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

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Started by RyanBram 3313 posts Page 161 of 166 View original ↗
  1. Percarus said:
    It's super cool that you wanna create a Fire Emblem style game! Go for it!
    I can't teach you the absolute basics, and there's no fool proof guide, but there are a couple things I can advice you to do;
    1. Use the Demos! The 1.32Q demo and the Shoukang Demos are excellent starting points, inspect them well! Tinker around with them! My own Fire Emblem style game that I'm working on right now is built on top of Shoukang's Demo :)
    2. If you're trying to make a Weapon Triangle system like in Fire Emblem, I'd direct you to this post. It's super helpful in my own implementation of the system.
    3. If you're still learning the ropes, I'd recommend not putting in any external plugins just yet, until you're entirely comfortable with the engine. The SRPG engine is extremely compatible with a lot of stuff, but adding more also increases the risk that stuff just breaks, and if you have a lot of plugins it gets a little difficult to track down errors and stuff.
    4. If you have any more questions, make sure to search around the forums! Feel free to ask in this thread as well, or you can message me directly, if ever!
    Good luck and godspeed :)
    Thank you so much for the precious advice. I'll take a good look at those demos and the post!

    I also figured out, these last few days, that making a game with rpg maker is way more complex than i thought it would be, so i'm going with a simple narrative adventure without combats for start, to familiarize with all the basic mechanics. The fire emblem styled game will be my second project :smile:
    After an initial huge confusion, I made a lot of progresses using variables, conditions and switches so i'm kinda full of hopes for this little project
  2. BeKindReWind said:
    EDIT:
    I was finally able to get things working. It turns out that unitmapinfo requires the community version of the RPGMaker MV core .js files. They can be found here or a more recent and modified version here. When used together, the save function works again. However, it DRASTICALLY inflates the save file size, to around 220kb.


    Okay, I was able to fix my earlier issue with a different version of the move after action plugin and some general plugin reordering. So, if anyone has the same problem, they can look at the attached plugin order.

    I have a new issue, however. I added the unit map info plugin and now the game crashes when you attempt to save. The flow to recreate the issue is new game > have a battle > battle completes > save from pause menu > click any slot to try to save. From there, the save does not create, and if you try to leave the save menu you get the attached error. I'll once again attach the console log as well.

    Thanks in advance for any help that can be provided!View attachment 330794View attachment 330795View attachment 330796

    Okay, so I've boiled my troubleshooting down to the bare minimum plugin list and I'm still getting the save issue. I'm on MV 1.6.3. Does anyone know if unitmapinfo has a dependency other than srpg_core? Does it not work with MV 1.6.3?
    Did you game takes almost 1 minute to save too? The plugin works with the community cores, but the game's optimization drops drastically. I tried to mess around the plugin code, with no avail. I don't now much of java script.

    I asked for chatgpt and he says that the problem is some array problem, but I have no idea what it is. If you find another option, please post here. I'll keep trying too and if I find a fix, I'll let you know too.

    For now what I'm doing is disable save options during tatical battles. Since the save works fine outside the tatical battle.
  3. TheodoroCOM said:
    Did you game takes almost 1 minute to save too? The plugin works with the community cores, but the game's optimization drops drastically. I tried to mess around the plugin code, with no avail. I don't now much of java script.

    I asked for chatgpt and he says that the problem is some array problem, but I have no idea what it is. If you find another option, please post here. I'll keep trying too and if I find a fix, I'll let you know too.

    For now what I'm doing is disable save options during tatical battles. Since the save works fine outside the tatical battle.
    For me, saves were broken during and after battles. I switched to a different version of unitmapinfo that I found in this thread. towards the end of the thread actually. I'll attach the version to this post. Seems to fix everything for me. I'm still using the community core files. I can post my final plugin setup if you need it, too. Fair warning, I just noticed about 15 minutes ago that something in my setup has broken the playtime counting for saves. But everything else appears to work.
  4. BeKindReWind said:
    For me, saves were broken during and after battles. I switched to a different version of unitmapinfo that I found in this thread. towards the end of the thread actually. I'll attach the version to this post. Seems to fix everything for me. I'm still using the community core files. I can post my final plugin setup if you need it, too. Fair warning, I just noticed about 15 minutes ago that something in my setup has broken the playtime counting for saves. But everything else appears to work.
    Worked! Thank you, brother! Now I can enable the save during the battle again.

    Have a nice day.

    edit.

    Another question, brothers. There's a way to use graves plugin without breaking the normal battle outside the SRPG? The normal battles get's a crash when I defeat a enemy. I tried using the scriptcalls to disable the plugin outside the SRPG, but still get the crash. Tried disable the enemie grave, but still get the crash.

    Any help would be welcome. Thx.
  5. Hello!
    I just got this plugin and I was think if it's possible to get the skill animations on map instead of transporting to the classical battle view just to watch the animation.

    Can anyone help me with that?
  6. AnotherWill said:
    Hello!
    I just got this plugin and I was think if it's possible to get the skill animations on map instead of transporting to the classical battle view just to watch the animation.

    Can anyone help me with that?
    yes, turn on the Dynamic Action plugin
    1739855172883.png
  7. Absolutely amazing plugin! I was wondering if there are any extensions / modifications that allow for enemy battlers to be generated automatically based on their event sprite? Similar to how player battler sprites just follow the existing sprites
  8. OceanSmith said:
    Absolutely amazing plugin! I was wondering if there are any extensions / modifications that allow for enemy battlers to be generated automatically based on their event sprite? Similar to how player battler sprites just follow the existing sprites
    not plugin but just a plugin command, i think it's already there. when placing event troops, just connect it to a variable
    1740473960274.png

    <type:enemy><id:v[15]><mode:stand>

    so here, the id will be dependent on the var id 15. i already forgot the other plugins for random levels and stats and all. i just randomize the variable and i get random enemies
    1740473931973.png
  9. Hi! I have a question. I am making an endless battle mode and at some point, the player will level up to the maximum level but will get extra buffs of attack and defense outside of leveling up. However, I am looking for ways to also give attack and defense buffs according to the power of the player beyond levels. Is there a way I can do a script call or similar to say something like "thisSet.attack(unitId, variable of difficulty here)"? pretty much make a script call that sets the stats of the enemy to a variable
  10. xabileug said:
    not plugin but just a plugin command, i think it's already there. when placing event troops, just connect it to a variable
    View attachment 332512

    <type:enemy><id:v[15]><mode:stand>

    so here, the id will be dependent on the var id 15. i already forgot the other plugins for random levels and stats and all. i just randomize the variable and i get random enemies
    View attachment 332511

    Thank you! If I can ask another question, do you know if it's possible to make it so that when the plugin starts a battle, the actor unit starts directly where the player was before? (so at $gamePlayer.x, $gamePlayer.y)
  11. OceanSmith said:
    Thank you! If I can ask another question, do you know if it's possible to make it so that when the plugin starts a battle, the actor unit starts directly where the player was before? (so at $gamePlayer.x, $gamePlayer.y)
    you can do it with GALV_EventSpawner plugin (its free) just store the $gamePlayer.x and $gamePlayer.y into variables (before transferring to the battle map) then spawn an event at the variables value than use the script call
    this.addActor(eventId, actorId); GALV_EventSpawner has a scriptcall to get the last spawned event id

    you can just set $gamePlayer.x and $gamePlayer.y into variables inside the editor, event commands->(tab1)control variables->Game Data or just use a script
    $gameVariables.setValue(141, $gamePlayer.x);//use what ever variable u want
    $gameVariables.setValue(142, $gamePlayer.y);

    Code:
    // 1. Store the player's position in game variables before transferring to the battle map
    var playerX = $gameVariables.value(141);//use what ever variable you stored $gamePlayer.x
    var playerY = $gameVariables.value(142);//use what ever variable you stored $gamePlayer.y
    // 2. Spawn the event from the spawn map at the player's position
    Galv.SPAWN.event(5, playerX, playerY, true);//i just made event 5 on spawn map an empty event
    // 3. Retrieve the last spawned event id and add an actor to it
    var spawnedEventId = $gameMap._lastSpawnEventId;
    // Add actor with actorId 1 to the spawned event (adjust actorId as needed)
    this.addActor(spawnedEventId, 1);
  12. Hi I tried searching around for a bit and couldn't find anything, but is there a way to skip enemies who won't move? I noticed during battle in the enemy phase that it will still go over enemies who can't move and truthfully that just feels like a time waste. It isn't the biggest deal since most my enemies are moving, but I'd like to increase the pace of the game and would rather not have to see an enemy who won't move during the enemy phase.
  13. SnapSnap said:
    Hi I tried searching around for a bit and couldn't find anything, but is there a way to skip enemies who won't move? I noticed during battle in the enemy phase that it will still go over enemies who can't move and truthfully that just feels like a time waste. It isn't the biggest deal since most my enemies are moving, but I'd like to increase the pace of the game and would rather not have to see an enemy who won't move during the enemy phase.
    If they can't move, can they still act? What does "cannot move" mean? SrpgMove == 0? Otherwise it probably isn't too hard to skip enemies who can't move by ending their turn at the start of event phase with a script
  14. boomy said:
    If they can't move, can they still act? What does "cannot move" mean? SrpgMove == 0? Otherwise it probably isn't too hard to skip enemies who can't move by ending their turn at the start of event phase with a script
    By cannot move I mean enemies who cannot take any action for the turn. For example, one of my enemies has 3 move, but only attacks once the player is in range, so it's a bit annoying whenever the game goes over them every time despite the fact there's no one in range so they'll just sit there doing nothing. Better wording would be I wish to skip going over enemies who won't take any action for the turn.
  15. SnapSnap said:
    By cannot move I mean enemies who cannot take any action for the turn. For example, one of my enemies has 3 move, but only attacks once the player is in range, so it's a bit annoying whenever the game goes over them every time despite the fact there's no one in range so they'll just sit there doing nothing. Better wording would be I wish to skip going over enemies who won't take any action for the turn.
    You can achieve this by checking if enemy is "stand" ing and if so, end their turn immediately.
    This assumes you are using <mode:stand> for making enemies "sit there doing nothing"
    Basically you can run this scriptlet at the start of enemyTurn

    1741257609705.png



    Code:
    let enemy_list = []
    $gameSystem._EventToUnit.forEach(function(event) { if (event.length > 0) { if (event[0] == "enemy" ) { enemy_list.push(event[1]) } } } )
    enemy_list.forEach(function(enemy) { if (enemy.event().aiMove() == "stand") { enemy.setSrpgTurnEnd(true) } } )

    And this is the result:instantEnemyTurnEnd.gif
  16. boomy said:
    You can achieve this by checking if enemy is "stand" ing and if so, end their turn immediately.
    This assumes you are using <mode:stand> for making enemies "sit there doing nothing"
    Basically you can run this scriptlet at the start of enemyTurn

    View attachment 333440



    Code:
    let enemy_list = []
    $gameSystem._EventToUnit.forEach(function(event) { if (event.length > 0) { if (event[0] == "enemy" ) { enemy_list.push(event[1]) } } } )
    enemy_list.forEach(function(enemy) { if (enemy.event().aiMove() == "stand") { enemy.setSrpgTurnEnd(true) } } )

    And this is the result:instantEnemyTurnEnd.gif
    Thank you so much this worked wonderfully!
  17. Someone please make a local pvp plugin for this TBS!
    I'd be happy to use it.
  18. Rather curious if anyone has ever tried to do something similar to chess with this? Moreso:
    1. Control walk range and limit it to only diagonal/only front and back (I fully don't expect the horse movement to be possible though haha).
    2. Similar for attack ranges
    3. Changing a unit when it reaches a certain region type/tile.
  19. Woah, just happen to find this plugins now, really great. Though, I wonder if it was possible convert our units to enemies just like converting an even to become our units or enemies?