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

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Started by RyanBram 3313 posts Page 163 of 166 View original ↗
  1. Sandetelen said:
    Has anyone had any success with making different factions, like neutral factions/factions that fight each other while also being hostile to the player, or trap events? Traps I assume would have to be accompanied by disallowing the player to redo moves, and it would have to be capable of instantly ending the turn of anything that walked over it. The demo has a trap that activates if you end your turn there, but that seems fairly limiting.
    can set factions up with game variables so that certain actions will either increase or decrease the factions variable and set the factions response to what the set faction variable is.

    i did make a movement lock plugin and trap events that triggers during movement phase with chat gpt as i mess my code up alot lol i cant post ai generated plugins on the forum but can send it to you through message also its for srpg core 1.34+Q so may need to be altered if using a different version (its by no means perfect -cant stop unit movements on traps via locking movement (it is possible but with messing around with the srpg core plugins phases and has negative effects on game flow) but can end turn on trap activation, also allows trap events to have skills assigned and class level stats assigned as well it has a few performance issues but can be used as a base for understanding how to achieve it).
  2. I'm wondering if it's possible to make a unit that is only able to move a single direction at a time? I've been wanting to make a war tank that can only move in a single direction until commanded to turn around
  3. Indinera said:
    Is there a way to disable animations so that everything happens directly on the map and the game never shows battle sequences?
    Just go in the plugin parameters and set map battle to "allways".

    TheLastYuriSamurai said:
    Small question in working with Shoukang's demo. More specifically I need to check if there's a unit on the city I'm trying to have a unit spawn on. If there is then it just sort of... doesn't summon the unit. I am open to any workarounds as I know this JS was specific to checking if there was any unit one spot to the right of the event activating it. I also don't mind hardcoding the values. My map is pretty finalized.
    JS
    var getAppearPoint = function(x, y){

    var dirs = [[0, 0], [1, 0],[0, 1], [0, -1], [-1, 0]];

    for (var i = 0; i < dirs.length; i++){

    var d = dirs;

    var events = $gameMap.eventsXy(x + d[0], y + d[1]).filter(function(event){return !event.isErased()});

    if (events.length == 0){

    return $gameVariables.setValue(15, [x + d[0], y + d[1]]);

    }

    }

    $gameVariables.setValue(15, false);

    }

    getAppearPoint($gameMap.event(this._eventId).posX(), $gameMap.event(this._eventId).posY())
    Event
    View attachment 337050View attachment 337051
    Map
    View attachment 337052
    O is the event itself. I need to test if a unit, which would be interacting from x, can summon a unit on O. If there's another unit standing on O this shouldn't be possible

    Editing to ask if there's anything other than the AGI plugin that would make units with higher agility attack first? I always assumed it should be that if both units have the same agility (1) then the attacker should hit first, is this not usually the case? Thank you!
    Did you put into your game a placeholder map "for summon" with all event that can be summonable ? The plugin need that placeholder map to work.
    There is a model for this placeholder map in Shoukang demo.

    A more easy way to do that (if visit the village gives you a new character for exemple), put an empty event next-to the village (or wherever you want, you can reposition any event using the event commands) and use the command this.addActor(eventId; actorId) (or this.addEnemy if visiting the village make an enemy appears)
  4. i just wanted to ask if there was a way to edit the battle forecast screen, cause my biggest gripe with plugin atm is the battle forcast screen has too much information and takes too much screen space. i can use other plugins to move the and resize windows around but i can't seem to remove some of the options that i dont need like luck
  5. Looey said:
    i just wanted to ask if there was a way to edit the battle forecast screen, cause my biggest gripe with plugin atm is the battle forcast screen has too much information and takes too much screen space. i can use other plugins to move the and resize windows around but i can't seem to remove some of the options that i dont need like luck
    i think its
    Window_SrpgPrediction.prototype.drawContents this function that handles the prediction widow you could alter it to display less information if needed
  6. NoobieMcNoobs said:
    i think its
    Window_SrpgPrediction.prototype.drawContents this function that handles the prediction widow you could alter it to display less information if needed

    oh! quite unfortunate that i have to edit the JS file itself , i have no idea how to do that :( if only it was like parameters i could edit in a plugin.
  7. I'm extremely apologetic for what I'm about to ask, I could not find anyone having my issue and it 100% looks like a skill issue on my part...

    When I try to use this plugin by transferring the player to another map and using the Plugin command to start the battle I do end up in said map but the battle is not properly started (I can move around like in any other map).
    And looking at the console nothing seems to fail or even be started at all.

    I have tried to look into the demo to find what I could be missing but as far as I can tell (not much it seems) I should have all that is necessary to setup a simple SRPG battle :'(

    Could someone have any idea as to where I could be missing something ?
    (it may not even be related to the plugin mind you... I just don't know anymore :'))
  8. Morrosis said:
    I'm extremely apologetic for what I'm about to ask, I could not find anyone having my issue and it 100% looks like a skill issue on my part...

    When I try to use this plugin by transferring the player to another map and using the Plugin command to start the battle I do end up in said map but the battle is not properly started (I can move around like in any other map).
    And looking at the console nothing seems to fail or even be started at all.

    I have tried to look into the demo to find what I could be missing but as far as I can tell (not much it seems) I should have all that is necessary to setup a simple SRPG battle :'(

    Could someone have any idea as to where I could be missing something ?
    (it may not even be related to the plugin mind you... I just don't know anymore :'))
    There is an order to call and SRPG Battle and move map.
    If you call the commands in the wrong order the battle don't launch.

    In memory, you have to call the plugin command "SRPG battle start" first. Then use the "move player to" command.

    To end a battle that the opposite. You must move player first then End the SRPG battle.

    (I know there is an order. I don't have MV open right now so maybe I'm wrong. if I'm wrong try the opposite.
    To start : move player and plugin command
    To end : plugin command / move player)

    == Edit ==
    After opening my MV project, you must put thoses commands in this order to start an SRPG Battle :

    1 . The event command to teleport the player to another map
    2 . Plugin command "SRPGBattle Start"

    To end an SRPG battle you must put commands in this order :

    1. Plugin command "SRPGBattle End"
    2. The event command to teleport the player to another map

    If you don't respect this order, your SRPG Battle will never launch. You can only move the cursor on the map and nothing will happen.
  9. AngelYuko said:
    There is an order to call and SRPG Battle and move map.
    If you call the commands in the wrong order the battle don't launch.

    In memory, you have to call the plugin command "SRPG battle start" first. Then use the "move player to" command.

    To end a battle that the opposite. You must move player first then End the SRPG battle.

    (I know there is an order. I don't have MV open right now so maybe I'm wrong. if I'm wrong try the opposite.
    To start : move player and plugin command
    To end : plugin command / move player)

    == Edit ==
    After opening my MV project, you must put thoses commands in this order to start an SRPG Battle :

    1 . The event command to teleport the player to another map
    2 . Plugin command "SRPGBattle Start"

    To end an SRPG battle you must put commands in this order :

    1. Plugin command "SRPGBattle End"
    2. The event command to teleport the player to another map

    If you don't respect this order, your SRPG Battle will never launch. You can only move the cursor on the map and nothing will happen.
    I am transferring the player to another map using a common event (which seems to work since I end up in said map once the event is triggered) and start the battle in the same event just after the transfer (as I saw it being done in the demo).
    event.jpg
    I do think my transfer to be pretty simple, as far as I know (or not) it should not be the issue
    transfer_common.jpg

    Would it be the way I try to start the battle maybe ?
    I'm not sure if it can be done another way.

    For now I'm not even considering ending the battle since I can't even start it, but I will keep your words in mind when I could use it :')
  10. I should probably be as exhaustive as I can be :')
    I'm using RPGMaker MZ(version 1.9.1 from Steam) with this plugin downloaded on srpgmaker directly (I doublechecked and I am using the MZ version of all plugins involved).
    I got all SRPG plugins running and only them, there is no other plugin on my RPGMaker.

    For the exploration map there is nothing more to see (nothing related to SRPG or the switches/variables used in it).

    On the SRPG battle map I defined a few events that I assumed to be mandatory for this plugin (with only the bare minimum that I though to be necessary) and I changed a few values in the database to match the demo:
    Here is my main actor event:
    test_actor1_event.jpg
    Here is my battleStart event:
    test_battle_setup_event.jpg
    then myactorTurn event:

    test_actor_turn_event.jpg
    enemyTurn event:
    test_enemy_turn_event.jpg
    turnEnd event:
    test_turn_end_event.jpg
    pre-action event:
    test_before_battle_event.jpg
    after-action event:
    test_after_action_event.jpg
    my variables:
    test_variables.jpg
    my switches:
    test_switchs.jpg
    I then added a few tags in enemy/actor/class in the database (and added a "For SRPG Gear" troop in it too).

    As you can most likely see it is pretty barebone, I tried removing anything I did not think was mandatory just to try and make it work :'X

    I have no idea what I'm doing wrong :'(

    (sorry for the length of this one, I wanted to be as exhaustive as I could...)
  11. Maybe try to not use the common event ?
    You don't really need a common event for a simple map transfer.
    Or Maybe integrate the plugin start into the common event ?

    It's thé only issue I can see here
  12. AngelYuko said:
    Maybe try to not use the common event ?
    You don't really need a common event for a simple map transfer.
    Or Maybe integrate the plugin start into the common event ?

    It's thé only issue I can see here
    I did try without the common event or with the Start Battle inside it, but neither changed my situation :'(

    I'm completely lost as to what could be missing :'X
  13. Morrosis said:
    I did try without the common event or with the Start Battle inside it, but neither changed my situation :'(

    I'm completely lost as to what could be missing :'X
    It's really strange.
    I personnaly don't use MZ, I'm on the MV version so I think I can't help you more.

    Maybe you could create your game directly in the sample project ?
    The sample project runs. So I think it would be better if you build your game directly in it.
  14. Morrosis said:
    I should probably be as exhaustive as I can be :')
    I'm using RPGMaker MZ(version 1.9.1 from Steam) with this plugin downloaded on srpgmaker directly (I doublechecked and I am using the MZ version of all plugins involved).
    I got all SRPG plugins running and only them, there is no other plugin on my RPGMaker.

    For the exploration map there is nothing more to see (nothing related to SRPG or the switches/variables used in it).

    On the SRPG battle map I defined a few events that I assumed to be mandatory for this plugin (with only the bare minimum that I though to be necessary) and I changed a few values in the database to match the demo:
    Here is my main actor event:
    View attachment 338619
    Here is my battleStart event:
    View attachment 338620
    then myactorTurn event:

    View attachment 338621
    enemyTurn event:
    View attachment 338623
    turnEnd event:
    View attachment 338624
    pre-action event:
    View attachment 338625
    after-action event:
    View attachment 338626
    my variables:
    View attachment 338628
    my switches:
    View attachment 338629
    I then added a few tags in enemy/actor/class in the database (and added a "For SRPG Gear" troop in it too).

    As you can most likely see it is pretty barebone, I tried removing anything I did not think was mandatory just to try and make it work :'X

    I have no idea what I'm doing wrong :'(

    (sorry for the length of this one, I wanted to be as exhaustive as I could...)
    The MZ version has a specify thread in this forum. I recommend that you take your question there https://forums.rpgmakerweb.com/index.php?threads/srpg-gear-mz-plugins-for-creating-tactical-battle-system.153483/
  15. Morrosis said:
    I did try without the common event or with the Start Battle inside it, but neither changed my situation :'(

    I'm completely lost as to what could be missing :'X
    Don't rename the plugin?
  16. AngelYuko said:
    It's really strange.
    I personnaly don't use MZ, I'm on the MV version so I think I can't help you more.

    Maybe you could create your game directly in the sample project ?
    The sample project runs. So I think it would be better if you build your game directly in it.

    I did try it out and it works :'X
    I would prefer to make a brand new project but if that's the only way to make it work for me... ^^'
  17. boomy said:
    Don't rename the plugin?
    I did retry with the proper filenames but it did not change the situation, thanks for pointing it out though
    the closer my project is to the demo the better it is for debug :')
  18. Hello ! I found Hidetoshi Kawaguchi Fe_levelUp plugin (it was mentionned earlyer in the thread) : https://github.com/HidetoshiKawaguchi/RPGMaker-plugins/tree/main/FeLevelUp
    I have a question about that.
    Did someone succeed to edit it to works with custom parameters ?
    I would like to use it, but I have a custom parameter using Quasi plugin (I don't understand japanese, but translating it, I understand it only works with base params)

    I also want to include it into player and ennemies status windows during a battle. Someone succeed to include custom params there ?
  19. AngelYuko said:
    Hello ! I found Hidetoshi Kawaguchi Fe_levelUp plugin (it was mentionned earlyer in the thread) : https://github.com/HidetoshiKawaguchi/RPGMaker-plugins/tree/main/FeLevelUp
    I have a question about that.
    Did someone succeed to edit it to works with custom parameters ?
    I would like to use it, but I have a custom parameter using Quasi plugin (I don't understand japanese, but translating it, I understand it only works with base params)

    I also want to include it into player and ennemies status windows during a battle. Someone succeed to include custom params there ?
    Hmm looking at the code, it looks a bit clunky
    It creates a new actor variable _feParams
    And then replaces baseParam with it...
    var _Game_Actor_ParamBase = Game_Actor.prototype.paramBase;
    Game_Actor.prototype.paramBase = function(paramId) {
    if (this._feParams == undefined) {
    this.initializeParams();
    }
    if (this._feParams) {
    if (this._feParams[paramId]) {
    return this._feParams[paramId];
    }
    }
    return _Game_Actor_ParamBase.apply(this, arguments);
    };

    When in reality, there already exists an addParam method in default RPG maker MZ/MV to use
    You could make a feSprams and feXparams variables and copy most of the existing code to achieve a similar effect for s/x params but honestly it'd be easier to make a plugin from scratch. I dunno what quasi plugin does so i can't comment on gaining custom params but if it uses a similar system to existing params it wouldn't be too hard to implement

    Adding custom params to status is also not that difficult.
    Window_SrpgBattleStatus.prototype.drawContentsEnemy
    Window_SrpgBattleStatus.prototype.drawContentsActor
    Window_SrpgActorCommandStatus.prototype.drawItem

    Those are the windows you wanna edit