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

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Started by RyanBram 3313 posts Page 5 of 166 View original ↗
  1. Troublesome Knight said:
    Ah, I've got another idea. Is it possible to recruit enemies mid battle? In Fire Emblem certain enemies could be recruited to your party if you had the right person talk to them and in super robot wars some enemies can also be recruited, though usually in order for it to work you have to do more than have someone talk to them. I guess it would require being able to put in a tag for an enemy unit that will cause a "convince/recruit" command to appear when the right actor is standing next to them. Though I don't know what else.
    I could be wrong, but for this you could probably have an event. Make it so that the unit doesn't move unless an enemy is in range, and have an if statement with the condition being a certain character. After that make the enemy unit vanish and have a "character joins" type event where you add a new character to the party. I hope this makes sense. Just wish I could figure out why my turns loop...
  2. Hi!
    I tried the version for android, and just for you to know, the menu scenes are really slow.
    Don't know why, in android, the menu scenes usually are faster(fps) than the scene map.
    I see that you fix a lot of bugs. Congratulations!! I think in 2 or 3 months I will be able to help ^^
  3. Hello all, I've been experimenting with the engine and I'm curious if it is possible to have a 'knockback' effect that would move whatever unit is attacked.

    I made a common event called "knockback" that sets a movement route for the owner of the event to move backward three steps. Although I can get this event to trigger on <type:unitEvent> and on <type: playerEvent>, it seems that enemies and players cannot be moved during the battle.

    Any advice on this would be awesome, thanks :)
  4. !! My brother rebooted my pc when I almost finished the chapter 3 of the demo!
    I LOVE these plugins! Even the demo engaged me!! I found some issues around on the demo itself like the annoying char autoselect which wasn't allowing me to pick the char I wanted. Also the battles are too slow-paced but I guess it can also be adjusted.
    On the next days I will download the plugins and take a look on everything, it really has huge potential.

    Good job!
    EDIT: Oh and please, let us choose if use the battle scene or not once you release the battle in map scene, because personally, I prefer show the battle scene, it's awesome, I hope that with VE or YEP plugins you can animate enemies, if so, the battle scene part will be beyond amazing.
  5. Wow, I was using the other tactical rpg plugin from this forum, but this looks amazing I might switch to this.
  6. RyanBram said:
    Since the era of RPG Maker XP, I have never seen a SRPG system that is truly complete. There are at least two possibilities for that: 1) Kadokawa had already made a new version of RPG Maker before the SRPG System was completed, or 2) The creator of the SRPG System was busy or had other interests that caused the project to be abandoned. Then I decided to offer myself to the author by helping him pushing the system forward, because I am afraid I never see this system finish before being abandoned again.
    If you are a Javascript programmer, you can always help by creating extension for this system.
    • Author: Gakuto Mikagami
    • Translation: Me (Ryan Bram) and collaboration with the original Author
    • License: MIT
    • Non-commercial use: free
    • Commercial use: free
    • Redistribution: OK
    • Editing: OK
    • Redistribution after editing: OK
    • Series: RPG Maker MV

    So knowing it from someone else (who is from japan), I want to know all the different from all the version?
  7. Jomarcenter said:
    So knowing it from someone else (who is from japan), I want to know all the different from all the version?
    Well, at least with MV, there are two other tactics systems that I am aware of: Lecode's version which has unit based turns and significantly more features like customizable AoEs beyond simple diamonds, but is currently undergoing a complete reworking of the base code due it it being such a mess, and Embxii's version, which is very similar to this one.
  8. Does this plugin support line-of-sight calculations? (I.e. for ranged attacks near buildings, trees, etc.) Thanks.
  9. posfan12 said:
    Does this plugin support line-of-sight calculations? (I.e. for ranged attacks near buildings, trees, etc.) Thanks.
    Not yet. It's on the roadmap for future improvements, though.
  10. It would be cool if someone found a way to do the group/pairing system (Where you can switch characters and move in the same area) and double team attack (When you are side to side instead of combining into one) from fire emblem.
  11. Yougotsomechocolate said:
    It would be cool if someone found a way to do the group/pairing system (Where you can switch characters and move in the same area) and double team attack (When you are side to side instead of combining into one) from fire emblem.
    Maybe with a parallel process and variables you can achieve it. Variables that checks if two (or more members) are in the party, saves the coords of them, and checks if there are nearby (x/y - min tile radius you want example > 1 and <=4), then use a skill condition from YEP which allow/disallows the use of the skill depending of the variables (coords) of the members.

    Maybe common event calls may help too?
  12. I'll have to try that, thanks. (Also i was talking about a plugin being eventually made) edit: how do you change the japanese text to english on some of the menus?
    HuskyTrooper said:
    Maybe with a parallel process and variables you can achieve it. Variables that checks if two (or more members) are in the party, saves the coords of them, and checks if there are nearby (x/y - min tile radius you want example > 1 and <=4), then use a skill condition from YEP which allow/disallows the use of the skill depending of the variables (coords) of the members.

    Maybe common event calls may help too?
  13. I love this system!
    this is pretty self-explainatory and fun to use.
    but I would like some additions, like the possibility of making overworld combat instead of forcing side view, like in Lecode's TRPG's system, and obviously custom sprites for the battles.
    and btw, is this compatible with MOG_BattleHud? I would love to know cause I want to make a custom HUD
  14. Is there any way for the player to select which units will participate in the battle?
    That is to say that the participants are chosen based on those who are in the party of the player and not by the actor.
    Sorry for my bad English, it's not my native language.
  15. BluishFey said:
    Is there any way for the player to select which units will participate in the battle?
    That is to say that the participants are chosen based on those who are in the party of the player and not by the actor.
    Sorry for my bad English, it's not my native language.
    You can make a "character selection" every time before you enter in a battle and add or remove from the party the actors that you want to participate in the battle. You can do this by events or menu/formation itself.
  16. Okay, how is the Special range supposed to work, because it doesn't seem to for me- putting it in seems to just go for whatever range the attack was supposed be set to or if I didn't set it to anything it went for a default 1 range. (ps, it's rook not luke)

    Also, SRPG_DirectionMod could use an upgrade so that a player can add notetags for specific weapons like a dagger to get an alternative bonus than those set in the base params.

    Similarly, It would also be nice if we could add/remove buff effects to terrain.
  17. Are there any plans for online play vs other people? Would be super cool.
  18. Kibbelz said:
    Are there any plans for online play vs other people? Would be super cool.

    That would be well beyond the scope of this plugin, I imagine, not in the least since it isn't specific to making SRPGs. Online multiplayer is exceedingly complicated to add, not only for the plugin creator but also for the developer.

    In other news, while fiddling around over the weekend I was able to set up a map with wandering enemies that started a battle when you ran into them- with the added bonus that the battle only involved the enemies you ran into, and both the player and enemies started the fight in the same positions, with being teleported around.

    It still needs some refinements- notably, the battle system icons are left lying around when the battle ends- but it's promising.
  19. I've been trifling with this plugin for a bit...
    I've managed to tweak some things, but I don't understand how reviving unit works.
  20. Yoshifull said:
    I've been trifling with this plugin for a bit...
    I've managed to tweak some things, but I don't understand how reviving unit works.

    It doesn't, currently, as dead units are removed from the battle immediately. You might be able to do something with events to make something similar by "summoning" a new copy of the dead character, but I haven't dug too far into that to know it.