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

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  1. SRPGギアMV Voice

    Link :



    Create from SRPGギアMV ver 1.10​
    the newest version: 1.23 + Q ( 2024/12/20 )​

    basic info
    based on SRPG_core.js -SRPGギアMV-
    Version : 1.10 + Q
    Last Update : 2023/9/13
    Produced By : Tkool SRPG team(有明タクミ、RyanBram、Dr.Q、Shoukang、Boomy)
    Cooperation : アンチョビさん、エビさん、Tsumioさん
    Base Plugins : SRPGコンバータMV(神鏡学斗(Lemon slice), Dr. Q, アンチョビ, エビ, Tsumio)
    Distributor : https://ohisamacraft.nyanta.jp/index.html
    -----------------------------------------------------------------------------
    copyright 2017 - 2021 Lemon slice all rights reserved.
    copyright 2022 Takumi Ariake (Tkool SRPG team) all rights reserved.
    Released under the MIT license.

    How to use
    1. Talk to Hero and enter the map
      Screenshot 2025-07-13 133651.png
    2. just start the game. Ignore the slime and sand
      Screenshot 2025-07-13 133721.png
    3. click any hero you want to have voice . The voice is not AI generated. Is human (just clarify.)
      Screenshot 2025-07-13 133747.png
    How to configure on MAP
    1. create a switch for activated the voice
      Screenshot 2025-07-13 133952.png
    2. create common event to run it
      Screenshot 2025-07-13 133926.png
    3. on battleStart (map). added plugin and activated the switch
      Screenshot 2025-07-13 134233.png
      GBisonCharSE Start
    4. if the map is done or voice need to turn off . make sure switch is off
      Screenshot 2025-07-13 134353.png
      GBisonCharSE End

    How to Setting on Plugins
    1. actor detail
      • choose Actor Detail
      • click to add or edit from the list
      • edit like the example. Name are optional
      Screenshot 2025-07-13 140707.png
    2. Actor Voice
      • choose Actor voice
      • click to add or edit from the list
      • edit like example. Actor 1 mean Actor id:1.
        Screenshot 2025-07-13 141437.png
      • the voice from folder audio/voices not SE
        Screenshot 2025-07-13 141454.png

    more
    feature will be added
    • Single. Only first option
    • rotate voice. if you have more than one, you will have other voices if you click again. this example can be seen on Gacha game like "Arknight"
    • random voice. You will get other voice randomly
    • no sound (?)
    • adding new voices based on list. You might thinks.. if the player have gain level 10, he/she have new line to read
    • more bug fixing
    Screenshot 2025-07-13 140935.png

    update:
    * link example project
  2. I was trying to use the srpg window editor but everytime i try to attack an enemy i get this error message.

    anyone know what to do here?
  3. Is it possible to include in the damage formula of a skill whether the target is attacked from the back or not?
  4. Indinera said:
    Is it possible to include in the damage formula of a skill whether the target is attacked from the back or not?
    Yes you can
    Requires dr q plugin
    B.event().direction() == a.event(). direction() will be true for back attack
  5. What is dr q plugin?
  6. I spent the last few days looking through here and didn't see anything asked about this, so I'm gonna give it a shot. I'd like to potentially combine this with a combination of Himeworks plugins that allow for multiple parties and a grid-based party setup to try and recreate the Ogre Battle/Symphony of War/Unicorn Overlord system. I get there'd probably be more than a bit of work I'd have to put in to get things to mesh properly, and I'm willing to try and figure that out. But everything really kind hinges on a couple questions.

    1 - Would it be possible to set it up so that when the two actors initiate battle, instead of it being a 1v1 like normal the battle is instead conducted between two squads/parties? The whole party would be represented by a single character so as not to hella-clutter the battle map, but the battle animation would show the two squads duking it out.

    2 - Can combat itself be changed to be two rounds instead of just one? The way it works in the mentioned games is combat initiates, attacker turn one, defender turn one, attacker turn two, defender turn two, and then combat ends. It still auto-battles like normal otherwise. I feel like it would have to do with where it checks wait count to end battle, but the numbers there don't seem like they'd make sense and I know just enough to know I don't really know squat if you know what I mean.
  7. Do you mean the SRPG Core or another more specific one?

    And is this how I should write it?


    (B.event().direction() == a.event(). direction())? a.atk+a.luk : a.atk ;
  8. has anyone made dopans steal item compatible with SRPG Gear 1.24Q?
  9. does anyone know how to edit the in-battle menu, i tried to edit it with other plugins but it seems to not be compatible with sumrndmde menu editor?
  10. @boomy

    This actually doesn't work:

    (B.event().direction() == a.event(). direction())? a.atk+a.luk : a.atk ;

    I think the reason is that before the battle sequence is launched (and the damage is performed), the attacked enemy turns to face the attacking character, therefore no longer being in the same direction.

    So the *predicted* damage does take into account the direction of the enemy, but once you actually launch the attack, its direction changes and the damage becomes different.

    Also the formula had another more minor flaw: if you would position your character behind the enemy (so, attacking from the back) but the character wouldn't be looking in the same direction of the enemy (because they came from the side for instance), it wouldn't work either.

    Isn't it possible to use the SRPG_DirectionMod instead (and implement it in the damage formula)?
    This one works very well and doesn't even suffer from the aforementioned minor issue.

    1753994240860.png
  11. Is it possible to give some *specific* skill no animation?
  12. Hi! I've been trying out the SRPG Dynamic Action plugin, but unfortunately it doesn't support Guest actors? It keeps crashing anytime a Guest actor is targeted with an attack! I decided to check and realized this plugin was made before Guest actors existed. Now I want to know if there's any work around? I already put in a decent amount of work for the animations so I don't want it to go to waste, but I understand if there's no way to fix it.

    1754549368965.png
  13. Indinera said:
    @boomy

    This actually doesn't work:

    (B.event().direction() == a.event(). direction())? a.atk+a.luk : a.atk ;

    I think the reason is that before the battle sequence is launched (and the damage is performed), the attacked enemy turns to face the attacking character, therefore no longer being in the same direction.

    So the *predicted* damage does take into account the direction of the enemy, but once you actually launch the attack, its direction changes and the damage becomes different.

    Also the formula had another more minor flaw: if you would position your character behind the enemy (so, attacking from the back) but the character wouldn't be looking in the same direction of the enemy (because they came from the side for instance), it wouldn't work either.

    Isn't it possible to use the SRPG_DirectionMod instead (and implement it in the damage formula)?
    This one works very well and doesn't even suffer from the aforementioned minor issue.

    View attachment 346407
    _srpgDamageDirectionChange = false (its a plugin parameter)

    otherwise requires srpg_core edit or use of external plugins to make the target event change direction AFTER battle not BEFORE
  14. _srpgDamageDirectionChange = false (its a plugin parameter)

    I can't do that because I do want the direction to change.

    otherwise requires srpg_core edit or use of external plugins to make the target event change direction AFTER battle not BEFORE

    SRPG_DirectionMod handles it just fine even if the direction changes before (which it does). Hence my suggestion, wouldn't it be possible to integrate the syntax of DirectionMod directly into the damage formula?
  15. Indinera said:
    I can't do that because I do want the direction to change.



    SRPG_DirectionMod handles it just fine even if the direction changes before (which it does). Hence my suggestion, wouldn't it be possible to integrate the syntax of DirectionMod directly into the damage formula?
    I don't use directionMod but looking at the plugin

    $gameTemp.getAttackDirection() == 'back' ? 200 : 100
  16. Hey, I have problem with starting a battle from parallel event. Using the same event but triggered by action button works perfectly fine but when triggered by parallel it just teleports me to the battle map and starts the battle
  17. Hey, I am using srpg core 1.32, Is this possible to do damage over time debuffs?
  18. Im having a problem with the creation of enemy actors. Once i create the enemy, type <type:enemy> on the notes and test the project, once i get transported to the map where the enemy is located, the game immediately crashes with the message: "TypeError. Cannot read property "match" of undefined". Does anyone know what kind of problem is this?. I´ve been following tutorials and even checked the SRPG Gear MV, and the enemy actors seem to work perfectly there.