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

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Started by RyanBram 3313 posts Page 157 of 166 View original ↗
  1. anyone know how rear attacks/attacks from behind and flanking could get bonuses to damage? I didn't see in the demo, I thought this is key in a srpg, also calculate height of the atacker vs the height of the atacked
  2. Ekix said:
    anyone know how rear attacks/attacks from behind and flanking could get bonuses to damage? I didn't see in the demo, I thought this is key in a srpg, also calculate height of the atacker vs the height of the atacked
    it doesnt exist as this is Fire Emblem
  3. xabileug said:
    it doesnt exist as this is Fire Emblem
    It does exist- I think it is the Direction Mod in the extension list.
  4. MetalKing11417 said:
    Ok, Shokang, while I was testing out a tutorial level with your action order plug-in, I found that when I was just using one unit and I spawned in an enemy, the game did not register said enemy's turn until I waited again. This happened regardless of whether I used <type:afterAction> or <type:turnEnd> to spawn the unit. As a suggestion, I would like to have a command to recalculate turns so as to integrate the newly created units into the turn orders, especially in case this happens in similar situation in larger battles.
    Hi Shokang, I encountered an issue while testing a tutorial level with your action order plug-in. When I used one unit and spawned an enemy, the game didn't recognize the enemy's turn until I waited again. This occurred with both type:afterAction and type:turnEnd when spawning the unit. Could you implement a command to recalculate turns to integrate newly created units into the turn order? This would be especially helpful in larger battles where this issue might recur.
    Regard: Samantha (Sc Artwork)
  5. tennoukishi said:
    Thanks a lot for the additional help. I think I understood the causes of some of the issues I was facing.

    First off, you were right, the wall issue had nothing to do with SRPG plugin, I found a workaround, not 100% happy about it but this is a topic for another thread :smile:

    Then I noticed that the script command you gave me apparently does not work unless SRPG Battle has started, so the issues I was experiemcing were due to me opening the door before starting the plugin.

    With that in mind, I downloaded the SRPG Advanced Interaction Plugin that you recommended and I was able to create, following the example you gave, a door that I could open in SRPG battle mode and that once open is passable despite having a sprite. However, unless I misunderstood something, once I have opened the door there is no way to close it again while in SRPG battle mode, because once the event is no longer of <type : object> it can no longer be interacted with.

    Am I wrong about that? If I am not wrong, is there any way to close a door in SRPG battle mode that has an open sprite associated to it? Eventually I could live with the "no sprite" solution but if you have any insight to help me clear this last hurdle it would be very welcome!
    That's correct, setting the type to an empty string makes it non-interactable for this plugin. Technically, you could set the door to be unitEvent type, but then you would have to be ON the tile the door is to close it, which would probably not look very good. You could also do this by using additional events on the neighboring tiles to trigger the door, for example activate/deactivate self switches with the $gameSelfSwitches.setValue([mapId, EventId, 'A'], true) script command, but that's a hassle to set up if you just want a quickly reusable event. In the plugin shoukang states that edits are ok, so I've made one simple modification to the Advanced interaction plugin to add another notetag specifically for this one use case, <type: srpgTrigger>. It's only purpose is to not block passage even with an image, but also still be interactable from 1 tile away. It doesn't do anything else afaik. DoorEvent2.png
    The picture shows how you could have a door event that just about works the way I think you want it to with only one event and two pages with an A self switch.
    But note that you'd need to swap out the Advanced interaction for the modified version.
    The if condition script reads as let doorEvent = $gameMap.event(this.eventId()); $gameMap.events().some(function(ev){return (!ev.isErased() && (ev.isType() == 'enemy' || ev.isType() == 'actor') && (ev._x == doorEvent._x && ev._y == doorEvent._y))});
    If an actor or enemy is on the same tile, the door doesn't close and plays an SE instead. Otherwise, it turns back into an 'object' type and blocks passage again.
  6. I am considering switching over from LeTBS to SRPG Engine, but I have a few questions first.

    -Is SRPG Engine compatible with the TileD plugin?
    -Does SRPG engine produce any visible frame delay or lag during the AI calculations phase?
    -Is there a limit or range of the acceptable amount of units on a map per battle before lag or slowdown occurs?
    -Same question for map size, and number of skills, particularly regarding for AI controlled units.
    -Is there a plugin or method to overlay sprites for weapon attack animations? Example being an unarmed swing animation for the character and an overlaid sprite sheet for the weapon itself being swung.

    Thank you
  7. Hello there! Could somebody help me with an issue?
    I'm trying to use the SRPG Engine with the Yanfly Buffs & States Core, and I am looking forward to synergize then in the Map Combat.

    For instance, I have a buff that has <Custom Turn End Effect> trigger that should activate everytime the battler finishes its turn. However, as it is in the Map Battle, it does not activate the condition, thus not doing anything at all.

    Is there a way I could use this and other Yanfly Buufs & States Core triggers in the Map Battle?
    Thanks for the attention beforehand. :hhappy:
  8. magoale1 said:
    Hello there! Could somebody help me with an issue?
    I'm trying to use the SRPG Engine with the Yanfly Buffs & States Core, and I am looking forward to synergize then in the Map Combat.

    For instance, I have a buff that has <Custom Turn End Effect> trigger that should activate everytime the battler finishes its turn. However, as it is in the Map Battle, it does not activate the condition, thus not doing anything at all.

    Is there a way I could use this and other Yanfly Buufs & States Core triggers in the Map Battle?
    Thanks for the attention beforehand. :hhappy:
    Custom turn end effect doesn't work because the srpg_core.js plugin both write over onTurnEnd function and YEP states core doesn't get to fire off its this.onTurnEndStateEffects(). Same thing happens if you use YEP_X_SkillCooldown

    To fix it theres two options:

    Bypass it by using a custom script (such as the one I wrote years ago)

    Edit srpg_core and add in the this.onTurnEndStateEffects() function call. You will need to add it to Game_Battler.prototype.onTurnEnd. I wrote a compatability patch years ago; not sure if it still works.


    Gilgameshed said:
    I am considering switching over from LeTBS to SRPG Engine, but I have a few questions first.

    -Is SRPG Engine compatible with the TileD plugin?
    -Does SRPG engine produce any visible frame delay or lag during the AI calculations phase?
    -Is there a limit or range of the acceptable amount of units on a map per battle before lag or slowdown occurs?
    -Same question for map size, and number of skills, particularly regarding for AI controlled units.
    -Is there a plugin or method to overlay sprites for weapon attack animations? Example being an unarmed swing animation for the character and an overlaid sprite sheet for the weapon itself being swung.

    Thank you
    - No idea if TileD works. I presume it would since it only uses x,y coordinates for positioning
    - AI thinking can lag depending on various factors such as whether you use pathfinding, how big your map is, how many units there are, how beefy your computer is, if you use Dr. Q's AI Control or Shoukang's movemethod AI. I would say for a map of 20x20 in size and 10 units each team on an office PC from 2018 it will run with minimal delay (less than 1 second)
    - The only thing I found to create huge lag was having too many active elements when customising windows (probably due to poor scripting) and having AoE attacks of like 9 tiles radius
    - No. I use a custom plugin that changes the character spritesheet based on their attached weapon. It's made by Waynee95
  9. boomy said:
    Custom turn end effect doesn't work because the srpg_core.js plugin both write over onTurnEnd function and YEP states core doesn't get to fire off its this.onTurnEndStateEffects(). Same thing happens if you use YEP_X_SkillCooldown

    To fix it theres two options:

    Bypass it by using a custom script (such as the one I wrote years ago)

    Edit srpg_core and add in the this.onTurnEndStateEffects() function call. You will need to add it to Game_Battler.prototype.onTurnEnd. I wrote a compatability patch years ago; not sure if it still works.



    - No idea if TileD works. I presume it would since it only uses x,y coordinates for positioning
    - AI thinking can lag depending on various factors such as whether you use pathfinding, how big your map is, how many units there are, how beefy your computer is, if you use Dr. Q's AI Control or Shoukang's movemethod AI. I would say for a map of 20x20 in size and 10 units each team on an office PC from 2018 it will run with minimal delay (less than 1 second)
    - The only thing I found to create huge lag was having too many active elements when customising windows (probably due to poor scripting) and having AoE attacks of like 9 tiles radius
    - No. I use a custom plugin that changes the character spritesheet based on their attached weapon. It's made by Waynee95
    Fantastic! I was able to add the functions into the srpg_core and it worked properly, much obliged.

    Now I have other question, is it possible to make the numbers that regenerated appear like in the combat? (for example, the states regenerated X points of health and Y points of mana, I would like them to appear on the map battle as they appear in the normal sideview).

    I imagine this function must be around the core script files of the RPG Maker. So can I search for them there and call them just as I did with Yanfly plugins in the SRPG_core? Or I must do any other shenanigans?
    Thanks for the help beforehand, again :hswt:
  10. Borglor said:
    That's correct, setting the type to an empty string makes it non-interactable for this plugin. Technically, you could set the door to be unitEvent type, but then you would have to be ON the tile the door is to close it, which would probably not look very good. You could also do this by using additional events on the neighboring tiles to trigger the door, for example activate/deactivate self switches with the $gameSelfSwitches.setValue([mapId, EventId, 'A'], true) script command, but that's a hassle to set up if you just want a quickly reusable event. In the plugin shoukang states that edits are ok, so I've made one simple modification to the Advanced interaction plugin to add another notetag specifically for this one use case, <type: srpgTrigger>. It's only purpose is to not block passage even with an image, but also still be interactable from 1 tile away. It doesn't do anything else afaik.View attachment 308561
    The picture shows how you could have a door event that just about works the way I think you want it to with only one event and two pages with an A self switch.
    But note that you'd need to swap out the Advanced interaction for the modified version.
    The if condition script reads as let doorEvent = $gameMap.event(this.eventId()); $gameMap.events().some(function(ev){return (!ev.isErased() && (ev.isType() == 'enemy' || ev.isType() == 'actor') && (ev._x == doorEvent._x && ev._y == doorEvent._y))});
    If an actor or enemy is on the same tile, the door doesn't close and plays an SE instead. Otherwise, it turns back into an 'object' type and blocks passage again.
    Hi! For some reason I did not get a notification when this was posted, so I see it only now! In the meanwhile I found a sort of solution to the door problem using one of the approches that you mentioned, i.e. extra events, but as you suspected it has been extra cumbersome to write and debug, especially since the opening and closing of the doors was linked to other events in my scenario.

    I have saved the modified plugin you posted, for sure I'll try it out next time I use doors in SRPG battle mode, but even before trying it I wanted to thank you for all the advice and for taking the time to write some code to fix my problem! :biggrin:
  11. Hi, is there a compatibility plugin with SRPG and yanfly's limited skill usages?
    Limited Skill Uses (YEP) - Yanfly.moe Wiki
    It gets a text error if a sideview battle (by any actor or enemy) is conducted, changing EMPTY or 0/1 to NaN/1 like this.
    nan1.jpg
    Mapview battle doesn't cause this text error.

    edited: never mind, I found it on first 10 page when I searched skill cooldown.
  12. Is it possible to make it so that some skills can't attack twice?
  13. LordEdmundGod said:
    Is it possible to make it so that some skills can't attack twice?
    Add to skill

    <doubleAction: false>
  14. is there a way to add crit to the battle forecast?
  15. Well stupid question - but do i need to user $charset with every character or is there a way to use ususal 8 characters charset too?
    I ask this because I tried to use a different charset (not $ with one character, but a standard charset with 8 characters in it), but then the game character changed its appearance from one character to another when I selected it during battle.
  16. ydoolb said:
    Well stupid question - but do i need to user $charset with every character or is there a way to use ususal 8 characters charset too?
    I ask this because I tried to use a different charset (not $ with one character, but a standard charset with 8 characters in it), but then the game character changed its appearance from one character to another when I selected it during battle.
    Looking at the code, looks like enemy and event units can be designated a characterIndex

    Code:
     *     <characterIndex:X>
     *         # Enter in X what number of character graphic to use
     *         # during SRPG battle.The position in the image file is as follows.
     *         # 0 1 2 3
     *         # 4 5 6 7
    But actors use $gameActors.actor(2).characterIndex();
    Load up console and if the characterIndex matches Marcia's character index then its a hardcoded problem that requires a script to fix
    LordEdmundGod said:
    is there a way to add crit to the battle forecast?
    Doable
    Needs some editing of srpg_core.js

    1. Find Scene_Map.prototype.srpgPredictionWindowRect and change all instances of :
    wh = this.calcWindowHeight(3) to
    wh = this.calcWindowHeight(4)

    This makes the window bigger

    Then add some code to draw crit to Window_SrpgPrediction.prototype.drawContents

    var val = user.cri * 100;
    this.changeTextColor(ColorManager.systemColor());
    this.drawText("Crit", this.innerWidth / 2 + padding * 2, lineHeight * 3, 98);
    this.resetTextColor();
    this.drawText(val.clamp(0, 100) + '%', this.innerWidth / 2 + padding * 2 + 188, lineHeight * 3, 112, 'right');

    ,
  17. Dumb question but how do I use scripts to setup flag for events so npc may change directions in mid of battle?

    Here's what it's written:
    New script call:
    event.setAiFlag('ABC') changes the event's flag to ACB
    event.clearAiFlag() removes the event's flag

    There are no examples for this, so I tried manually but none of them worked.
    event(18).setAiFlag('ABC'), event.setAiFlag(18, 'ABC'), event18.setAiFlag('ABC'), 18.setAiFlag('ABC'), this.setAiFlag('ABC')
  18. Hello everyone, I just started working on a project on RPGMaker MZ, but I'm having serious difficulties understanding how the plugin works and how to properly set it up. I created a test room for tactical combat, and I kid you not when I say I spent 10 months realizing that I missed ONE value from a class, and that made the NPC not work... Now the issue is that whenever an Actor attacks an Enemy, and whenever an Enemy attacks an Ally, the game gives another error:

    ReferenceError: item is not defined

    Now, I tried handling the issue with the developer tool, but it didn't help. I know it is a big ask, but could somebody please fix my project, if I send it over? It's not too big, since it's still in its embryotic stage, but I need a reliable model I can take when it comes to setting up characters, enemies, skills, classes et cetera. I am aware it is a big ask, but I would be very grateful if someone would volunteer. Thank you for your time :)
  19. EmaAnk said:
    Hello everyone, I just started working on a project on RPGMaker MZ, but I'm having serious difficulties understanding how the plugin works and how to properly set it up. I created a test room for tactical combat, and I kid you not when I say I spent 10 months realizing that I missed ONE value from a class, and that made the NPC not work... Now the issue is that whenever an Actor attacks an Enemy, and whenever an Enemy attacks an Ally, the game gives another error:

    ReferenceError: item is not defined

    Now, I tried handling the issue with the developer tool, but it didn't help. I know it is a big ask, but could somebody please fix my project, if I send it over? It's not too big, since it's still in its embryotic stage, but I need a reliable model I can take when it comes to setting up characters, enemies, skills, classes et cetera. I am aware it is a big ask, but I would be very grateful if someone would volunteer. Thank you for your time :)
    I strongly recommend you reference the sample project as it provides several samples in enemies, maps, etc. (Don't forget to check your plugin order as well!)
  20. I'm having trouble with using this plugin with keyboard control plugins. When I select a unit, it doesn't allow me to move the cursor. Has anyone else had this problem and know how to fix it? I'm using Yanfly's keyboard plugin.
    Edit: nevermind, I figured it out. Issue with the Mouse Operation Plugin.