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

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Started by RyanBram 3313 posts Page 126 of 166 View original ↗
  1. Hi all, great plugin, thanks! I tried to find an answer to my question in this thread, but I didn't find a similar question. Sorry if this has been answered a thousand times already.
    Is there any way to make a battle start when a character comes within a certain radius of an enemy? I know there's a script command that determines the radius between two events, but the main character is not an event in the normal Rpg maker mv environment. I need the character to dynamically enter combat and the regular Rpg maker environment transitioning to SRPG and for them to maintain their position. (Like fallout 1-2, Divinity) Thanks for any response! Best wishes to all!
    P.S. Sorry for english, not my 1st lang.
  2. xidcat said:
    Hi all, great plugin, thanks! I tried to find an answer to my question in this thread, but I didn't find a similar question. Sorry if this has been answered a thousand times already.
    Is there any way to make a battle start when a character comes within a certain radius of an enemy? I know there's a script command that determines the radius between two events, but the main character is not an event in the normal Rpg maker mv environment. I need the character to dynamically enter combat and the regular Rpg maker environment transitioning to SRPG and for them to maintain their position. (Like fallout 1-2, Divinity) Thanks for any response! Best wishes to all!
    P.S. Sorry for english, not my 1st lang.
    well enemys only start to be real enemys when battle started.. (battleUnitEvents only exist in SRPG battle mode)

    so that would mean you would need to fake the enemys in the first place..
    (and make these events real enemys as soon battle started,which is possible)
    - but you also need to add the actor-units aswell as soon srpg battle started..
    however this is the script from the srpg core info to make event into battleUnits:
    JavaScript:
      this.addActor(EventID, ActorID); # Make the event with the specified ID the actor.
      this.addEnemy(EventID, EnemyID); # Make the event with the specified ID the enemy.

    and yes the moving main character isnt an event its the "gameplayer" and the default script that calculates distances , can also do that for the gameplayer&events..
    JavaScript:
    $gameMap.distance(x1, y1, x2, y2)
    for more infos about that script -> #9

    so i guess what you want to do is possible.

    edit to clarify the actorUnit/gameplayer issue:
    -at srpg battleStart the gameplayer transforms into the battle cursor
    -so you would need to store the gameplayer position at battleStart in a var and spawn an event at that position so that it can be activated as actorUnit
    -> if you dont use an eventspawner you could also move an placeholder event to that position

    edit2. about Enemy events
    you dont even need to use the "this.addEnemy", because before battle they will be normal events with some event notes ect..
    (these Notes allready trigger the transformation into a battleUnit at battlestart)
    Probably you would only need different eventpages where one is switchTriggerd with the srpg battle switch.
    -So you would have first1 eventpage where the event does whatever it should as an non battle event.
    -And the2nd page would be the clean page which is used as battleUnit (switchTriggerd with the srpg battle switch)
  3. Is there a tutorial somewhere? It seems like a lot to figure out for someone (me) who just discovered it
  4. dopan said:
    well enemys only start to be real enemys when battle started.. (battleUnitEvents only exist in SRPG battle mode)

    so that would mean you would need to fake the enemys in the first place..
    (and make these events real enemys as soon battle started,which is possible)
    - but you also need to add the actor-units aswell as soon srpg battle started..
    however this is the script from the srpg core info to make event into battleUnits:
    JavaScript:
      this.addActor(EventID, ActorID); # Make the event with the specified ID the actor.
      this.addEnemy(EventID, EnemyID); # Make the event with the specified ID the enemy.

    and yes the moving main character isnt an event its the "gameplayer" and the default script that calculates distances , can also do that for the gameplayer&events..
    JavaScript:
    $gameMap.distance(x1, y1, x2, y2)
    for more infos about that script -> #9

    so i guess what you want to do is possible.

    edit to clarify the actorUnit/gameplayer issue:
    -at srpg battleStart the gameplayer transforms into the battle cursor
    -so you would need to store the gameplayer position at battleStart in a var and spawn an event at that position so that it can be activated as actorUnit
    -> if you dont use an eventspawner you could also move an placeholder event to that position

    edit2. about Enemy events
    you dont even need to use the "this.addEnemy", because before battle they will be normal events with some event notes ect..
    (these Notes allready trigger the transformation into a battleUnit at battlestart)
    Probably you would only need different eventpages where one is switchTriggerd with the srpg battle switch.
    -So you would have first1 eventpage where the event does whatever it should as an non battle event.
    -And the2nd page would be the clean page which is used as battleUnit (switchTriggerd with the srpg battle switch)
    Thank you so much! I was able to do battle activation at a certain radius and leave the enemy in the same place where I met him. Unfortunately, I could not make the main character stay in the same place. I've studied JavaScrpit a bit, and didn't quite understand the logic, but thanks anyway, I'll look into it and try to figure it out.
  5. Kinda embarrassing cus I've been away, but what are the current methods for spawning enemy events after a battle has already started?

    Skimming through the code I had the impression note tags were only read at Battle Start, so just using Galv Event Spawner alone doesn't seem to work? Haven't quite tested it yet.

    This is half because I want to do reinforcements and story events at set turn counts... but also because I want to improve the level note tag plugin for other people as well, so I wanna check when those notetags are processed during battle.

    Cheers!
  6. NatePlays said:
    Kinda embarrassing cus I've been away, but what are the current methods for spawning enemy events after a battle has already started?

    Skimming through the code I had the impression note tags were only read at Battle Start, so just using Galv Event Spawner alone doesn't seem to work? Haven't quite tested it yet.

    This is half because I want to do reinforcements and story events at set turn counts... but also because I want to improve the level note tag plugin for other people as well, so I wanna check when those notetags are processed during battle.

    Cheers!
    well you need to add the data to the spawned events..

    i did that in my old demo on the event itself by using 2 event pages the first on parrallel,so the first page inserts the data the second page is used as default working page..

    here some imgs:
    Spoiler
    Screenshot_2.png
    -
    Screenshot_3.png
    -
    so the code what you are looking for is probably:


    $gameSystem.setAllEventType(); // set types to all events
    $gameSystem.setSrpgEnemys(); //add enemy data
    $gameSystem.setSrpgActors(); // add actor data

    However for classes u could also use the unitCore..
    -------
    About a new plugin showcase demo:
    Spoiler
    (i still need to make some github plugin updates as soon i am done)
    I am currently working on bugfixes on some plugins, cose i wanted to build a new demo without yep plugins usage, but i recognized my forceActon plugin needs an update.. & i am not sure if i can make it work bugfree without the yep battleengine.
    (thats related to yep adding "forceActionQueue" which prevents force action in sv mode to get lost)
    .. next problem is it wont be compatible with AGIatt+, because AGIatt+ itself also trys to get around this ActionQueue-issue and triggers battlemanager-stuff that conflicts with my solution if not using yep battleengine core..
    (that happens even if agiatt+ is disabled in the srpg core)

    easiest solution would be to make a demo that requires yep plugins to be inserted by the demo user.. but still my forceAction plugin would conflict with AGIatt+ if both are used on the same skill or action chain.
    -> thats why i also think about building a new srpg core where agiAtt+ and all related functions are completly removed out of core v1.32 or v1.34

    I could allready have finished that demo long ago, but i wanted to solve that Issue and finish my forceAction plugin
    (and it took me a lot time till i figured out why i need the yep battlenengine & why agiatt+ conflicts so hard with my forceAction plugin)

    Thats why i am still a bit stuck on finishing a new showcase demo

    edit
    i finally figured it out, how my forceAction doesnt need the YepbattleEngine..
  7. Has anybody else run into problems with this plugin after updating RPG Maker? I just returned to a test file I created several months ago, and whenever I click on an enemy (to view its stats and attack range) I receive this error message.

    SRPG Core Issue Since Updating RPG Maker.jpg
    I haven't touched these maps in several months, and they were working just fine when I last used them. I checked the notes under the Enemies section as well. They all appear to be set up correctly. Here is an example: (remove the space between Name: and People3; if I type it that way, it creates an emoji)

    <characterName: People3>
    <characterIndex:7>
    <faceName: People3>
    <faceIndex:7>

    <srpgClass:Enemy>
    <srpgLevel:1>
    <srpgMove:10>
    <srpgWeapon:25>
  8. Magenta-Fantasies said:
    Has anybody else run into problems with this plugin after updating RPG Maker? I just returned to a test file I created several months ago, and whenever I click on an enemy (to view its stats and attack range) I receive this error message.

    View attachment 242457
    I haven't touched these maps in several months, and they were working just fine when I last used them. I checked the notes under the Enemies section as well. They all appear to be set up correctly. Here is an example: (remove the space between Name: and People3; if I type it that way, it creates an emoji)

    <characterName: People3>
    <characterIndex:7>
    <faceName: People3>
    <faceIndex:7>

    <srpgClass:Enemy>
    <srpgLevel:1>
    <srpgMove:10>
    <srpgWeapon:25>
    to what version did you update? you can see that in your console:
    process.versions
    img example
    Screenshot_1.png
    my current project has pixi 4.8.8 and nw:049.2
    (thats the highest stable version i could find&use.. pixi 5.3 for example bugs on how some windows & imgs are displayd when using srd menubackround plugin)

    here a link about that topic:
    How to Update NW.js to Dramatically improve Game Performance!

    edit

    or did you mean upgrading Maker Mv from v1.6.1 to v1.6.2?
    (i think v1.6.1 is the safer solution for most plugins)
  9. dopan said:
    to what version did you update? you can see that in your console:
    process.versions
    img example
    View attachment 242462
    my current project has pixi 4.8.8 and nw:049.2
    (thats the highest stable version i could find&use.. pixi 5.3 for example bugs on how some windows & imgs are displayd when using srd menubackround plugin)

    here a link about that topic:
    How to Update NW.js to Dramatically improve Game Performance!

    edit

    or did you mean upgrading Maker Mv from v1.6.1 to v1.6.2?
    (i think v1.6.1 is the safer solution for most plugins)
    I'm using MZ and FOSSIL to run the plugin, but I'm waiting with bated breath until the day this plugin is ported to MZ (or until Takumi Ariake completes his MZ SRPG plugin, which has a fantastic demo)

    There was an update for MZ in June, version 1.5.0. That could be part of the issue, though I'm hesitant to revert back to an earlier version in case it creates other plugin problems.
  10. dopan said:
    well you need to add the data to the spawned events..

    i did that in my old demo on the event itself by using 2 event pages the first on parrallel,so the first page inserts the data the second page is used as default working page...
    Thanks for the tips, Dopan!
    I have the impression it should be easier than this and I'm missing something very obvious. I didn't expect it to be this complicated? Welp, here's what I have so far:
    SRPG_GALV_EventSpawnerHelper.js

    I tried to rewrite the basic setSrpgEnemies function, as it would reset all the enemies to default state, as if "newborn" haha... none of the SRPG addons I use modify it but I guess I should keep an eye out if any of Shoukang's do, I may use a lot of those. Now, setNewSrpgEnemy sets up all the data for a new enemy, and setSrpgEnemies just takes care of checking which need to be created. It also means any simple plugin like my levels one can just hook into the new func instead.
    I may touch on actors later but I do not need it just yet. I just need a dirty but short way to spawn enemies, and GALV's approach of spawning from an event database map works fine for now. To expand this I should probably make it so you could pass a Game_Enemy variable and spawn that if you need to customize your enemy, idk.
    As far as the plugins I use, it works, so I'm glad for that.
    Tangent! Y'know how Game_Interpreter.prototype.addEnemy and addActor and such require an enemy or actor id and an event id? What if we try to spawn it to an event that doesn't exist? Or better yet, a fresh event created by another function...
    Yes, it would be missing meta tags, and that's a bit worrying, but at least SRPG_core doesn't use $dataEvent meta tags outside the battle start setup functions. It's possible.
    Anyway, back to work I go. Something about reading excel sheets and importing them as plugin params... seems annoying. Thanks again!
  11. Are enemy aggro lines possible as a feature? Get in the range of the enemy and the lines will appear and target you if they have the range to do so.

    They'd also follow SRPG_AIControl, a plugin that controls target and move formula. If they're only targeting a specific unit that's at half HP or anything, and you move other units nearby, the lines may not appear on them.

    Bosses would have a different colored version (enemy notetag), to make you more aware.
  12. SRPG PluginShowcase Demo Project:

    Well here is a minimum project that can be used to build own projects ect.
    I plan to use this demo to build a new tutorial project aswell, in order to show more detailed how to use my plugins.
    - I also plan to rework most of my plugins help info
    - And i plan to update my forceAction-Plugin for better codechains,..
    ( at the moment wield attacks and other force actions could conflict, if using a weaponskill on wield attacks that has forceAction SkillNote )
    - that means even this minimum showcase demo will have some updates till the changes above are done..

    This demo aswell as some of my Plugins only work correctly with my "edited srpg core 1.34" ,which has AGIAtt+ COMPLETLY REMOVED* & other Edits/Fixes
    *(because i preffer using my forceAction Plugin and both Function Chains will conflict)

    This demo is a minimum setup with DrQs & my srpg plugins,with other free plugins that i found usefull and compatible.
    This should also help to have an example for the order in the Pluginmanager.. therefor i added an IMG-screenshoot that shows where to place the Yep plugins which i would also recommend.
    I dont use the NRP plugins but i added them and in this PluginManager setup they should be compatible.

    This demo doesnt require any yep plugins by default.
    (but all Yep Plugins shown on the Img from the demoZip should be compatible, ForceAction stuff might even work better cose of some Yep Bugfixes&Upgrades in the yepBattleEngine)

    The used screen resolution is 1110x768 by default, but incase some might want to use 816x624.. i builded two plugins 2 times (one for each screenSetup)
    these plugins are : (for 1110x768)
    SRPG_Prediction.js
    SRPG_StatusWindow(patch).js
    can also be found on my github..

    Link -> pluginShowcase Demo
    link is also stored in my signature spoiler
  13. How would I make it so that the actors in the SRPG battles are the same as the current characters in my party? Like so you'd be able to change your party before a battle and bring different people into the fight.
  14. ThePsychoBear said:
    How would I make it so that the actors in the SRPG battles are the same as the current characters in my party? Like so you'd be able to change your party before a battle and bring different people into the fight.
    Try SRPG_BattlePrepare by Shoukang. Adds a prepare option prior to battle where you can pick which characters to enter battle. You can also add "Extra" actors to the battle using the traditional
    <type:actor><id:3> for example
  15. @dopan I encountered a crash when SRPG_ForceAction is enabled by default on the project. AgiAttackPlus was removed on the edited core, which causes it. I already commented the _srpgUseAgiAttack part out on the forceaction plugin, so it's good.

    Would it be possible to have a forced counter attack happen like a distant counter move if attacker's range is greater? Or if despite minimum range of 2 or more, you can only counter against a melee unit.

    I've played Three Houses which has these two skills: Close Counter (can counter against melee units) for playable archers and Counterattack / Distant Counter (can counter despite higher enemy range) for stronger bosses.
  16. RK DracoRoy said:
    @dopan I encountered a crash when SRPG_ForceAction is enabled by default on the project. AgiAttackPlus was removed on the edited core, which causes it. I already commented the _srpgUseAgiAttack part out on the forceaction plugin, so it's good.

    Would it be possible to have a forced counter attack happen like a distant counter move if attacker's range is greater? Or if despite minimum range of 2 or more, you can only counter against a melee unit.

    I've played Three Houses which has these two skills: Close Counter (can counter against melee units) for playable archers and Counterattack / Distant Counter (can counter despite higher enemy range) for stronger bosses.
    yes i allready know but thx..
    these are codeparts left from my attempt to make agiatt+ compatible with my plugin..

    there were also other bugs on plugins & an issue on project event setup of battleEnds, which i fixed aswell.. demo is updated to v0.2.. Github is updated aswell
    ----
    changelog:

    - fixed a bug on "SRPG_UnitMapInfo" where mapinfo stuff was still visible after battle end ect.
    - fixed bug on "SRPG_ForceAction" caused by leftover code parts..
    (this plugin is still under construction even if it allready works)
    - fixed wrong eventing Setup in demo related to battleEndings
    - removed old "console.log" script from "SRPG_UnitCore" in order to keep the console clean

    DemoLink v0.2
    ----
    about your Question regarding counters:
    the demos default counter setup, has counters based on counterstat of units and if the attacker_skill is not UnCounterAble based on skillnote ..
    (because of drQs plugin "statbased counter")
    - these counters ignore range and currently i dont plan to build new plugins, before i am finished with my todo list..
    (but it should be possible to let counters "not ignore" range ect)

    edit
    ==> basicly i currently avoid that counterRange issue by giving ranged attacks the skillnote
    <srpgUncounterable>
    if used properly the forceAction plugin will allow making a lot of stuff like : combos, mimik skills, forced reactions and whatever.. but most those Setups will require using a skill common event as soon they get more complex..
    (that means you can avoid using the skillnote if building the setup in the common event, with the plugin scriptcalls.. & i am aware that the current plugin help info is not optimal)
  17. boomy said:
    Try SRPG_BattlePrepare by Shoukang. Adds a prepare option prior to battle where you can pick which characters to enter battle. You can also add "Extra" actors to the battle using the traditional
    <type:actor><id:3> for example
    Thanks. You're a lifesaver. I was wracking my brain trying to figure this out.
  18. About 8 directional movement, this isn't about the events, just the cursor.

    I can move the cursor diagonally with VE_DiagonalMovement, but it'll show frames in this strange way. This happens only if I have the cursor-style movement enabled from SRPG_UX_Cursor. It is back to normal when I move in 4 directions. Anyway it can be edited to keep the cursor in its index when moving diagonally?

    Otherwise, it's fine. I can disable the diagonal movement for player when entering the Srpg battle and bring it back when the Srpg phase ends.
  19. dopan said:
    SRPG PluginShowcase Demo Project:

    Well here is a minimum project that can be used to build own projects ect.
    I plan to use this demo to build a new tutorial project aswell, in order to show more detailed how to use my plugins.
    - I also plan to rework most of my plugins help info
    - And i plan to update my forceAction-Plugin for better codechains,..
    ( at the moment wield attacks and other force actions could conflict, if using a weaponskill on wield attacks that has forceAction SkillNote )
    - that means even this minimum showcase demo will have some updates till the changes above are done..

    This demo aswell as some of my Plugins only work correctly with my "edited srpg core 1.34" ,which has AGIAtt+ COMPLETLY REMOVED* & other Edits/Fixes
    *(because i preffer using my forceAction Plugin and both Function Chains will conflict)

    This demo is a minimum setup with DrQs & my srpg plugins,with other free plugins that i found usefull and compatible.
    This should also help to have an example for the order in the Pluginmanager.. therefor i added an IMG-screenshoot that shows where to place the Yep plugins which i would also recommend.
    I dont use the NRP plugins but i added them and in this PluginManager setup they should be compatible.

    This demo doesnt require any yep plugins by default.
    (but all Yep Plugins shown on the Img from the demoZip should be compatible, ForceAction stuff might even work better cose of some Yep Bugfixes&Upgrades in the yepBattleEngine)

    The used screen resolution is 1110x768 by default, but incase some might want to use 816x624.. i builded two plugins 2 times (one for each screenSetup)
    these plugins are : (for 1110x768)
    SRPG_Prediction.js
    SRPG_StatusWindow(patch).js
    can also be found on my github..

    Link -> pluginShowcase Demo
    link is also stored in my signature spoiler

    Thanks! I updated my versions of the plugins to these newest versions.

    I noticed a very odd glitch that happens when enemies try to attack in SPRG battles, in spite of the fact I went out of my way to create a file with the exact same name copied verbatim to try to fix this problem. There is not a space or any punctuation between the p and the ng in "png." That's just the way my computer decided to break the line.

    SRPG Core Error Failed to Load.jpg

    SRPG Core Error Failed to Load 2.jpg

    I investigated the options in the plugin and found that this connects to the "More Char Frame Usage" option, which I have set to false. I am only using SV actor sprite sheets with three frames per motion.
  20. Magenta-Fantasies said:
    Thanks! I updated my versions of the plugins to these newest versions.

    I noticed a very odd glitch that happens when enemies try to attack in SPRG battles, in spite of the fact I went out of my way to create a file with the exact same name copied verbatim to try to fix this problem. There is not a space or any punctuation between the p and the ng in "png." That's just the way my computer decided to break the line.

    View attachment 242931

    View attachment 242933

    I investigated the options in the plugin and found that this connects to the "More Char Frame Usage" option, which I have set to false. I am only using SV actor sprite sheets with three frames per motion.
    the "More Char Frame Usage" is not related to "sv usage" or not. This is for the E X & A that can be loaded over char sprite in srpg battle.
    (for example E is used on turn end of an unit)
    However the only thing that makes me wonder is the "24%" in that error message..
    can that be related to your project or the fossil usage?
    if setting that option to "false" solved your issue than its fine.

    a few other things:
    -your console is not optimal configured ("dev tolls failed to load ect"), ..

    - the current showcase version(0.2)& some plugins have a few bugs and mistakes.. i didnt upload version 0.3 yet, because i am still working on something. If using my project pls wait for version 0.3.
    (0.3 will be uploaded very soon, i will kill the old links now)

    - Also my edited core version might not be compatible with a few srpg plugins from others,but some of my plugins need my edited core version.. and i wont try to make everything compatible.All plugins that are agiatt+ related or that change the battleStyle or try to read weaponMeta(to check the equiped weapon) like the default core does, wont be compatible and you might get problems sooner or later..
    (this should be considered if using my plugins or my showcase demo).

    - as soon i am done & fully happy with the minimum showcase demo & my plugins, i will also try to figure out which plugins from others are compatible.. but thats at the end of my to do list.