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

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Started by RyanBram 3313 posts Page 134 of 166 View original ↗
  1. Aurawhisperer said:
    Been meaning to ask. Seeing that the links are shot and as you said the web is down, do you have an alternative search or copies of the plugin? Would like to experiment and see whether I prefer the Fire Emblem approach or the Final Fantasy Tactics approach (If this enables me to do to Final Fantasy approach...)

    On the side, is there a way to shut off battle simulations when it comes to allies vs enemies or enemies vs enemies? Rather have the player actors show the battle simulations in work vs everyone else. Just shows damage counters or misses depending on RNG. (Unless I am able to do the Final Fantasy Tactic approach...)

    Ex of what I'm asking.

    If player attacks enemy - commence battle back background sequence.
    elif ally attacks enemy OR enemy team01 attacks enemy team02 - Turn off battle back background sequence and determine whether it is a hit or miss. If hit, show damage done else show miss
    yes , just switch the map battle on and off depending on whos turn it is.
    i think one is from this forum and the other is from the jap site

    jap download

    I have 3 files 1670987862750.png

    from twitter SRPG_GearMV will be released soon , with the MZ version.. google translates converter/gear same
  2. dopan said:
    my bad i dont use event commands much lately (using scripts), so i didnt recognized that there is no event command to change event imgs..
    However you could have googled: "how to set event imgs with script in rpg mv"..

    The script you want is a "Game_CharacterBase" which also applys on "$gameMap.event(id)"

    here is the default script:
    View attachment 247862
    thats what it looks like used on "$gameMap.event(id)":

    $gameMap.event(eventId).setImage(characterName, characterIndex);

    some more infos if needed:#4
    (about set eventImages)
    --------


    Now we need to know if that only works on 1 special actor, or if that should work on any actor that has the State?


    - if its 1 special actor, thats easy you dont need a script to check all actor units
    - if its for any actor you will need a "groupScript" to check all actors

    i explained group scripts a lot in this thread and also made a tutorial here:
    Srpg-plugins/$ScriptCallList_SRPG.js at main · DopanPlugins/Srpg-plugins
    However here is the related text & script:
    Spoiler
    JavaScript:
    // Code to ask about All EventUnits with the option to add code if Conditions are "True":
    //----------------------------------------------------------------------------------------------------------
    // (different Codes that are made out of this,with small edits, can be found in the plugin "SRPG_UnitsGroups")
     
    // check all MapEvents , "[i]" is the Event ID
       for (var i = 1; i <= $gameMap.events().length; i++) {
    // access to Battler data. In usage its needed to add [0] for the event_Type, or [1] for the event_Unit
    // That will look like this -> "battleunit[0]" "battleunit[1]"
    // in the following context, [0] or [1] is NOT added,thats to store event ID so that "battleunit"&"eventunit" can be equal
            var battleunit = $gameSystem.EventToUnit([i]);
    // access to GameMap event data
            var eventunit = $gameMap.event([i]);
    // if the event ID of "Event" and "Battler" are same ,beeing "actor"- or "enemy"- eventType & The Unit is NOTdeath("!" at the beginning means NOT) 
            if (battleunit && eventunit && (battleunit[0] === 'actor' || battleunit[0] === 'enemy') && (!battleunit[1].isDead())) {
    // example for executed script after all "if conditions" are "true"
    // here i wanna show how "$gameSystem.EventToUnit(eventID)[1]" is replaced by "battleunit[1]"
    // this adds a State to all Units that fit to the Conditions above.. its only needed to add the StateID (Replace "addID")   
                battleunit[1].addState(addId);
    // Free Room to add more Execution Scripts that are used if all Conditions are "true"   
                //
                // <-insert test code here & remove this help text + those "//"
                //
            }
        
       };
    same code without infos:

    JavaScript:
    // changed to ask if state affected & set img:
       for (var i = 1; i <= $gameMap.events().length; i++) {
            var battleunit = $gameSystem.EventToUnit([i]);
            var eventunit = $gameMap.event([i]);
            if (battleunit && eventunit && (battleunit[0] === 'actor' || battleunit[0] === 'enemy') && (!battleunit[1].isDead())) {   
                if (battleunit[1].isStateAffected(stateId)) { eventunit.setImage(characterName, characterIndex) };
            }
       };

    You should probably add an "else" condition to the last part, so if state is not affected set default img..

    And dont use a parrallel event to trigger this or this will be triggered all the time:
    there is always any actor that is or is not state affected..
    You should use "turnEnd" or "after action" as triggger..
    You might also want to store data on battlers/event/actor, to know if the actor/event has an img changed or if its using its original img--
    -> to not trigger img changes when a unit has its original img and no state affected

    => i can explain this more detailled if you dont figure it out yourself
    => and if you dont use this on enemy units, you can remove the "enemy part":
    || battleunit[0] === 'enemy'

    Btw solution 3 would also work in your case

    edit
    basicly you got 2 options left:


    -solution 1 ,which is explained above, but that will require more script to change the img back ect..
    ..if for any reason using several eventpages is not wanted, you need solution 1
    (if you want use solution 1 , i might need to give more detailled info and build script to check&restore the default event img after state was affected and state affection ended)


    -solution 3, which requires using several eventpages for each actor Unit, and a common event that enables/disables a unique switch for each possible actor, related to state affected..

    -> these Unique switches should be used as event page conditions
    -> the common event should be triggered parrallel when srpg battle is active
    (that way the switches will always be "up to date" in srpg battle)
    -> i would recommend this solution
    , cose it doesnt require so much script to change the imgs or to change them back when state is gone, or to check&restore the event default img ect..
    -> basicly this solution can be done without script usage, by using event commands instead, to check actors state and to set switches ect
    (the img changes will be handled from the different eventpages in these cases)
    -------

    no matter which solution you choose i can give more detailled infos how to do it if required..
    Trying to do it like this, but it keeps telling me that Heroes1(the filename of the sheets) is undefined.
    for (var i = 1; i <= $gameMap.events().length; i++) {
    var battleunit = $gameSystem.EventToUnit();
    var eventunit = $gameMap.event();
    if (battleunit && eventunit && (battleunit[0] === 'actor') && (!battleunit[1].isDead())) {
    if (battleunit[1].isStateAffected(20)) { eventunit.setImage(Heroes1, 1) }
    else { eventunit.setImage(Heroes1, 0) };
    }
    };

    Edit: I'm very stupid, my bad. Got it working. I just realized I was supposed to put the filenames in apostrophes.
    Thank you so much for the help. :)
  3. ThePsychoBear said:
    Trying to do it like this, but it keeps telling me that Heroes1(the filename of the sheets) is undefined.


    Edit: I'm very stupid, my bad. Got it working. I just realized I was supposed to put the filenames in apostrophes.
    Thank you so much for the help. :)
    nice but the problem here is that all actors img will be resetted always when you use this..

    we should add another "if condition" to check which img is used when state is NOT affected
    (under the else part)

    to only change the img back if its not the original.. cose currently all actors that are not state affected will set the img even if they already use the correct original..
    ( you dont have a bug, its just that its not nesseceray to set all imgs, i would avoid such things to only change/set the required img )

    in the case of your example that should be something like this:


    JavaScript:
    for (var i = 1; i <= $gameMap.events().length; i++) {
         var battleunit = $gameSystem.EventToUnit();
         var eventunit = $gameMap.event();
         if (battleunit && eventunit && (battleunit[0] === 'actor') && (!battleunit[1].isDead())) {
             if (battleunit[1].isStateAffected(20)) {
                 eventunit.setImage("Heroes1", 1);
             } else {
                 if (eventunit.characterName() === "Heroes1" && eventunit.characterIndex() === 1) {
                     eventunit.setImage("Heroes1", 0);
                 };
             };
         }
    };

    i couldnt test it myself.., cose i currently try to fix some driver/hardware issues, my whole OS is remade and most data is not added yet
    (means i dont have rpg maker installed at the moment)

    i mean the code should be correct , but there could be a typo , that happens often to me ..
  4. I wanted to see if "friends not user" could work with SRPG_AuraSkill. When it comes to some states, I want just the allies in range to have the state / effect but not the user.
  5. good evening
    When I use SRPG_Rescue.js as follows, I have a problem.

    When I use the plugins TemplateEvent.js and EventReSpawn.js to rescue an event called from another map, I'm facing a problem where the character chip of the event is not displayed when the event is released.
    Once I open and close the menu, the screen will be refreshed and the character chip will be displayed again...

    To clarify the question I want to ask,
    How can I execute the processing when opening and closing the menu at any time?
    (Perform redrawing of SRPG unit graphics at any time?)

    I apologize for the unclear question, but I would appreciate it if you could answer.
  6. alright guys! srpg_converter -> SRPG Gear has been finally released !

    Materials released!

    [SRPG Gear MV] sample game https://game.nicovideo.jp/atsumaru/games/gm25061…
    project download https://onl.bz/3q42yme
    Github https://github.com/Ohisama-Craft/SRPG_GearMV…

    [SRPG Gear MZ] sample game https://game.nicovideo.jp/atsumaru/games/gm25061…
    project download https://onl.bz/b3Ge93Z
    Github https://github.com/Ohisama-Craft/SRPG_GearMV… #SRPGギア #RPGツクール
    1671305101738.png
  7. monkey1031 said:
    good evening
    When I use SRPG_Rescue.js as follows, I have a problem.

    When I use the plugins TemplateEvent.js and EventReSpawn.js to rescue an event called from another map, I'm facing a problem where the character chip of the event is not displayed when the event is released.
    Once I open and close the menu, the screen will be refreshed and the character chip will be displayed again...

    To clarify the question I want to ask,
    How can I execute the processing when opening and closing the menu at any time?
    (Perform redrawing of SRPG unit graphics at any time?)

    I apologize for the unclear question, but I would appreciate it if you could answer.
    i think i know what you mean, but i dont use these plugins and cant test anything at the moment..

    you could try :
    JavaScript:
    $gameMap.refresh()

    or:
    JavaScript:
    $gameMap.requestRefresh();

    edit:
    @RK DracoRoy

    sry i didnt used shoukangs SRPG_AuraSkill yet, so i cant give any support or hints on that
    ---
    ---
    @xabileug

    thx for the update^^

    i guess these demos use new srpg core versions, so we dont know much yet about compatiblety with other srpg plugins from this thread..
    i might look into the mv core later but at the moment i dont have time for that..
    ( i guess most plugins will work, except those from me, which require my edited srpg core )
  8. dopan said:
    i guess these demos use new srpg core versions, so we dont know much yet about compatiblety with other srpg plugins from this thread..
    i might look into the mv core later but at the moment i dont have time for that..
    ( i guess most plugins will work, except those from me, which require my edited srpg core )
    yes, the enemy level enemy equip, status window pages.. i also have not translated the core yet so i dont know what's new except the prediction window layout.
  9. xabileug said:
    alright guys! srpg_converter -> SRPG Gear has been finally released !

    Materials released!

    [SRPG Gear MV] sample game https://game.nicovideo.jp/atsumaru/games/gm25061…
    project download https://onl.bz/3q42yme
    Github https://github.com/Ohisama-Craft/SRPG_GearMV…

    [SRPG Gear MZ] sample game https://game.nicovideo.jp/atsumaru/games/gm25061…
    project download https://onl.bz/b3Ge93Z
    Github https://github.com/Ohisama-Craft/SRPG_GearMV… #SRPGギア #RPGツクール
    View attachment 248302
    An english version would be appreciated given this is an english forum.
  10. MetalKing11417 said:
    An english version would be appreciated given this is an english forum.
    the demo is from the jap. dev..
    and i dont think he(or she idk) will make any english translations

    maybe xabileug or ryan have the time and motivation to do that, but idk and & its probably a lot of work..
    (also it would require an "editor version" of the demo and i dont know if there is any available)

    --
    i also have not translated the core yet

    @xabileug

    the plugins would only need translation on the description help info part,
    but from "reading the code point of view" its not important..
    ..also if the gear stuff does something similar like my unitcore (adding equip to units ect) , i probably wont addapt it cose i use my plugins instead..

    i just meaned that i will look into the core sooner or later , to see if there is anything that i want to adapt in my edited core..
    And to understand better the differences betwen the different core plugins..
  11. @dopan i have to ask the author though it's already in the readme file.
    @Shoukang was part of SRPG Gear as the author mentioned.

    i'm looking into the demo and the database has nice pretty set of skills and stuffs.
    8 classes - ninja, priest, knight, archer, sorcerer, dancer, and engineer.
    there's also the summon and teleport skill from shoukang's extension plugins.

    there's map battle but dynamic motion is not included, have not tested the compatiblity for them yet.

    if i do release my translation, it would be with my modifcations esp on the UI. and i'd populate it already with FFTA and Fire Emblem stuffs for the data base.
    1671352918245.png
  12. dopan said:
    i think i know what you mean, but i dont use these plugins and cant test anything at the moment..

    you could try :
    JavaScript:
    $gameMap.refresh()

    or:
    JavaScript:
    $gameMap.requestRefresh();

    edit:
    @RK DracoRoy

    sry i didnt used shoukangs SRPG_AuraSkill yet, so i cant give any support or hints on that
    ---
    ---
    @xabileug

    thx for the update^^

    i guess these demos use new srpg core versions, so we dont know much yet about compatiblety with other srpg plugins from this thread..
    i might look into the mv core later but at the moment i dont have time for that..
    ( i guess most plugins will work, except those from me, which require my edited srpg core )
    Thank you for answering my question.
    But it didn't solve the problem....
    As an alternative, I would like to try calling events in SRPG_Summon to see if the problem occurs.
    (The image below illustrates the problem I encountered.
    It seems that it will be redisplayed if the screen is reloaded by opening and loading the menu, etc...)

    situmon2.png
  13. Thoughts on the new plugin:

    New plugin parameters:

    battleDistanceID
    Sets distance between user and target between battles to the value of a variable

    srpgActorCommandList
    Enables custom command lists (when actors choose an action)

    srpgMenuCommandList
    Enables custom menu (though you could just use Shoukang's custom menu plugin anyway)

    srpgAgiAttackPlusPayCost
    Changes if a double attack uses skill costs or not (if agility is significantly higher than targets)

    srpgBattleOrder
    Adds "Vantage" to the game (allows targets to attack first if they have higher agility)

    srpgBattleReaction
    Enables counter attack modification if user attacks a unit to the side

    srpgDefaultReactionSkill
    Enables the ability to change the "counter-attack" skill ID (not really useful... since it's a plugin parameter and not a notetag)

    srpgNotShowUpDeadActor
    Prevents dead characters from joining battle. It uses the id:0 which means it must require Shoukang's Battle prepare script

    New notetags:

    srpgReactionSkill
    Allows unit to counter attack with a set skill Id

    srpgActorCommandList
    Enables customisation of command actions based on actor id

    simpleAI
    This is used for skills and basically tells the game if a skill should be used once or never used

    srpgCorrectionX and srpgCorrectionY
    Changes where the enemy is located when battling

    =========

    There is a better explanation of all notetags and js functions in the help section

    =========

    New functions

    srpgMakeCounterActions
    onDeadActorOk
    srpgReactionSkill
    turnCount
    srpgMinRangeAdapt
    sSet
    activeEventId
    eventEventDistance
    isUnitActor
    isUnitParams
    isActiveEventId
    unitGainHp
    unitRemoveState
    unitTurnEnd
    createLogWindow
    createDeadActorWindow
    srpgCanNotUpdateCallMenu
    srpgCancelActorMove
    reSetMoveRangeTable
    skillForUser
    onDeadActorOk


    Modified functions

    paramPlus
    setBattleMode
    addActor

    There's way more but there are a lot of edits to wade through so I just highlighted ones I thought were interesting

    ===========

    My take: Don't bother updating unless you are starting from scratch.
    Most of the new functions are basically helper functions
    There are some edits that add some extra functionality to the system
    There are some edits that enable more customization to the game though most of these edits can be done by the user anyway
    Dopan's srpg_core.js plugin has probably just as many edits and the style of the srpg_core.js edits are very similar to what Dopan has been doing
  14. @monkey1031
    try :
    JavaScript:
    Sprite_Character.prototype.update.call(this);
    this should force an update on all char sprites on map,if that doesnt work, i am clueless for now..

    also like you saied you could try the summon plugin or use the eventspawner from galv, like i do in my demos..
    --------
    @
    boomy
    thx for the infos!

    about cnt skill change with notetag:

    we already have counterskillNoteTags with the statbased counter plugin, it wont work for agi counter by default but can be adapted..
    ( i just dont care anymore about agiatt+ compatiblety ect )
    in the statbased counter plugin ,basicly every unit has a "counterskill_Id" similar how the "attackSkill_Id" works, but the attack skill Id will also include counterskill Id.. which makes it easy to adapt..
    --> counterSkillId() is basicly only a variable stored on units ,that means we could even change :
    JavaScript:
    battler.counterSkillId()
    ..by script if needed (but i think notetags would overwright it anyway, if notetags are used)
    --
    .. and you are right most things you mentioned are already part of my edited core or other plugins one way or another..
    ------

    @xabileug
    i linked your post with the new jap demos to my signature spoiler, i hope thats OK for you
    ...
    it's already in the readme file.
    thats pretty helpfull.. i didnt recognized^^
    if i do release my translation, it would be with my modifcations
    i would be fine with whatever you do, and everybody else should aswell, cose at the end its work you do for free..
    i'm looking into the demo and the database has nice pretty set of skills and stuffs.
    thats interressting aswell, we could adapt that for newer demo versions..

    -----
    -----
    sidenote from my point of view:
    i still wish the jap dev would look into my edited core and maybe even other plugins, so we would not make the same work double & it would be helpfull for better compatiblety^^
    But nevermind i cant speak jap, .. and there are still usefull things like the skills&classes&otherStuff in demo database..

    also sooner or later i should rework my edited core, cose a lot of functions are used double to overwrite the default one, that makes it sometimes a bit chaotic to read the edited core
  15. dopan said:
    @monkey1031
    try :
    JavaScript:
    Sprite_Character.prototype.update.call(this);
    this should force an update on all char sprites on map,if that doesnt work, i am clueless for now..

    also like you saied you could try the summon plugin or use the eventspawner from galv, like i do in my demos..
    --------
    @
    boomy
    thx for the infos!

    about cnt skill change with notetag:

    we already have counterskillNoteTags with the statbased counter plugin, it wont work for agi counter by default but can be adapted..
    ( i just dont care anymore about agiatt+ compatiblety ect )
    in the statbased counter plugin ,basicly every unit has a "counterskill_Id" similar how the "attackSkill_Id" works, but the attack skill Id will also include counterskill Id.. which makes it easy to adapt..
    --> counterSkillId() is basicly only a variable stored on units ,that means we could even change :
    JavaScript:
    battler.counterSkillId()
    ..by script if needed (but i think notetags would overwright it anyway, if notetags are used)
    --
    .. and you are right most things you mentioned are already part of my edited core or other plugins one way or another..
    ------

    @xabileug
    i linked your post with the new jap demos to my signature spoiler, i hope thats OK for you
    ...

    thats pretty helpfull.. i didnt recognized^^

    i would be fine with whatever you do, and everybody else should aswell, cose at the end its work you do for free..

    thats interressting aswell, we could adapt that for newer demo versions..

    -----
    -----
    sidenote from my point of view:
    i still wish the jap dev would look into my edited core and maybe even other plugins, so we would not make the same work double & it would be helpfull for better compatiblety^^
    But nevermind i cant speak jap, .. and there are still usefull things like the skills&classes&otherStuff in demo database..

    also sooner or later i should rework my edited core, cose a lot of functions are used double to overwrite the default one, that makes it sometimes a bit chaotic to read the edited core
    Thank you very much for giving me advice again!
    ... However, the problem was not resolved.

    For the time being, it was fine when I tried it with SRPG_Summon, but it was difficult to use this plugin in the end due to other plugins and system conditions.

    For now, I'm going to throw away my obsession with the "rescue" command and move on to other work.
    Finally, thank you again for your advice.
  16. @dopan no prob, the srpgGear is already on github im just not sure how github works for merging stuff. thanks to @boomy for examining the code.

    in the demo, the equips were renamed :
    i'm not so sure with my translation, but emblem is for the "bangles" that gives reaction skills, i just decided to name it emblem for fire emblem reference
    1671406336311.png
    Then the fifth slot, i really did not comprehend and translated it to title. it's like a unique skill from fire emblem heroes reference -- the sacred seal skill slot S.

    Fire Emblem Heroes in Mobile has 6 unit skills -
    Weapon Skill
    Reaction/Support Skill
    Special /Ultimate Skill
    Passive A (Parameter Boost)
    Passive B
    Passive C (Aura)
    Sacred Seals - Party Buff

    1671406693434.png
    I think my next step would be correcting the levels parameter so unit HP will be less than 3 digits (except for bosses).
    I'm still trying to implement the BeforeCommon.js -- trigger common event when unit use item or skill (tactics ogre and FFTA style) and the levelupcommon.js -- via event show random stat levelup with bust
  17. xabileug said:
    I'm still trying to implement the BeforeCommon.js -- trigger common event when unit use item or skill
    you have 3 options to trigger script before the action is executed:
    Spoiler
    1- use pre action phase..
    (on mapbattle that works only with my core ,other core map battle pre action phases are buged , cose the default mapbattle plugin had that bug.. it will trigger after action,like a second after action phase ,.. but before the real after action phase)
    ->the bugfix is easy to add into any other srpg core if needed..
    .. you only need to make small scenemap functions that execute the scripts which come after the eventbeforebattle is called.. to avoid these scripts from beeing executed before the eventbeforebattle is executed..
    .. thats related to scenemap functions always run one after the other, never parallel

    - example of what i mean can be seen in my edited core:
    @ Scene_Map.prototype.srpgBattleStart = function(userArray, targetArray)
    (the second one in the mapbattle section of the plugin)

    2- use yeps "custom execution" -skillnote which is the preffered option that we used, till yep plugins couldnt be added to tutorial demos anymore
    (its part of "yep skill core" i think..)
    .. to execute common event you need to add this script in skill note:
    JavaScript:
    $gameTemp.reserveCommonEvent(ID)

    3- for mapbattle only, and only with my edited core, there is an option to let skill common events trigger BEFORE the action apply execution..
    (not really recommended , i made this a walkaround for myself if ever needed..i did that while fixing the map battle pre action phase bug mentioned above)
  18. Hi. Everyone.

    Just want to let you know that the SRPG Gear MZ Demo translation is in progress. The new thread for the MZ is waiting for moderator approval and the official website each for Japan and English communities will be made.

    I can only say this for the moment.

    Thank you for very much for your support.
  19. How do I get the skill window to show near the actor window instead of being next to the help window? The only change I managed so far was make it show 4 rows / 2 columns of skills, so it won't take over the whole screen.

    SkillWindow.PNG
  20. i am not sure right now,but from looking at your img, i guess its related to the var wy

    on your img the var wy is related to the help window

    edit

    also the var wx uses data of var wy aswell..
    --

    @ all
    merryxmax everybody!