I know this maybe asking alot, but is there a plugin like this for MZ or no?
MV - SRPG Engine MV - Plugins for creating Tactical Battle System
● ARCHIVED · READ-ONLY
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it's never been released, the porting, no news from the dev in twitterI know this maybe asking alot, but is there a plugin like this for MZ or no?
the MZ demo is here SRPG Gear MZ Sample Game
i got most of the features i want, but there's no custom menu (public) in MV for the battle army.. there is one in the forum that's tactics ogre its by @Kaelan -
about mz.
as far i know fossil can be used, and the jap plugin creator might switch to mz,..
But i will stay with mv, and also not port my plugins to mz
about menu.
I m not sure if that plugin was ever availleble or if it was part of his private project..(i could only find the utub video)
- i planed to use srd and mogplugins for menus, if that doesnt solve what i need i might build something myself
(but i disike building windows ect)
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about now.
currently i am working on a plugin,related to Regions..
I allready made functions to store regions data (position,id,xy ect) , and to display fixed imgs with showPicture related to reagions id on regions position.(controlled with scriptcalls)
- i want to also make options to have effects on Events & Units, related to if they have the same position like RegionId ect.. -
Wow. Fossil seems like an extremely powerful plugin. Very neat.
My last question about this plugin are the battle sequences. I know this won't give it the FE feel like SRPG Studio, but curious to know if there's a way to do it or is there a way to where when the battle is about to execute it takes you to the original battle sequence mode of RPG Maker?
I'm not an artist is why. -
yes you can make battle action sequence, this was among the best, you can check them hereWow. Fossil seems like an extremely powerful plugin. Very neat.
My last question about this plugin are the battle sequences. I know this won't give it the FE feel like SRPG Studio, but curious to know if there's a way to do it or is there a way to where when the battle is about to execute it takes you to the original battle sequence mode of RPG Maker?
I'm not an artist is why.
DynamicAction .. oh no, looks like it was updated, but the site is closing? had to use wayback machine
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hello.
Is there a way to hide allied units from the unit list in the menu?
(Example: Exclude allies with automatic action state)
I would appreciate your reply. -
thats related to the $gameParty..hello.
Is there a way to hide allied units from the unit list in the menu?
(Example: Exclude allies with automatic action state)
I would appreciate your reply.
so i think they are 2 ways:
1- edit the menu scene, where its decided that $gameparty members should be displayed.. and exclude those with autoBattleFlag..
(not the state, the state is also used on normal actors if you clik on autobattle in menu)
2- edit the $gameParty to always remove actors with autobattle flag, when going to menu.. and add them back when leaving the menu
( i guess its important for srpg battle that they are part of $gameparty most of the time )
i probably would preffer the First solution, which is cleaner & moreSafe i guess
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At the moment i cant give you advice how to do this, but i am pretty sure its possible..
( i would have to try it myself, but i want to finish other things first ) -
Thank you for your reply!
Thanks to you for showing me how to do it, I was able to solve the problem.
Modify line 89 of the plug-in "MenuBattleMemberOnly.js",
$gameParty.battleMembers().length
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$gameParty.members().filter(function(member){return !member.isStateAffected(autobattle stateID);}).length
With this kind of feeling, we succeeded in excluding the auto battle alliance unit from the menu display scene.
Sorry to ask again, but how do I create an ambush skill?
(Ambush Skill: Allied units can attack first against enemy attacks)
I think it's the part related to the attack order of SRPG_core.js, but I don't have any knowledge and don't know how to do it... -
has anyone figured how to call a common event when a player unit levels up?
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@monkey1031
my demo uses the plugin "attacker attackFirst",..
in srpg attack orders get defined by Action's speed..
(with that plugin the attackers action has always speed 1000, so an defenders "Ambush attack action" would need speed 1001, to be executed first in this case)
- you could edit that mini plugin , and change the speed var, depending on some if conditions about the actions skilld idattacker att first img
code for actions skill id:
JavaScript:- or you could change the actions speed in damage formula$gameSystem.EventToUnit(eventId)[1]._actions[0].item().id // insert => eventId data // returns number of used skill id
something like this perhaps?
JavaScript:a._actions[0].speed() = number; b._actions[0].speed() = number; // insert=> number data
both solutions are not tested but i am pretty sure it would work.. but the last solutions is probably better, because it requires no codeChange and can be used on any skill' damage formula..
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@xabileug
it depens if you use the unitCore or not..
there is a function in the srpg core, which gets overwritten in the unitCore. Thats the:
"Window_SrpgBattleResult.prototype.drawGainExp"-function.
There is also an option if the unit levels up, to play a sound ect..img
you could add a common event call there..
if using the unitCore, you have to add the if condition "if battler is actor".. in the srpg core the battler can only be an actor
-> you could also transport the battler data into a $gameVariable, in order to use it in the common event later
=> so that the common event knows which Unit triggered it ect
(that would work for actors and enemys, if not using the "actor if condition" with using and editing the unitCore function)
sidenote:
You could also store current actors levels in variables, in pre action and ask if they have one level more in after action..
(if you dont want to edit other functions)
the code for calling a common event is:
JavaScript:$gameTemp.reserveCommonEvent(id); // inser CE id
perhaps ill build a plugin for that in the future,.. for actors and enemys -
thanks @dopan ill check this with HIME_LevelUpEvents.js and
FeLevelUpMV.js. I wanted the same levelup from the android game of Fire Emblem Heroes -
Hello,
I'd like to use @dopan 's SRPG_EventUnitGraves plugin, but I would like only allied units to leave a grave behind. But if I don't make a grave event for the enemy, I get an error:
Cannot read property 'x' of undefined
Which makes sense, since the instructions say I need to make a grave for each enemy ID.
However, I have around 50 different types of enemies, so I'd prefer not to make an event for each one, especially since I don't want to do anything with a downed enemy.
Is it possible for only allies to leave a grave (so that I can create a revive skill) without needing to create an event for each enemy, and without adding those event notes in each enemy battler?
Thank you, everyone, for all your work and help! You are amazing and create and support wonderful things. -
curently there is no plugin param that can change it,..Hello,
I'd like to use @dopan 's SRPG_EventUnitGraves plugin, but I would like only allied units to leave a grave behind. But if I don't make a grave event for the enemy, I get an error:
Cannot read property 'x' of undefined
Which makes sense, since the instructions say I need to make a grave for each enemy ID.
However, I have around 50 different types of enemies, so I'd prefer not to make an event for each one, especially since I don't want to do anything with a downed enemy.
Is it possible for only allies to leave a grave (so that I can create a revive skill) without needing to create an event for each enemy, and without adding those event notes in each enemy battler?
Thank you, everyone, for all your work and help! You are amazing and create and support wonderful things.
i could add one in the future,,
however you have several options,
- you can use empty events as enemy gráves (without img)
- you can use neutral imgs as enemy grave (blue flame, a cross, a chest ,ect)
i am currently not sure if there is a short solution to remove enemys from the setup.. or if removing any enemy trigger might break the plugin
btw it is possible to build skills for enemys to revive enemys^^ i did that in my old tutorial demo, but its a bit complicated to build
sidenote: Enemy Graves are only related to their enemy id,
that means you need only 1 grave for all enemys that are clones..
the enemy unit ID is only used & needed on the "living enemy event" to know which unit has a grave in usage or not (for respawning purposes).. and to give that enemy a unique id
-> it is not recommened to use actor clones(same actor id), out of several reasons, but enemy clones(same enemy id, diefferent unitID) are no problem.. -
Thank you.
I would like to try it soon.
@monkey1031
my demo uses the plugin "attacker attackFirst",..
in srpg attack orders get defined by Action's speed..
(with that plugin the attackers action has always speed 1000, so an defenders "Ambush attack action" would need speed 1001, to be executed first in this case)
- you could edit that mini plugin , and change the speed var, depending on some if conditions about the actions skilld idattacker att first img
code for actions skill id:
JavaScript:- or you could change the actions speed in$gameSystem.EventToUnit(eventId)[1]._actions[0].item().id // insert => eventId data // returns number of used skill id
something like this perhaps?
JavaScript:a._actions[0].speed() = number; b._actions[0].speed() = number; // insert=> number data
both solutions are not tested but i am pretty sure it would work.. but the last solutions is probably better
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@xabileug
unitCore or not..
srpg core, which gets overwritten in the unitCore. Thats the:
"Window_SrpgBattleResult.prototype.drawGainExp"-function.
There is also an option if the unit levels up, to play a sound ect..
you could add a common event call there..
unitCore, you have to add the if condition "if battler is actor".. in the srpg core the battler can only be an actor
-> you could also transport the battler data into a $gameVariable
=> so that the common event knows which Unit triggered it ect
(that would work for actors and enemys, if not using the "actor if condition" with using and editing the
sidenote:
You could also store current actors levels in variables, in pre action and ask if they have one level more in after action..
(if you dont want to edit other functions)
the code for calling a common event is:
JavaScript:$gameTemp.reserveCommonEvent(id); // inser CE id
perhaps ill build a plugin for that in the future,.. for actors and enemys -
Look up other mv plugins.has anyone figured how to call a common event when a player unit levels up?
https://himeworks.com/2015/10/level-up-events/ is a good start. -
yes you can make battle action sequence, this was among the best, you can check them here
DynamicAction .. oh no, looks like it was updated, but the site is closing? had to use wayback machine
View attachment 245160
View attachment 245161
Ah apologies. I meant the vanilla combat. To make it as close to a FE feel as possible -
the front view or the side view? just turn off the map battle and it will proceed as the side viewAh apologies. I meant the vanilla combat. To make it as close to a FE feel as possible
EDIT:
i found a link to all Fire Emblem Heroes (mobile) sprite sheet compatible to dragon bones here
EDIT:
any one knows how to put the extra attack turn when attacker agi is greater by X points than target ? i like to show the x2 icon like in this image
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Thank you for your help!
If I understand right, changing the number to 0 would do the trick. That said, encounter another issue. Reviewed the demo and can't seem to figure out why it keeps doing this. This is the error.
TypeError: Cannot read property 'match' of undefined
at Function.ImageManager.isObjectCharacter (rpg_managers.js:906)
at Game_Event.Game_CharacterBase.setImage (rpg_objects.js:6664)
at Game_Event.refreshImage (SRPG_core.js:3602)
at SRPG_core.js:3658
at Array.forEach (<anonymous>)
at Game_Map.setEventImages (SRPG_core.js:3657)
at Game_System.startSRPG (SRPG_core.js:1606)
at Game_Interpreter.pluginCommand (SRPG_core.js:1070)
at Game_Interpreter.command356 (rpg_objects.js:10508)
at Game_Interpreter.executeCommand (rpg_objects.js:8930)
Right now I just have two characters - default hero and enemy bat, for testing and understanding the plugin. Before I start making the game. Have SRPGBattle Start under a parallel event, defined hero as <type:actor><id:1> and enemy bat as <type:enemy><id:1> and lastly the switches only 1 - 3 from what the default expresses. Do not have any other maps but the one I am working on.
What else am I doing wrong? -
EDIT:
any one knows how to put the extra attack turn when attacker agi is greater by X points than target ? i like to show the x2 icon like in this image
View attachment 245415@xabileug
use the same formula that the extra attack needs (user agi greater than target agi ect)
as condition to show or not show "2x"
edit
dont forget to ask for the skillnote aswell
- i mean the skillnote which can disable agi double action..
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@Aurawhisperer
from what i read it looks like you have a problem loading the char img?
perhaps any setup is wrong=?
(enemys need enemy note tags for example)
if you have an error press F8, make a screenshot and post that instead
also its always good to know, which demo you are using ect, if you changed any plugins ect
However i guess no matter which demo you used , that you forgot something in your setup.. -
Yea, I don't know how to isolate the console so I can screen the whole error log. That's why I copied and pasted it. Below is the screenshot of what shows when trying to load the game.
I was reviewing SRPG Engine MV and DynamicAction 1.32Q demo due to less complications on setup. It was easier for me to read. And again, only have the SRPG core plugin - no other plugins.