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

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Started by RyanBram 3313 posts Page 154 of 166 View original ↗
  1. Is there proper documentation/tutorials anywhere I can read? I understand the demos serve as a base but I don't necessarily know where to begin researching how it all works together. A lot of it feels like it all exists in a vacuum to me and any direction would be highly appreciated, especially since this thread is over a hundred pages.
  2. Aozss3 said:
    Is there proper documentation/tutorials anywhere I can read? I understand the demos serve as a base but I don't necessarily know where to begin researching how it all works together. A lot of it feels like it all exists in a vacuum to me and any direction would be highly appreciated, especially since this thread is over a hundred pages.
    yes all the demos are properly documented. about which plugins work together, it depends on what plugins you want to use. This is more like Fire Emblem. so paid plugins would likely be incompatible. just try out each demos, which works for you and what not. You're choosing this SRPG if you are likely to create a Fire Emblem like.
  3. xabileug said:
    yes all the demos are properly documented. about which plugins work together, it depends on what plugins you want to use. This is more like Fire Emblem. so paid plugins would likely be incompatible. just try out each demos, which works for you and what not. You're choosing this SRPG if you are likely to create a Fire Emblem like.
    Would reading the actual plug in text itself be a good starting point? Like in the plug in manager.
  4. boomy said:
    Code:
        var _SRPG_Window_MenuCommand_makeCommandList = Window_MenuCommand.prototype.makeCommandList;
        Window_MenuCommand.prototype.makeCommandList = function() {
            if ($gameSystem.isSRPGMode() == true) {
                this.addTurnEndCommand();
                if (_srpgAutoBattleStateId > 0) this.addAutoBattleCommand();
                if (_srpgWinLoseConditionCommand == 'true') this.addWinLoseConditionCommand();
            }
            _SRPG_Window_MenuCommand_makeCommandList.call(this);
        };

    Remove the this.addAutoBattleCommand() for no auto battle
    If you want it to be available sometimes, add a conditional like $gameSwitches.value(3) == true
    It helped thanks!
  5. Been messing around with the engine a bit and I'm having a blast, just one problem with it.
    Maybe it's just me but I can't seem to find a way to give individual characters their own battle themes, and the way it just cuts back to the map theme after a character is done attacking feels very jarring.
    Maybe it's possible but I haven't found a way yet, any help would be appreciated.

    Thank you!
  6. So I started to use this plugin, which fits perfectly on what I am looking to do, but for any particular reason, when anyone does an attack, it throws this error, I've tried to fix that, but still can't figure out what's the problem (I think it's important to say I do not know anything about how to use javascript, so I've not enter on the code at all)
    [EDIT]
    another minor thing that is happening as well, is when the playable characters move during battle, their character graphic changes to the 1st actor's graphic, and then after the action goes back to what's suppose to be the graphic, if anyone can help me as well with this issue, I will highly appreciate that
  7. Vk9 said:
    it throws this error, I've tried to fix that, but still can't figure out what's the problem (I think it's important to say I do not know anything about how to use javascript, so I've not enter on the code at all)
    How did you 'try to fix it' when you said you have no javascript experience? Did you try turning the plugin off?
    Just letting you know, this thread is for SRPG plugins not Dynamic Action
    I have no experience with that plugin (most users here would probably use Yanfly's plugins or no battle animation plugins) but I'm going to guess its because your plugin order is wrong.
    What is the right plugin order? I have no idea but probably copy the demo's plugin order (presumably thats how you got the plugin in the first place)
    In the future, please screenshot your console instead of the error that spits out on the screen because it very difficult to troubleshoot if we have no context of the error

    Also if you are new I highly recommend you learn how to use RPG maker and implement some basic plugins first before deep diving into something complicated like SRPG Engine MV. You will be bashing your head against the wall a lot if you want to use this plugin suite but have little javascript/rpg maker plugin experience
  8. boomy said:
    How did you 'try to fix it' when you said you have no javascript experience? Did you try turning the plugin off?
    Just letting you know, this thread is for SRPG plugins not Dynamic Action
    I have no experience with that plugin (most users here would probably use Yanfly's plugins or no battle animation plugins) but I'm going to guess its because your plugin order is wrong.
    What is the right plugin order? I have no idea but probably copy the demo's plugin order (presumably thats how you got the plugin in the first place)
    In the future, please screenshot your console instead of the error that spits out on the screen because it very difficult to troubleshoot if we have no context of the error

    Also if you are new I highly recommend you learn how to use RPG maker and implement some basic plugins first before deep diving into something complicated like SRPG Engine MV. You will be bashing your head against the wall a lot if you want to use this plugin suite but have little javascript/rpg maker plugin experience
    So what I previously did was to basically just copy-paste notes from the system on the demo and the plugins config to make it the same. Eventhough, thanks a lot for the help, it was exactly what you mention, plugin from dynamic action, but since it was a plugin from dynamic action mixed with this one (and it is called SRPG_Dynamic action) I thought it was part of this same plugin; now with that information I managed to fix the issue and now it works, and I will definitely check twice where does X plugin belongs to, so I don't ask again on the wrong place.
    Also, I'm not 100% new (or at least I wouldn't call myself that way) since I did previously worked a lot with scripts on XP and XV Ace, and man that log quest was hard to set up. Anyways, I'll try to learn the basics from this as well to get a better idea on what am I exactly doing
  9. hello im having some trouble with the summon and AoE plugin (AoE summons) when i summon multiple actors ,enemies or objects in an AoE pattern if it is targeted on an event it summons next to it in a random position, what im trying to do is if I use AoE summon on an area with an event in the AoE area it will cancel the summon on the position that is occupied by an event, any help or advice would be appreciated.

    Got it Sorted :thumbsup-left:
  10. I am considering this but I do have a few questions so I apologize if any of them have already been answered. *ahem*

    1. Can I use Dual Units? Whether they be in "Pair Up" like in Fire Emblem Awakening? (Where two characters are in the same spot together and switch places anytime on the field during your turn. Not too mention any attack, defense and the like would give support points? Also if the Fore Unit falls the backup unit stays on the field.) Or go by the Adjutant system in Fire Emblem Three Houses? (Where the backup unit can give back-up attacks, defensive blocks and regen heals as you get support points. But if the fore unit falls then you lose both for the rest of the battle.) Or is it all singular units only?

    2. Come to think of it are there Support Chains in this plugin which can of course lead to Support Conversations?

    3. In the regular Hub worlds when your not in battle. Can you make a bunch of little events that are like mini-cutscenes between two units which would of course increase support points between the two. But can also increase things like certain stats points and/or skill levels (Sword, Magic, Bow, Riding, etc.)?

    My apologies if what I'm asking for is a bit much. But I am curious on whether if this is for me or not.
  11. Pokejedservo said:
    I am considering this but I do have a few questions so I apologize if any of them have already been answered. *ahem*

    1. Can I use Dual Units? Whether they be in "Pair Up" like in Fire Emblem Awakening? (Where two characters are in the same spot together and switch places anytime on the field during your turn. Not too mention any attack, defense and the like would give support points? Also if the Fore Unit falls the backup unit stays on the field.) Or go by the Adjutant system in Fire Emblem Three Houses? (Where the backup unit can give back-up attacks, defensive blocks and regen heals as you get support points. But if the fore unit falls then you lose both for the rest of the battle.) Or is it all singular units only?

    2. Come to think of it are there Support Chains in this plugin which can of course lead to Support Conversations?

    3. In the regular Hub worlds when your not in battle. Can you make a bunch of little events that are like mini-cutscenes between two units which would of course increase support points between the two. But can also increase things like certain stats points and/or skill levels (Sword, Magic, Bow, Riding, etc.)?

    My apologies if what I'm asking for is a bit much. But I am curious on whether if this is for me or not.

    1. you can make a skill "swap actor" or check the multiple party plugin, not sure on this method.

    2. yes, you just need to configure the event manager that handles all phase events
    1. battle start
    2. actor turn
    3. enemy turn
    4. turn end
    5. before battle
    6. after action

    i think you want to make those checker under the after action -> checking adjacent tiles, actor IDs
    you can actually just make a common event after each skill use. well for the assist attack/skill/support chain, there's none i think. on SRPG gear, there's morale, but i have not confirmed its use.

    3. little events are easy, when an event lands on an event, or during turn count, enemy recruit, or actor recruit can happen. little conversations too. eventing is outside of the SRPG Battle plugin.
  12. xabileug said:
    2. yes, you just need to configure the event manager that handles all phase events
    1. battle start
    2. actor turn
    3. enemy turn
    4. turn end
    5. before battle
    6. after action

    i think you want to make those checker under the after action -> checking adjacent tiles, actor IDs
    you can actually just make a common event after each skill use. well for the assist attack/skill/support chain, there's none i think. on SRPG gear, there's morale, but i have not confirmed its use.

    Well OK I suppose its nice that the Support points is a possibility. But I was more talking about the Support Convos like these for example.







    And so on and so forth.
  13. You mean something like this?1000015108.png1000015114.jpg

    (My apologies if the second photos quality is low. Had to take a screenshot of the original on my phone as it wasnt showing up in my reel for some reason lol)

    It is 100% possible, but it doesn't come in the base engine. I have a modified version of Moogle's friendship system (link here). If people are interested, I would not be opposed to sharing my changes and how it integrates into the SRPG workspace, though it may clash with games with a lot of common events and switches already admittedly.
  14. Is it possible to hide the Item command in SRPG battles?

    My game uses a system where items aren't usable and are just ammo for skills (and the number of uses left is already next to the skill), so I'm considering just removing that command to declutter the command window a bit.
  15. doomthey said:
    Is it possible to hide the Item command in SRPG battles?

    My game uses a system where items aren't usable and are just ammo for skills (and the number of uses left is already next to the skill), so I'm considering just removing that command to declutter the command window a bit.
    So I did this by going into SRPG_Core and commenting out some lines. You might need to do so as well.
  16. gsc said:
    You mean something like this?View attachment 294347View attachment 294348

    (My apologies if the second photos quality is low. Had to take a screenshot of the original on my phone as it wasnt showing up in my reel for some reason lol)

    It is 100% possible, but it doesn't come in the base engine. I have a modified version of Moogle's friendship system (link here). If people are interested, I would not be opposed to sharing my changes and how it integrates into the SRPG workspace, though it may clash with games with a lot of common events and switches already admittedly.
    Yeah that is exactly what I was talking about.
  17. Pokejedservo said:
    Yeah that is exactly what I was talking about.
    Alright, here you go. The modified script:

    Please remember to credit Moogle_X in your game if you use it. I don't require any special credits. Please also note that I may not provide support on this because I simply do not have the time, so use at your own risk. That doesn't mean I won't help, but I will not guarantee that I will.

    You will need to make all party members leaders. Read the instructions in Moogle's thread for general usage of the script. The core thing you need to know with my modifications:
    To add the events:
    Code:
    <AFS EVENTS LEADER X: Y1,Y2,Y3>

    Where X is the party member you want the scenes to be associated with, and Y are the common events you want to associated with their pairing. So if I want Actor 1 to have supports under Common Event 101, 102, and 103, you would put this in the Actor 1 notes:
    Code:
    <AFS EVENTS LEADER 3: 101,102,103>

    YOU WILL ALSO WANT TO DO THIS IN REVERSE FOR ACTOR 3. So for Actor 3 notes:
    Code:
    <AFS EVENTS LEADER 1: 101,102,103>

    Now, to use the "markers" for the scene being seen, it's pretty simple. You would just enable the corresponding switch that aligns with the common event. So at the end of common event 101, turn on switch 101.

    NOW, if you want to have the actors to gain friendship points by battling next to them, you can do that too. This requires YEP_ScriptCallPluginCmd which I cannot share. It also requires dopan's SRPG_UnitGroups.js script. You can find that in this list.

    In your Pre-Action Event, you can call this script:
    JavaScript:
    var char1 = $gameTemp.activeEvent().isType() === 'actor' ? $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1] : $gameSystem.EventToUnit($gameTemp.targetEvent().eventId())[1];
    var friends = char1._afsFriendList;
    for(var i = 0; i < friends.length; i++) {
       this.ActorDistance(28, char1._actorId, friends[i]);
       if ($gameVariables.value(28) == 1) {
          CallPluginCommand('AFS Gain 5 Friend ' + char1._actorId + ' Leader ' + friends[i]);
          CallPluginCommand('AFS Gain 5 Friend ' + friends[i]  + ' Leader ' + char1._actorId);
          $gameActors.actor(char1._actorId).addState(27);
          $gameActors.actor(friends[i]).addState(27);
          $gameVariables.value(54).push(friends[i]);
          $gameVariables.setValue(55, char1._actorId);
    }}

    NOTE: This utilizes the ActorDistance method and stores in variable 28. Change as needed. You will also possibly need to change the variable numbers at the bottom (54 and 55) if they are already used. They are used in the post action to follow and cannot be omitted. ALSO, this applies state 27 as a buff, change as needed. I know this is a little confusing if you aren't familiar with JavaScript, but this is the method that has worked for me and may require a little bit of work on your end to make it work.

    In the Post Action event, you would call this script:
    JavaScript:
    this.allAxBalloon(27, 4);
    var temp = [];  temp = $gameVariables.value(54);
    var mA = $gameVariables.value(55);
    
    if(temp.length > 0) {
    for(i = 0; i < temp.length; i++) {
        $gameActors.actor(temp[i]).removeState(27);
    [27].forEach(stateId => $gameActors.actor(temp[i]).result().removedStates.splice($gameActors.actor(temp[i]).result().removedStates.indexOf(stateId)))
    }
    $gameActors.actor(mA).removeState(27);
    [27].forEach(stateId => $gameActors.actor(mA).result().removedStates.splice($gameActors.actor(mA).result().removedStates.indexOf(stateId)))
    }

    NOTE: Once again, this utilizes state 27 and variables 54 and 55. Change as needed. This will also cause the little "heart" pop up to appear for player feedback, courtesy of dopan's plugin.

    Personally, I store both of these events in a Pre-Action and a Post-Action common event that I call in the Pre and Post events on the map as I may have other scripts I need to run every time in both. You don't have to do this, but it works for me.



    ONCE AGAIN, I am not going to provide official support for this. It can be a little daunting to set up, and I just do not have the time to help everyone. I will do what I can, but I make no promises.
  18. Shoukang said:
    atus window layout: (standard padding near left border apply automatically) // |..............Status W

    dopan said:
    this img says, that the only bug is on the MVP basic plugin.. try to disable this plugin and look if that changes anything
    (i have no idea how this can be related to agiatt+)

    edit.
    well i think i figured out the issue about the "setAutoSaveFileId"

    this datamanager-function doesnt exist in the rpg.managers.js plugin, from ryans demo.
    which is rpg maker version: 1.62
    rpg_managers.js v1.6.2
    --
    but in my demo, which uses rpg maker version 1.61, it does exist:
    rpg_managers.js v1.6.1 (community-1.3b)
    ..

    so basicly the "MVP_Basic" plugin is NOT compatible with rpg maker 1.62
    (this could be solved by copy/paste the function from:
    rpg_managers.js v1.6.1 -> rpg_managers.js v1.6.2)

    JavaScript:
    DataManager.setAutoSaveFileId = function(autoSaveFileId) {
        this._autoSaveFileId = autoSaveFileId;
    };
    I have no idea , why ryan added the "MVP_Basic" to his demo, or why ryan used the rpg maker 1.62 version..
    (which i dont use or recommend)
    ..but i will write him a message about that bug^^
    However i still have no idea, how this all is related to agiatt+, or any "freezing the game issue"

    edi2
    i read your first bug report again:
    (AgiAtt+,mapbattle BugReport)


    did you try the same thing without mapbattle?
    -by using sv battle..

    it could be any issue betwen mapbattle & agiatt+ , but its weird that you get no error message on this , and i dont know if the problem also happens if you solved the MVP_basic bug, by adding the function or disabling the MVP basic plugin..
    ( currently i cant imagine why the MVP_Basic issue should be related to agiatt+ )
    Save to json
  19. Hello I'm a bit lost regarding summoned units, I can get them to despawn when the unit (summoner) dies,
    But they only despawn on the next enemy turn, how can i get them to despawn after the summoner is killed <type:afterAction>

    • #1,937 I've tried passive states to have them despawn which works but results in all units with the state despawning, as'well as Yanfly's passive states not always applying to the summoned units.
    • #1,844 This works though results in the summoned units despawning in the next turn instead of when the (summoner) dies.
    I am using (Shoukang's Summon v1.06) and (SRPG Core v1.34+Q) sorry I am only a beginner at JavaScript but slowly learning in my free time any suggestions or advice would be appreciated, thanks.
  20. kelpykelps said:
    Hello I'm a bit lost regarding summoned units, I can get them to despawn when the unit (summoner) dies,
    But they only despawn on the next enemy turn, how can i get them to despawn after the summoner is killed <type:afterAction>
    • #1,937 I've tried passive states to have them despawn which works but results in all units with the state despawning, as'well as Yanfly's passive states not always applying to the summoned units.
    • #1,844 This works though results in the summoned units despawning in the next turn instead of when the (summoner) dies.
    I am using (Shoukang's Summon v1.06) and (SRPG Core v1.34+Q) sorry I am only a beginner at JavaScript but slowly learning in my free time any suggestions or advice would be appreciated, thanks.
    Hi,
    The key to realizing this functionality is to do stuff in the Scene_Map.prototype.srpgBattlerDeadAfterBattle method.
    I used ChatGPT to draft the code, which has been an interesting process. ChatGPT does not have any knowledge of this plugin, so it took some effort. I think a certain level of coding expertise is essential to use Chat GPT effectively for game development, what a shame!
    I don't have time to test if it works or not. But it seems like it should work:

    JavaScript:
    var _Scene_Map_srpgBattlerDeadAfterBattle = Scene_Map.prototype.srpgBattlerDeadAfterBattle;
    Scene_Map.prototype.srpgBattlerDeadAfterBattle = function() {
        // Erase any summoned events if their summoner is dead
        this.eraseSummonedEventsIfSummonerDead();
    
        // Then call the original method
        _Scene_Map_srpgBattlerDeadAfterBattle.call(this);
    };
    
    Scene_Map.prototype.eraseSummonedEventsIfSummonerDead = function() {
        var allEvents = $gameMap.events();
        allEvents.forEach(function(event) {
            // Check if the event is a Game_SummonEvent and not already erased
            if (event instanceof Game_SummonEvent && !event.isErased()) {
                var summoner = event.summoner();
                // Ensure the summoner exists and is dead before erasing the event
                if (summoner && summoner.isDead()) {
                    // Check if the battler is alive and apply the death state before erasing
                    var battleArray = $gameSystem.EventToUnit(event.eventId());
                    if (battleArray && battleArray[1] && battleArray[1].isAlive()) {
                        battleArray[1].addState(battleArray[1].deathStateId());
                        // Update game variables for actor or enemy count if necessary
                        var valueId = battleArray[1].isActor() ? _existActorVarID : _existEnemyVarID;
                        var oldValue = $gameVariables.value(valueId);
                        $gameVariables.setValue(valueId, oldValue - 1);
                    }
                    // Erase the event after applying the death state
                    event.erase();
                }
            }
        });
    };