal") {
    if(SceneManager._scene._mapSrpgActorCommandStatusWindow) {
    SceneManager._scene._mapSrpgActorCommandStatusWindow.visible = true;
    }
    }
    _a.call(this, phase);

    }
  6. boomy said:
    I'm using <aiTarget:1000 - b.hp> and works fine for me.

    I made a plugin for you. Slap it on the end of any plugin. It just checks when a "srpg subPhase" is set and if its the one where the status window pops up it makes it invisible.

    var _a = Game_System.prototype.setSubBattlePhase;
    Game_System.prototype.setSubBattlePhase = function(phase) {
    if(phase == "actor_move") {
    if(SceneManager._scene._mapSrpgActorCommandStatusWindow) {
    SceneManager._scene._mapSrpgActorCommandStatusWindow.visible = false;
    }
    } else if(phase == "normal") {
    if(SceneManager._scene._mapSrpgActorCommandStatusWindow) {
    SceneManager._scene._mapSrpgActorCommandStatusWindow.visible = true;
    }
    }
    _a.call(this, phase);

    }
    Both worked like a charm! Thanks Boomy!
  7. 1657580420503.png
    Hello guys. I downloaded updated Dopan core (1.34) and keep having this. Does anyone know, is it possible to change the language?
  8. I've been trying to create an spell that hits every enemy in a straight line. Any tips on doing that with this system?
  9. ThePsychoBear said:
    I've been trying to create an spell that hits every enemy in a straight line. Any tips on doing that with this system?
    <srpgRange:1>
    <srpgAreaRange:2>
    <srpgAreaTargets:3>
    <srpgAreaType:line>
    This creates a 3 target line AoE skill adjacent to the user. Requires SRPG_AoE.js
  10. boomy said:
    <srpgRange:1>
    <srpgAreaRange:2>
    <srpgAreaTargets:3>
    <srpgAreaType:line>
    This creates a 3 target line AoE skill adjacent to the user. Requires SRPG_AoE.js
    but if you want the line to be wider? 1 or 2 wider ... thanks for the answer
  11. I figured out how to get more character frames for sprites on the map. I'm using GALV_CharacterFrames and GALV_CharacterAnimations.

    I figured out the answer from dopan's post: https://forums.rpgmakerweb.com/inde...-turn-based-strategy-game.110366/post-1137123 So, thanks for pointing that out so long ago!

    Though I'll explain it more clearly just in case other people are still curious.
    Open the SRPG_core plugin to edit.
    Under the Sprite_Character section, you'll find these lines of code:
    if (battlerArray) {
    var pw = this._turnEndBitmap.width / 12;
    var ph = this._turnEndBitmap.height / 8;
    Change that first number to however many frames your sprite has x 4.
    So the original sprites have 3 frames. 3 x 4 = 12.

    My sprites have 8 frames. 8 x 4 = 32.
    So mine looks like this:
    if (battlerArray) {
    var pw = this._turnEndBitmap.width / 32;
    var ph = this._turnEndBitmap.height / 8;

    Now the issues I need to figure out:
    -When my sprites have 8 frames, the EXA images don't work or come into play. If I use dopan's SRPG_Core1.34edited, after a unit's turn has ended, I see parts of the cursor appearing. So the cursor part doesn't know that there are 8 frames. It thinks the cursor is 3 really wide frames.
    -Also with dopan's SRPG_Core1.34edited, and as Klaytonio had mentioned, a couple things are in japanese. The two options in the action menu, and also some parts of the battle preview window, are in japanese.
    -If I use the regular SRPG_Core that came with the demo, on map battles go ultra fast. So, if I tell a unit to attack an enemy, in less than one second I'll hear the slash sound, the damage I inflicted appears, and the damage that the enemy inflicted on me either doesn't show up or is blocked by the damage to the enemy. I'd like the slash animation and sound to appear, the damage to the enemy appears, and then maybe a second or two later the enemy's counterattack appears and the damage to my unit appears.
    -When I use the SRPG_DispHPOnMap, sometimes the HP gauge starts off as black. It's very random. I can load the game up, and it'll work correctly. Then, I can close the game and load it again without making any changes, and it'll appear black. As soon as the unit takes damage, the colors will appear. The inconsistency is weird.

    Thanks for all the support with SRPG!
  12. How to make an event that's an "npc"(not player or enemY) that can be considered friendly to player or friendly to enemy and fights/defends itself?
  13. rpgmakerxp said:
    How to make an event that's an "npc"(not player or enemY) that can be considered friendly to player or friendly to enemy and fights/defends itself?
    There's a plugin from Dr. Q called SRPG_Teams that can do what you're looking for. I haven't played around with it much myself yet.

    What I HAVE done for player allies, is create an actor that is in auto state. That works well for Allied units.
  14. e463gx said:
    There's a plugin from Dr. Q called SRPG_Teams that can do what you're looking for. I haven't played around with it much myself yet.

    What I HAVE done for player allies, is create an actor that is in auto state. That works well for Allied units.
    Right. That's how they did it in the demo on the rock cave map with events 16, 17, 18. I tried that already, but for some reason it's not working(even though I used a correct event note
    "<type:actor><id:7><mode:regionUp>" .

    I'm only using SRPG core and showpath plugins. That is the reason why I asked the question initially. Kind of wondering which plugin puts an "A" on the npcs too.

    I also tried going in the demo and turning off all plugins except core and showpath like mine, and the npcs on rock cave map moved on their own just fine. So strange.
  15. rpgmakerxp said:
    Right. That's how they did it in the demo on the rock cave map with events 16, 17, 18. I tried that already, but for some reason it's not working(even though I used a correct event note
    "<type:actor><id:7><mode:regionUp>" .

    I'm only using SRPG core and showpath plugins. That is the reason why I asked the question initially. Kind of wondering which plugin puts an "A" on the npcs too.

    I also tried going in the demo and turning off all plugins except core and showpath like mine, and the npcs on rock cave map moved on their own just fine. So strange.
    Use the special flag: Auto Battle on the actor's tab for said unit or give said unit a state that adds said flag.
  16. How would you fine people go about making a spell that summons an additional actor to the field in this system?
  17. hello.
    I'm using SRPG_AuraSkill.
    Is it difficult to display the auras of all enemies at once on your turn with this plugin?
    I wanted to be able to indirectly display the enemy's attack range as information to make my character act safely.
    (Similar to what you see when you press the ZR button in Fire Emblem Three Houses)
  18. ThePsychoBear said:
    How would you fine people go about making a spell that summons an additional actor to the field in this system?
    If you look in past pages, there's actually a summon skill plugin. I recommend doing searches in the forums with a few key words and 'srpg' it helps me find things.

    EDIT: Solved! Super important to follow the demo very closely. I forgot the notes for my enemies!
    In concerning news I get the following error now and while I've determined it's not plugin related (I did a full backup using my demo game file), it does seem to be setting related with the plugin and was unsure if anyone here has seen it before:
    spoiler
    1658533324560.png
  19. Hey! My name's Garrett, But most people online call me Dunky. For about a year, A few of my associates and I have been working on an extremely ambitious Tactical RPG project called Little City of Black Sheep. I'm the team's writer and director, and for the past year I've been crafting a world and characters that I can say that I'm truly proud of. Now that everything is fully planned, and our concept artists have finished designing every major character in the game, I'm finally ready to hire a programmer!


    Prior experience is a must, as well as a readiness to work with others, as community is a very important aspect of our team. DM me if you're interested, and we can discuss your experience, as well as project info and payrate!
  20. monkey1031 said:
    hello.
    I'm using SRPG_AuraSkill.
    Is it difficult to display the auras of all enemies at once on your turn with this plugin?
    I wanted to be able to indirectly display the enemy's attack range as information to make my character act safely.
    (Similar to what you see when you press the ZR button in Fire Emblem Three Houses)
    Pretty hard to do what you are asking for and SRPG_AuraSkill isn't designed for "show attack range"
    I presume ZR in 3Houses is the same as in the 3DS games where it highlights in red the enemy attack range. I made a plugin that shows the enemy "movement range" but attack range is harder to do (but probably possible for default attack range but when enemies can also use random skills then the range possiblities become more complicated).

    SIIOMrpy2y.gif