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

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Started by RyanBram 3313 posts Page 137 of 166 View original ↗
  1. ThePsychoBear said:
    Trying to make it so my super jump skill can't land on walls using terrain tags, but I'm not entirely sure what I'm doing wrong. Trying to use methods in both position effects and range control, with not much luck in keeping my guy from jumping on the walls(which have the terrain tag of 4)
    These are the note tags I'm using.
    View attachment 253044
    You could put empty events on walls with the object tag.i believe the object tag on events prevents those cells getting targeted
  2. or you could try yeps "region restrictions"-plugin(so that no event can go on this region) and use a region instead, if the other solution doesnt work, or if you want to avoid using lot of events..

    there might be srpg solutions for this, but i got no idea right know sry
  3. Hi.

    Is there a way for me to create a random AOE attack without battle sequence being active?

    Example. Player phase, the cannons on the player side takes fire and randomly hit the block spots show on the map depending on the rand number it conjures.

    Also provided feedback on the MZ plugin of srpg. Found some problems in it.

    1676412086202.png
  4. Dumb question but can I use items outside combat? Let's say the party get a potion of strength growth and want to use it on normal map. Test the demo and get cannot read property 'isDead' of undefined with either newly items or the store potion in the guild room.
  5. @miragewolf
    it should be, but the isDead stuff, sounds like it checks if any battleunit is existing(alive)
    .. which needs srpg battle

    not sure which demo you use..

    @Aurawhisperer
    yes but only with my force-action plugin and a bit js knowledge, at the moment there is no easy way to do it
  6. Aurawhisperer said:
    Hi.

    Is there a way for me to create a random AOE attack without battle sequence being active?
    ....
    sory to quote your question.. I just want to know if posible the aoe attack is the last enemy move.
    fyi.. I analyst from many srpg game.. there are 4 battle phase!!!
    * your battle phase
    * ai-friendly phase
    * enemy phase
    * netral phase


    if you can make this phase.. then the answer.. aoe random must be execute by enemy but you cant reach it.. and it will remove if all enemy are 0

    * sory I can only giving the idea.. but not the execution

    btw.. do you use SRPG gear or Srpg Converter?
    * srpg gear ver 1.00 while srpg (ts) are 1.32
    SRPGGear
    //=============================================================================
    // SRPG_core.js -SRPGギアMV-
    // バージョン : 1.00 + Q
    // 最終更新日 : 2022/12/11
    // 制作 : 有明タクミ(おひさまクラフト)
    // ベースプラグイン : SRPGコンバータMV(神鏡学斗(Lemon slice), Dr. Q氏, アンチョビ氏, エビ氏, Tsumio氏)
    // 配布元 : http:
    //-----------------------------------------------------------------------------
    // copyright 2017 - 2021 Lemon slice all rights reserved.
    // copyright 2022 ohisama Craft all rights reserved.
    // Released under the MIT license.
    // http://opensource.org/licenses/mit-license.php
    //=============================================================================
    SRPG Converter
    //=============================================================================
    // SRPG_core.js -SRPGコンバータMV-
    // バージョン : 1.32 + Q
    // 最終更新日 : 2020/10/8
    // 制作 : 神鏡学斗, Dr. Q
    // 配布元 : http://www.lemon-slice.net/
    // 制作協力   : アンチョビ様 
    // エビ様 http://www.zf.em-net.ne.jp/~ebi-games/
    // Tsumio様
    //-----------------------------------------------------------------------------
    // copyright 2017 - 2019 Lemon slice all rights reserved.
    // Released under the MIT license.
    // http://opensource.org/licenses/mit-license.php
    //=============================================================================
    basicly the same.. but why the gear have 1.00 ?? no 1.33?
  7. gundambison said:
    sory to quote your question.. I just want to know if posible the aoe attack is the last enemy move.
    fyi.. I analyst from many srpg game.. there are 4 battle phase!!!
    * your battle phase
    * ai-friendly phase
    * enemy phase
    * netral phase


    if you can make this phase.. then the answer.. aoe random must be execute by enemy but you cant reach it.. and it will remove if all enemy are 0

    * sory I can only giving the idea.. but not the execution

    btw.. do you use SRPG gear or Srpg Converter?
    * srpg gear ver 1.00 while srpg (ts) are 1.32
    SRPGGear
    //=============================================================================
    // SRPG_core.js -SRPGギアMV-
    // バージョン : 1.00 + Q
    // 最終更新日 : 2022/12/11
    // 制作 : 有明タクミ(おひさまクラフト)
    // ベースプラグイン : SRPGコンバータMV(神鏡学斗(Lemon slice), Dr. Q氏, アンチョビ氏, エビ氏, Tsumio氏)
    // 配布元 : http:
    //-----------------------------------------------------------------------------
    // copyright 2017 - 2021 Lemon slice all rights reserved.
    // copyright 2022 ohisama Craft all rights reserved.
    // Released under the MIT license.
    // http://opensource.org/licenses/mit-license.php
    //=============================================================================
    SRPG Converter
    //=============================================================================
    // SRPG_core.js -SRPGコンバータMV-
    // バージョン : 1.32 + Q
    // 最終更新日 : 2020/10/8
    // 制作 : 神鏡学斗, Dr. Q
    // 配布元 : http://www.lemon-slice.net/
    // 制作協力   : アンチョビ様 
    // エビ様 http://www.zf.em-net.ne.jp/~ebi-games/
    // Tsumio様
    //-----------------------------------------------------------------------------
    // copyright 2017 - 2019 Lemon slice all rights reserved.
    // Released under the MIT license.
    // http://opensource.org/licenses/mit-license.php
    //=============================================================================
    basicly the same.. but why the gear have 1.00 ?? no 1.33?
    my force action plugin only needs a scene-map update that is triggered, no matter from which source..
    but it probably also needs target and acting unit, atleast it gets difficult without..because of ep and other codechains...
    (dummy units like trees that destroy themself could be used)


    but for non unit actions, we could also simulate actions, by using animations and doing dmg on units ect.. that requires JS knowledge and a common event with some scripts ect, but no extra plugin, the difficulty depends on how complex it should be..

    about the plugin usage ect
    it highly depends on what plugins you wanna use, ..
    i will only use my edited core.. and i think at the moment most plugins in this forum are not made for the gear-core anyway
  8. dopan said:
    my force action plugin only needs a scene-map update that is triggered, no matter from which source..
    but it probably also needs target and acting unit, atleast it gets difficult without..because of ep and other codechains...
    (dummy units like trees that destroy themself could be used)


    but for non unit actions, we could also simulate actions, by using animations and doing dmg on units ect.. that requires JS knowledge and a common event with some scripts ect, but no extra plugin, the difficulty depends on how complex it should be..

    about the plugin usage ect
    it highly depends on what plugins you wanna use, ..
    i will only use my edited core.. and i think at the moment most plugins in this forum are not made for the gear-core anyway
    you mean using this script??
    Code:
    yourEvent.battlersNear(size, minSize, 'shape', [direction])
    ex
    Code:
    $gameMap.event(23).battlersNear(size, minSize, 'shape', [direction])
    * not sure
    according to plugins
    Returns a list of actors/enemies/both near the specified event!! (SRPG_AoE.js)​
    [ https://github.com/Ohisama-Craft/SRPG_GearMV/blob/main/SRPG_AoE.js ]


    I'm thingking edit on this
    actorTurn.jpg
    then using this code to pointing where gonna happen
    Code:
    this.playerMoveToEvent(23);
    then execute battlersNear
    then you receive bunch of battler near the explosion...
    decrease their HP

    * sry not sure..
  9. gundambison said:
    you mean using this script??
    (..)
    no i mean using script in general, depending on what you want to do..
    (regarding simulating non Unit actions)
    - calc distance betwen all battleunits(events) and a singel map position (rpg maker script, or srpg, both is availleble)
    (instead of trying to simulate an aoe-shape which might be more difficult)
    - trigger other script based on that distance from above..
    - request animations on events (rpg maker script-"event" script)
    - change battleUnit hp/mp (needs srpg script knowledge about "battleunits")
    - trigger dmgpopup (needs srpg script knowledge about the mapbattle part)
    -> and combining these examples above, builded in a common event with script usage,,

    .. like i sayed this requires js knowledge, and also exp with the srpg plugins..
    this needs time, using the console and reading the plugins
    .. i suggest to start with easier things in your project before trying more complicate stuff..
    ---
    Thats why i say its possible but not easy to do..

    however at the moment the only plugin (still work in progress) which is supposed to do such things or support doing such things is my "force-action"-plugin..
    thats because i had the same idea,.. aswell as trying to do combos with other units ect
    (the aoe plugin is not made for such things, its made for the default battlestuff, but you can read the aoe plugin to find some helpfull script parts or to understand better how it works ect)


    edit
    we can even use regions to affect units , or as indicater for which unit gets such dmg ect.. instead of distances
  10. Is there a way to have a screen that previews the enemy skills and passives? I know we can see if the enemy is holding a weapon and their stats and weaknesses , but it knowing the enemy skill set is also kinda key in these tactical games.

    I may have missed it looking through the thread though, it’s a lot of pages
  11. Lonewulf123 said:
    Is there a way to have a screen that previews the enemy skills and passives? I know we can see if the enemy is holding a weapon and their stats and weaknesses , but it knowing the enemy skill set is also kinda key in these tactical games.

    I may have missed it looking through the thread though, it’s a lot of pages
    skills can be seen with shoukangs "status-window" plugin (or my edited version),..
    i am not sure about passives, but this plugin is made in order to edit it to your own needs..
  12. dopan said:
    skills can be seen with shoukangs "status-window" plugin (or my edited version),..
    i am not sure about passives, but this plugin is made in order to edit it to your own needs..
    Thank you! I’m sure there’s a way around the latter.

    I can see how the edits go
  13. dopan said:
    @miragewolf
    it should be, but the isDead stuff, sounds like it checks if any battleunit is existing(alive)
    .. which needs srpg battle

    not sure which demo you use..

    @Aurawhisperer
    yes but only with my force-action plugin and a bit js knowledge, at the moment there is no easy way to do it
    I used this one (thought they were the same but in different language.)
    『ゲームアツマール』サービス終了のお知らせ|ニコニコインフォ Replacing SRPG_core fixed item use but get error when going to the battle map, guess it had been modified which causes the incompatibility.
  14. dopan said:
    @miragewolf
    it should be, but the isDead stuff, sounds like it checks if any battleunit is existing(alive)
    .. which needs srpg battle

    not sure which demo you use..

    @Aurawhisperer
    yes but only with my force-action plugin and a bit js knowledge, at the moment there is no easy way to do it
    By any chance your plugin works in MZ? I decided to convert everything over to MZ seeing SRPG is available on that.
  15. @miragewolf

    this demo is from the jap dev, its not made by anyone in this forum..
    ryan does translate it, but we cant give any advice or support on this
    (atleast i cant)

    @Aurawhisperer

    i was told that the fossil plugin can work with srpg&mz ect , but i am not sure how compatible that is at the end..
    i dont plan to use mz or fossil myself, and i can only advice to use the mv version of srpg, because it will have the most support in this forum.

    as far i know the orginal jap dev ,does also plan to support mz
    (not sure if that already happens or if its in the future)
  16. suggestion don't use SRPG Gear MV. Even is same
    Source

    Github :

    GitHub - Ohisama-Craft/SRPG_GearMV: SRPG(tactical battle system) plugins for RPG Maker MV
    if you wanted this.. Better take MZ.. Because it got translate (cmiiw)
    * I were tried to translate it.. but is not worth it.. since someone already trans the MZ version

    Please take other SRPG here (rekomended) :

    Shoukang SRPG Plugins
    this is give example and tutorial.. You can easy to tested and understand what his lecture.

    if You found any error during dev..
    zip your data folder after giving problem.. soo we can check from there
    * use basic char images for your development..
  17. Hi, I have another question.

    If I wanted to set up a passive state that only activates while the player attacks or initiates and attack is that possible?

    For example, a skill that increases the units attack by 5 when they initiate an attack.

    Conversely, one that only initiates when the enemy attacks you.
  18. gundambison said:
    suggestion don't use SRPG Gear MV. Even is same
    Source

    Github :

    GitHub - Ohisama-Craft/SRPG_GearMV: SRPG(tactical battle system) plugins for RPG Maker MV
    if you wanted this.. Better take MZ.. Because it got translate (cmiiw)
    * I were tried to translate it.. but is not worth it.. since someone already trans the MZ version

    Please take other SRPG here (rekomended) :

    Shoukang SRPG Plugins
    this is give example and tutorial.. You can easy to tested and understand what his lecture.

    if You found any error during dev..
    zip your data folder after giving problem.. soo we can check from there
    * use basic char images for your development..
    Well from what Dopan explained, support will be limited if I stick with MZ.

    And it looks like these plugins are made for MV.

    Edit: After reading the threads carefully, starting to realize this SRPG is made more for a FFT setup for those who're not very exp on js let alone the rest of the plugins.

    I can only go as far as defining actors and enemies, and assign them basic commands that is introduced in the demo. Anything else though... doesn't seem possible.

    @dopan Do you have a demo for Unit Core? It keeps crashing on me and not sure why.
  19. Aurawhisperer said:
    Well from what Dopan explained, support will be limited if I stick with MZ.

    And it looks like these plugins are made for MV.

    Edit: After reading the threads carefully, starting to realize this SRPG is made more for a FFT setup for those who're not very exp on js let alone the rest of the plugins.

    I can only go as far as defining actors and enemies, and assign them basic commands that is introduced in the demo. Anything else though... doesn't seem possible.

    @dopan Do you have a demo for Unit Core? It keeps crashing on me and not sure why.
    Agree.. But for newbie better take my advice.. Since they need guide to make the plugins..
    Can you share your data folder and zipped itu.. Then we can check it out..
    * backup your data first.. Then just delete few things from there before zip and share to us
    Lonewulf123 said:
    Hi, I have another question.

    If I wanted to set up a passive state that only activates while the player attacks or initiates and attack is that possible?

    For example, a skill that increases the units attack by 5 when they initiate an attack.

    Conversely, one that only initiates when the enemy attacks you.
    Give us example attack you want to make..
    Like added str when attack?
    Different method is depend on your detail
    * more detail plz
  20. gundambison said:
    Give us example attack you want to make..
    Like added str when attack?
    Different method is depend on your detail
    * more detail plz
    For example, Ralph has a passive skill that grants him +5 atk when he attacks an enemy.

    You control Ralph, you initiate combat with an enemy, he gains +5 atk. The skill deactivates.

    Then the enemy takes his turn. The enemy attacks Ralph, he DOESN’T gain the attack bonus in this action.

    Does that make sense?