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

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Started by RyanBram 3313 posts Page 145 of 166 View original ↗
  1. dopan said:
    what demo are you using?, also screenshots could be helpfull
    and i dont remember a function which is named "$gameMap.makeSrpgLoSTable"

    perhaps you mixed different projects/plugins which are not compatible?
    okay, I took some screeshots. I used the most recent demo. I only have SRPG core currently on.
  2. I used the most recent demo
    you mean ryans demo?

    I only have SRPG core currently on.
    you disabled other plugins which were pre-installed in that demo?
    - if thats the case that could be the reason for your bugs
  3. dopan said:
    you mean ryans demo?


    you disabled other plugins which were pre-installed in that demo?
    - if thats the case that could be the reason for your bugs
    I'll check amd see if that's it. I'll also reinstall this plugin. Is Ryan's or the other github page on the first page the most recent?
    Edit: I figured it out! Turns out I just f***** up some variables.
  4. LordEdmundGod said:
    I'll check amd see if that's it. I'll also reinstall this plugin. Is Ryan's or the other github page on the first page the most recent?
    i guess the most recent is the one from the jap dev, ..
    and i dont know which github you mean , ryans?, mine? drQs? the one from the jap dev?,shoukangs?..boomys?

    Different srpg cores and plugins history:
    however i try to clarify a bit more..

    There are different plugins which are not compatible with each other, thats why there are so much different demos.
    In the first place the jap dev made the first original srpg plugin with a few other jap plugins existing..
    Than ryan translated it and contributed it to this community, in order to let other people here also build plugins..
    In this forum drQ, me, boomy, shoukang made our own different projects ,plugins ect.
    At this point some plugins from this forum where already incompatible with the original srpg core from the jap dev. that was because drQ made his own edited srpg core version for better compatibility with his own plugins..
    I worked mostly with drQs plugins and his core, till i made more plugins myself ,which required to make my own edited srpg core aswell.
    Than boomy made plugins for his private project, and shared those plugins here,, later shoukang also made plugins and even an own showcase demo and an own inet side to store and showcase everything.
    After all that the jap dev made a new version of his srpg core (srpg gear), all that time the jap dev had not connection to this forum and couldnt connect his work to ours ..(which is another reason for incompatibility's)
    The jap dev also made another Mz version of his newest plugin at that point..

    That why the "most recent" would be the one from the jap dev, but it makes not much diefference because most recent doesnt mean that one demo is far better than any other, it depends on what you preffer for yourself.

    However the only connection betwen the jap dev and this forum is ryan, and ryan mostly worked only on translations.
    I do not know what the jap dev will do in future but we gave already some infos about important bugfixes
    (which are not about compatibility) to ryan so that he could give these infos to the jap dev..
    Also i dont think that even if someone would have the time and put much work in it, that all plugins could be fully compatible with each other.

    sidenotes:
    i made my demo right after drQ made his plugins, but my demo used a lot of YEP plugins,and after YEP changed some terms, i had to take my demo down,, i took a long time till i made a new reworked demo and uploaded it,
    (that demo can use YEPs plugins but doesnt require them in the first place)..
    However^ the jap newest dev-demo and my reworked demo both where shared at a similar timing, so you could also call my demo the most recent..
    And shoukangs demo is also not much older..

    ---
    Also ryan organized to get the NRP plugins, in order to replace the YEP plugins in his demo version(because of the changed terms from YEP), these plugins are really usefull but also hard to understand, i dont used them much myself..
    ---
    If you are new to srpg and have not much Javascript knowledge than i would suggest to try all demos, and use the one that fits best to you as base for your project.
    And i think shoukangs demo is the one which is explained best for new users, shoukang did probably put the most tutorial infos in it.
  5. dopan said:

    RK DracoRoy

    i find the code you are using is really hard to read, thats why i dont write code in one line,,
    however if you allready know how to do it for "$gameTemp.activeEvent().eventId()", than you should be able to do the same stuff for:

    "$gameTemp.targetEvent().eventId()"
    --

    Bannedalex

    i dont use SRPG Gear, i made my own plugins for equipment and level stuff..
    --

    LordEdmundGod

    no there are no youtube tutorials, and probably they wont be any in the future, because it would be a lot of work
    (and all stuff done here is for free)
    --

    Aurawhisperer

    i think your wishes are possible but not easy to do, and i dont have the time to dig into it
    --
    --
    --
    in generell i sayed that allready, you all will need more Javascript knowledge if you have complex wishes..

    In any of the demos, is there a teleport example? Or no? If there is, I may be able to figure out the jump one.
  6. I'm trying to make a fight with more than four actors(Twelve to be exact), using the battle prep plugin, but my actor events aren't working and the max amount of actors is set to zero. I tried setting the max amount of actors with the provided script, but using that the actor events still don't work and when I try to leave the formation scree it gives me the message 'Type Error: actor_unitsetSrpgEventId is not a function'.
  7. LordEdmundGod said:
    I'm trying to make a fight with more than four actors(Twelve to be exact), using the battle prep plugin, but my actor events aren't working and the max amount of actors is set to zero. I tried setting the max amount of actors with the provided script, but using that the actor events still don't work and when I try to leave the formation scree it gives me the message 'Type Error: actor_unitsetSrpgEventId is not a function'.
    A function error probably means you're not including all of the required scripts or the order of the scripts is wrong (though unlikely in this scenario). Though in this case unitSetEventId sounds like a shoukang function so perhaps something else is wrong with your setup. I presume you are using the event notetag <type:actor><id:0> to create tiles to designate actors and said actors are added to the party already?
  8. Aurawhisperer said:
    In any of the demos, is there a teleport example? Or no? If there is, I may be able to figure out the jump one.
    teleport was already explained a few times in this thread,.. you can use eventcommands to set/change event position, or you can use the plugin SRPG_PositionEffects

    However for the jump issue, probably the NRP plugins could be even more usefull, but like i always mention, these plugins are also harder to understand
  9. boomy said:
    A function error probably means you're not including all of the required scripts or the order of the scripts is wrong (though unlikely in this scenario). Though in this case unitSetEventId sounds like a shoukang function so perhaps something else is wrong with your setup. I presume you are using the event notetag <type:actor><id:0> to create tiles to designate actors and said actors are added to the party already?
    yes. I managed to get the 12 slots, bet I'm still getting the error message, and the events don't turn into the characters.
    Edit: tried it without the battle preparation and without adding actors, still doesn't work.
  10. Hello everyone,
    When I am using a area skill with the SRPG_AoE plugin, is there a way to differentiate the targets ?

    For example, I would like to create an explosion where the target(s) in the center take more damage than the target(s) on the outside.

    How can I do it ?

    Thanks for your help !
  11. Okay, I figured out the problem with the units and the battle not starting, I just had my events in the wrong order, but I do have a new bug. It's not as bad, but I still need to fix it. Now, if I press attack but don't execute a battle, and then try to go back to the move screen, it gives me the error message 'this.reSetMoveRangeTable is not a function'.
    Edit: Turns out Battle Preparation caused it. I'm gonna try to figure out how to fix that. But I do have a new problem: After the first two turns, it doesn't let me do anything. It shows the 'Player Phase' 'Enemy Phase' message over and over again. Like, the symbol indicating that they've moved doesn't go away.
  12. Hello! I have a question. I have the core plugin (authors listed are Gakuto and Dr.Q if that helps) and for whatever reason when I enter a battle I can't seem to attack any enemies.

    Things that do happen are;
    • The enemies can attack me on their turns like normal
    • Auto battle occasionally makes my party attack, but not always - they'll just run up to an enemy and stand there
    • Healing party members works just fine
    • Self targeted skills work just fine
    I've tried disabling all plugins except the core plugin and it still doesn't let me confirm the attack. I'll provide some screenshots to better show what I mean if I didn't explain it well;


    Healing a party member working like intended
    image.png


    Highlighting an enemy but no window like above is showing up to confirm the attack
    image2.png


    If anyone has any idea what might be broken, I'd love to try and fix this because this battle engine is exactly what I'm looking for
  13. Icy-Marth said:
    Hello! I have a question. I have the core plugin (authors listed are Gakuto and Dr.Q if that helps) and for whatever reason when I enter a battle I can't seem to attack any enemies.

    Things that do happen are;
    • The enemies can attack me on their turns like normal
    • Auto battle occasionally makes my party attack, but not always - they'll just run up to an enemy and stand there
    • Healing party members works just fine
    • Self targeted skills work just fine
    I've tried disabling all plugins except the core plugin and it still doesn't let me confirm the attack. I'll provide some screenshots to better show what I mean if I didn't explain it well;


    Healing a party member working like intended
    View attachment 265886


    Highlighting an enemy but no window like above is showing up to confirm the attack
    View attachment 265887


    If anyone has any idea what might be broken, I'd love to try and fix this because this battle engine is exactly what I'm looking for
    1. it would probably be better in future if everyone who has a problem links the demo-download-link where he/she got the demo from, in order to have better infos.. but nevermind..

    2. does these problems you showed also happen in the demo which you downloaded, when you change nothing and just play the demo?
    - or does this happen on your own try to build a project?
    => what i am trying to say, there are 2 options where the problem could come from:
    a) the demo which you downloaded is buged
    b) you made something wrong when trying to build a project with not enough knowledge

    no matter what it is, its nothing bad ..,but we need to figure out where to start looking for the reason before we find the solution
  14. Icy-Marth said:
    Highlighting an enemy but no window like above is showing up to confirm the attack
    This happens when the scope is wrong. Aka the skill you are using cannot be used against the enemy. There can be many reasons (database error (like you chose all allies instead of all enemies), damage formula not valid etc.)
    Try adding <anyTarget> tag to the skill and see if that does anything (assuming you are also using all of drQ plugins)
  15. When the first turn ends, neither the player or enemy gets to move and the player and enemy phase keep starting and ending repeatedly.
  16. dopan said:
    1. it would probably be better in future if everyone who has a problem links the demo-download-link where he/she got the demo from, in order to have better infos.. but nevermind..
    The latest demo I downloaded was this one; https://ryanbram.itch.io/srpg-engine-demo-v132q

    The windows all work in the demo when I select an enemy in it, so that's why I'm confused as to why I can't when I've dragged and dropped the plugin from the demo into mine, changing the variable IDs accordingly.
    The only plugins I didn't drag and drop from the demo into my project is the DAction plugins and the "Other" plugins.
    I'd tried seeing if having just the core plugin enabled fixed it (as I use some of YEP's plugins, specifically YEP core, main menu manager, message core, and quest journal), but having SRPG_core being the only plugin on it still didn't work.


    boomy said:
    Try adding <anyTarget> tag to the skill and see if that does anything (assuming you are also using all of drQ plugins)
    I just tried that and that didn't help - I can't target anyone with the default attack, which is odd because I could have sworn that it used to work.
    If it helps any, these are the SRPG plugins I have, all grabbed from that demo above excluding the prep phase plugin;
    image3.PNG
    I have the prep phase one turned off as it speeds up seeing if the attack works, but I have confirmed that the attack doesn't work even with it turned on.



    Thank you both for the quick replies by the way!
  17. Icy-Marth said:
    The latest demo I downloaded was this one; https://ryanbram.itch.io/srpg-engine-demo-v132q

    The windows all work in the demo when I select an enemy in it, so that's why I'm confused as to why I can't when I've dragged and dropped the plugin from the demo into mine, changing the variable IDs accordingly.
    The only plugins I didn't drag and drop from the demo into my project is the DAction plugins and the "Other" plugins.
    I'd tried seeing if having just the core plugin enabled fixed it (as I use some of YEP's plugins, specifically YEP core, main menu manager, message core, and quest journal), but having SRPG_core being the only plugin on it still didn't work.



    I just tried that and that didn't help - I can't target anyone with the default attack, which is odd because I could have sworn that it used to work.
    If it helps any, these are the SRPG plugins I have, all grabbed from that demo above excluding the prep phase plugin;
    View attachment 265913
    I have the prep phase one turned off as it speeds up seeing if the attack works, but I have confirmed that the attack doesn't work even with it turned on.



    Thank you both for the quick replies by the way!
    Have you checked the event trigger? I had that problem, I had accidentally set the enemy events to Parallel instead of action button.
  18. @ Icy-Marth

    try a fresh download, and use the demo itself as base for your project,..

    thats the safest way.. from there you can try to disable single plugins in order to check if they make bugs if they are disabled (before you remove them , incase you dont want to use them..)

    it could be for example that the rpg maker version which you use is incompatible, or that any plugin order you made is wrong.. there could also be other reasons.. incompatibility with other plugins idk
    also it could be that you just made something wrong on building the skills (like boomy mentioned)..

    what LordEdmundGod mentioned could also be the reason..

    however its always the safest way for new users to use the demo itself as base for projects aslong you dont have much experience..

    but how you described it, its not the demo which is bugged, its that you did something wrong on building a new project, now you just need to figure out whats missing..
    but this is no plugin bug, so it makes no sense to search for a java-script problem
    ----
    ----
    edit.
    @
    Boonty
    by default there is no such option , i think..
    i am not sure if any edited AOE plugin version (from shoukang for example)., has such option.

    with enough JS knowledge it should be possible to build such option
  19. LordEdmundGod said:
    Have you checked the event trigger? I had that problem, I had accidentally set the enemy events to Parallel instead of action button.
    I just got back home from being out all day, and I had actually thought of this while I was out, and sure enough, I did have all of my enemies set to Parallel. I thought I had double checked that when comparing to the demo, but it must of slipped my mind.

    I probably should have used the demo, but this particular project I have is one I've been testing all kinds of different things in, and set up systems I liked, and it was easier to copy/paste the SRPG system to my current project than to swap all the systems/triggers/current images to the demo to make it my own.
    Thank you all for the quick help, even if it was something I was just missing entirely!





    I do have one more question, and it's about customizing the attack select screen (now that it properly shows up!)
    Is there a way or a plugin that maybe cuts all this info out, and moves the location of said box(s) on the screen?
    image4.PNG

    I'm wanting a confirm battle screen similar to the Fire Emblem series (surprise surprise that game heavily inspires me XD)
    Ss_fe11_attack_speed.png
    Something like this with the displayed info, but not necessarily the same layout, y'know?

    If it's not possible that's alright too, I just wasn't planning on using an MP system, and the displayed stats seems like info bloat to me
  20. I'm wanting a confirm battle screen similar to the Fire Emblem series
    infact boomy already did something similar and showed it on his github, but i am not sure if that is easy to do for a beginner..,
    2023-06-18 23_42_21-Settings.png
    boomy builded a (battle)window plugin which can do what you see on the img above

    ..but in general, shoukang made the "StatusWindow" plugin as base for such window edits..and for better understanding how to make such window plugins..


    i also made plugins for "status window" and "battle prediction", after learning from shoukangs plugin, but my plugins have other purposes and dont replicate the fire emblem style..

    edit
    i highly recommend for new users to try all different demos and look into the different plugins, which are not all compatible with each other.. or you might get to a point where your project is half finished, recognizing that there are other options to do things, which you didnt saw in the first place.. and end up starting all new^^
    (of course with enough Javascript knowledge you can also build your own plugins or realize options which are not available yet, thats because the basic srpg core from the jap dev was so well made)