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

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Started by RyanBram 3313 posts Page 143 of 166 View original ↗
  1. @dopan Would it be possible to make a single target skill to revive a dead ally which turned into a grave? Could you show me how to do it? Thanks
  2. Frelsigard said:
    @dopan Would it be possible to make a single target skill to revive a dead ally which turned into a grave? Could you show me how to do it? Thanks
    because you saied Grave, i guess you are using the eventUnitGraves plugin..

    -> this has special scriptcalls that delete the grave and revive the unit..
    its easy to do that with Non-auto units , but if you know how to set the AI ect, it can also be used by auto-actors or enemy units..
    => the easiest way to do it for the non auto units is adding the script to a skill with Common event
    screenshot from eventUnitGraves Plugin
    2023-04-26 00_32_06-SRPG_EventUnitGraves.js - Editor.png
    in the common event, you can build a choice option, which unit should be revived, this should be related to which units are death.. and maybe the distance to the skill user..

    i had examples for how to properly setup all kinds or revive skills in my old demo which had the yep plugins and cant be uploaded.. i also planed to rebuild them into the current demo, but i dont know when i will work on my current demo..
  3. how would i add a state at the start of battle to all units for map battle? ive tried the script calls via Dopans script call list but cant seem to figure it out, sorry if its been asked before

    Got it sorted used passive states
  4. kelpykelps said:
    how would i add a state at the start of battle to all units for map battle? ive tried the script calls via Dopans script call list but cant seem to figure it out, sorry if its been asked before

    Got it sorted used passive states
    by definition, passive states are not regular states.. (also by script structure they are different)..

    however this script should work for normal states: (on all units, actors & enemys)
    i add this info just incase its needed..
    (and this is the script from my scriptcall info list on my github, but without the explanation text)
    JavaScript:
       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())) {                  
                battleunit[1].addState(10);
            }        
       };
    this script checks all events, and if they are:
    "BattleUnits", and "actors or enemys" and "not death = alive" ..
    ..the state with state id 10 will be added..

    state id can be changed in the "battleunit[1].addState(10);"
  5. dopan said:
    by definition, passive states are not regular states.. (also by script structure they are different)..

    however this script should work for normal states: (on all units, actors & enemys)
    i add this info just incase its needed..
    (and this is the script from my scriptcall info list on my github, but without the explanation text)
    JavaScript:
       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())) {              
                battleunit[1].addState(10);
            }    
       };
    this script checks all events, and if they are:
    "BattleUnits", and "actors or enemys" and "not death = alive" ..
    ..the state with state id 10 will be added..

    state id can be changed in the "battleunit[1].addState(10);"
    thanks heaps I appreciate it, Would this work for changing character index of units as well as other things if I changed the code abit?
  6. kelpykelps said:
    thanks heaps I appreciate it, Would this work for changing character index of units as well as other things if I changed the code abit?
    this script adresses a group of units(means , battlers and events of the units), it can also be changed to only adress actors or enemys.. (by removing the other code part)

    and it can be used to do other things to unit groups, if you know the correct script and put it at the position of :
    "battleunit[1].addState(10);"
    (this part is the script that gets executed if all "if conditions" above are "true")
  7. Is it possible to change tile size in SRPG from 48 x 48? what i mean is changing the movement grid in srpg engine to say 96 x 96 as i wanted to use bigger sprites to have more detail in characters
  8. Two things I was wondering:

    1) The actor / enemy status windows. Could the windows appear when you hover the cursor on the event and when you click the event, the status window closes?

    2) I was wondering if it could be altered where the position of the status window changes depending on the event's location (player cursor) on the game screen or view. I mentioned screen / view because you could be anywhere on the map.

    e.g. If the event (cursor) is around the bottom left corner, position the status window to be on the upper right.
    If it's center or around the upper right corner, status window can be on the bottom left corner.
  9. RK DracoRoy said:
    Two things I was wondering:

    1) The actor / enemy status windows. Could the windows appear when you hover the cursor on the event and when you click the event, the status window closes?

    2) I was wondering if it could be altered where the position of the status window changes depending on the event's location (player cursor) on the game screen or view. I mentioned screen / view because you could be anywhere on the map.

    e.g. If the event (cursor) is around the bottom left corner, position the status window to be on the upper right.
    If it's center or around the upper right corner, status window can be on the bottom left corner.
    Yes, you need to code it.
  10. I had mentioned this earlier, but the range tiles from a skill appear even when I click on a unit instead of defaulting back to the equipped weapon's range. And it's glaring if the skill has longer range.

    How to replicate it:
    Click the unit -> Choose Skill and a skill that has its own range -> Cancel skill and close the menu -> Cancel the cursor on unit (making the tiles disappear) -> Click the unit again -> The range from the previously selected skill appears.

    I only need it to default back to the equipped weapon's range regardless, not the last picked skill until a turn is passed.
  11. I am trying to create a plugin for this demo that allows game.events (actors and enemies) to occupy more more than 1 square and be selectable and have collission, something very useful for bigger bosses or using bigger actors too. Plugin doesn't do anything, someone knows how to make it work? also shows no error.

    JavaScript:
    /*:
     * Allows events to occupy more space on the map
     *
     * This plugin allows events to occupy more space on the map.
     * Use the notetags in the event page to configure the size.
     *
     * <Area: 1x1> - Occupies normal size
     * <Area: 2x1> - Occupies two horizontal squares
     * <Area: 1x2> - Occupies two vertical squares
     * <Area: 2x2> - Occupies 4 squares in a square shape
     */
    
    (function() {
    
        // Extend the Game_Event class to add extra size functionality
        Game_Event.prototype.initExtraSize = function() {
            this._extraSize = {width: 1, height: 1};
            var re = /<Area: (\d)x(\d)>/i;
            var match = this.event().note.match(re);
            if (match) {
                this._extraSize.width = +match[1];
                this._extraSize.height = +match[2];
            }
        };
    
        // Add a function to check for selection within the extra size
        Game_Event.prototype.isClickedWithinExtraSize = function() {
            let x = $gameMap.canvasToMapX(TouchInput.x);
            let y = $gameMap.canvasToMapY(TouchInput.y);
            return x >= this._x && x < this._x + this._extraSize.width && y >= this._y && y < this._y + this._extraSize.height;
        };
    
        // Override the event start function to check if the event is clicked within its extra size
        var _Game_Map_setupStartingMapEvent = Game_Map.prototype.setupStartingMapEvent;
        Game_Map.prototype.setupStartingMapEvent = function() {
            if (this._interpreter.isRunning()) {
                return true;
            }
            for (var i = 0; i < this._events.length; i++) {
                var event = this._events[i];
                if (event && event.isClickedWithinExtraSize() && event.isStarting()) {
                    event.clearStartingFlag();
                    this._interpreter.setup(event.list(), event.eventId());
                    return true;
                }
            }
            return _Game_Map_setupStartingMapEvent.call(this);
        };
    
        // Override the refresh function of events to set extra size
        var _Game_Event_refresh = Game_Event.prototype.refresh;
        Game_Event.prototype.refresh = function() {
            _Game_Event_refresh.call(this);
            this.initExtraSize();
        };
    
    })();
  12. Not sure where to turn to and know the MZ board for SRPG is abandon. I need help troubleshooting an issue with starting up a testmap.

    I recently decide to get back to SRPG. I am not willing to convert everything back to MV, for I have adapted to MZ. I know SRPGear is for MZ.

    My issue is the image below. I have done every troubleshoot I think of, but not sure what this "split" means. I have disabled all plugins with exception of the SRPG, and issue still occurs. Tested the SRPGear demo and no such error occurs.

    1684530795773.png
  13. you code lacks a lot, most likely those functions don't exist in the code itself. is this code AI generated?
    you should consider the target selection.

    I looked at hit box plugins before. so for it to work, the selection should be considered. so when the cursor lands on that tile. it should read the hitbox the picture and return that event id
  14. Good afternoon.

    In battle, heroes can use buffs and potions. By default, experience is awarded for using them, and the hero can be pumped, delaying the battle and endlessly buffing.

    Is it possible to disable (reduce) experience for using certain skills and items?
  15. Aurawhisperer said:
    Not sure where to turn to and know the MZ board for SRPG is abandon. I need help troubleshooting an issue with starting up a testmap.

    I recently decide to get back to SRPG. I am not willing to convert everything back to MV, for I have adapted to MZ. I know SRPGear is for MZ.

    My issue is the image below. I have done every troubleshoot I think of, but not sure what this "split" means. I have disabled all plugins with exception of the SRPG, and issue still occurs. Tested the SRPGear demo and no such error occurs.

    View attachment 262322
    sry... cant help you about the mz.. but I might help you bout split problem
    about split
    split word into array example
    Code:
    let text = "How are you doing today?";
    const myArray = text.split(" ");
    fyi:
    text is string. This is split by space

    taken from here
    W3Schools.com
    solution from me
    • check the variable type
    • if not string. You must give something there(?) as replacement
    I suggest you debug on rmmz_object.js line 7360.. backup first then put console.log there before line 7360 to detect what variable want to load before error
    before to rmmz_manager.js line 2032
    if nothing happen.. tried before 2032 added console.log( )

    remember to BACKUP the script
  16. What is the difference between SRPG Maker Demo and Gear?
  17. im currently using a skill (mapbattle)that rushes opponents attacks them and pushes them back but im having trouble as friendly units block the skills movement while still executing the damage and effects on enemies, i used srpg_range_control plugin <passFriends>
    <blockFriends:false> in the skill and actor note tags, also set switches to .setThrough(true) but i cant seem to get it to move pass friendly units does anyone know a solution?

    skill note tags-
    <srpgRange:5>
    <specialRange:luke>
    <srpgMotion:attk>

    <Custom Execution>
    a.forward(5);
    a.event().setMoveSpeed(6);
    </Custom Execution>
  18. cpmaoa1990 said:
    What is the difference between SRPG Maker Demo and Gear?
    I work with Gear for my project, is more complete and has a lot of different examples. Both still lack some things like no flanking, it always matter in tactic games, not easy checking of terrain position (have advantage attacking enemies in lower terrain, or the opposite)
  19. cpmaoa1990 said:
    What is the difference between SRPG Maker Demo and Gear?
    SRPG Maker Demo is Lemon Slice original + Ryan Bram ENG translation + NRP Dynamic Action by Takeshi Sunagawa
    SRPG Converter is the original name
    -> has 3 popular extensions by dopan, shoukang, and boomy

    SRPGGear is the most recent version by Oshima Craft

    so basically, SRPG Converter has the most active plugin support community, and its mainly for fire emblem-ish Tactics.