Hi, I apologize in advance if this is the wrong thread to reply to...I just wanted to ask everyone's opinion on SRPG Engine vs Lecode's TBS. What do you guys feel are the pros & cons of both? Thx!
MV - SRPG Engine MV - Plugins for creating Tactical Battle System
● ARCHIVED · READ-ONLY
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It's better if you want something closer to fire emblem, plus it is simpler to get working. However it lacks alot of the features available to lecode's version, though at least most of the ones here work without having to alter code or jump through hoops.Hi, I apologize in advance if this is the wrong thread to reply to...I just wanted to ask everyone's opinion on SRPG Engine vs Lecode's TBS. What do you guys feel are the pros & cons of both? Thx!
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First off, this plugin is great and is just what I needed for my SRPG / Dungeon crawler hybrid game.
However, I am having trouble the SRPG_AgiAttackPlus extension, and I want to make sure I'm understanding it correctly. No matter what I do, I cannot seem to get the units to make follow-up attacks, even if I set the srpgAgilityAffectsRatio to 1 and max out my unit's agility stat.
This is determined in the AddSameAction method in SRPG_AgiAttackPlus.js
Code:Game_Battler.prototype.addSameAction = function(agilityRate) { if (!this.currentAction() && this._reserveAction) { if (agilityRate > Math.randomInt(100)) { this._actions = this._actions.concat(this._reserveAction); var targets = this._actions[0].makeTargets(); if (targets.length == 0) { this._actions = []; } } this._reserveAction = null; } };
I think the issue is that !this.currentAction() is always evaluating to false, so the follow-up action is never firing. If I remove !this.currentAction() then my unit performs a follow-up, but it is before the enemy gets a chance to counter-attack. I don't know how to have it add the follow-up after the enemy's first action.
Any insight on this would be appreciated. -
Hi, I apologize in advance if this is the wrong thread to reply to...I just wanted to ask everyone's opinion on SRPG Engine vs Lecode's TBS. What do you guys feel are the pros & cons of both? Thx!
Generally speaking, the SRPG Core is less powerful in terms of combat mechanics, but much, much easier to set up and build stuff for. It also supports counter attacks and ZoC, both of which are very difficult to get working on LeTBS.
Here's a basic rundown of the two, from my perspective, in no particular order:
LeTBS:
- Highly customizable animations and effects for skills
- Precise control over AoEs and scopes
- Advanced systems like summoning and effect tiles
- Defeated characters can leave bodies and be revived, etc.
- Player chooses where to place their units
- Each battler had their own turn based on initiative
- Support for multiple attacks/actions per turn, moving before, after, or during attacks, etc
- Uses the battle scene and troops, so you can drop the same battle on any number of maps
- Incredibly easy to set up- very nearly plug and play, no extra files or scripting needed
- Distinct player/enemy phases, units can act in whatever order the player wants
- Units always move, take one action, and end their turn
- Your own units don't block their allies from walking through their tile
- Battles are set up directly in the map, less flipping between database and battle
- Everything but the movement and combat are controlled by events, so it's very easy to make unique encounters, or blend cutscenes with battles
- Compatible with a lot of other plugins, including movement and eventing, so you can potentially do some very interesting things
- Supports ZoC and counter attacks without much difficulty
- Combat shows via a "duel", in fire emblem style, which supports many of the battle scene plugins such as Action Sequences
- Experience can be awarded per-action during battle, and enemies drop items as soon as they are defeated
Both plugins have planned features / fixes we're waiting on that could tip the scales, and both have additional plugins that add or change how they work. -
@Doktor_Q What is and how ZoC works in SRPG?
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Damn, I wish there was a TBS w/ features from both lol. Also, what is ZoC?Generally speaking, the SRPG Core is less powerful in terms of combat mechanics, but much, much easier to set up and build stuff for. It also supports counter attacks and ZoC, both of which are very difficult to get working on LeTBS.
Here's a basic rundown of the two, from my perspective, in no particular order:
LeTBS:
- Highly customizable animations and effects for skills
- Precise control over AoEs and scopes
- Advanced systems like summoning and effect tiles
- Defeated characters can leave bodies and be revived, etc.
- Player chooses where to place their units
- Each battler had their own turn based on initiative
- Support for multiple attacks/actions per turn, moving before, after, or during attacks, etc
- Uses the battle scene and troops, so you can drop the same battle on any number of maps
- Distinct player/enemy phases, units can act in whatever order the player wants
- Units always move, take one action, and end their turn
- Your own units don't block their allies from walking through their tile
- Battles are set up directly in the map, less flipping between database and battle
- Everything but the movement and combat are controlled by events, so it's very easy to make unique encounters, or blend cutscenes with battles
- Compatible with a lot of other plugins, including movement and eventing, so you can potentially do some very interesting things
- Supports ZoC and counter attacks without much difficulty
- Combat shows via a "duel", in fire emblem style, which supports many of the battle scene plugins such as Action Sequences
- Experience can be awarded per-action during battle, and enemies drop items as soon as they are defeated
Both plugins have planned features / fixes we're waiting on that could tip the scales, and both have additional plugins that add or change how they work. -
@staf00 @Krystek_My ZoC is short for "Zone of Control." It's a somewhat common feature in SRPGs and TRPGs that stops enemies from moving past you, often a signature ability of durable melee fighters. Specifically, when they move into a cell adjacent to you (enter your zone), their movement stops for that turn.
One of the SRPG Core plugins (not fully translated, but it's simple enough to use) implements it, along with the ability for some units to ignore ZoCs- maybe flying units, ghosts, sneaky thieves, or the like.
You can very roughly implement it in LeTBS with auras, but it takes more setup, the AI doesn't know it exists, and the players can't see it ahead of time. -
Its fine, I figured it out! For those interested, I did it via going into SPRG_core.js and tweaking the "Window_SrpgBattleResult.prototype.drawGainExp" and "BattleManager.processSrpgVictory" functions and also removed the Enter button "Input.isPressed ('ok')" as it stalled at the end of the action battle sequence.
Hi Flottos
Can you kindly show the exact changes you made to the js file?
Thanks.
Edit.
Solved with Doktor_Q's plugin. Thanks! -
Hi.
I know we can store an event ID into a variable.
But I would like to ask if it is possible to store a particular enemy's HP (example: eventID002 which is Boss) in a variable as well? -
@Kenchee , please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.
If you want to add something to your last post, please use the 'Edit' button to do so instead. -
Ok so.. i tried the plugin, but there's something odd o.o
actors and enemies don't get ready when the turn ends... making it loop forever in a phase switching catastrophe. o.o what did i do wrong?
edit: Made it work xD
By the way, how can i adjust the position of the actor and the enemy? i'd love it to make it a little more.. centered and on the same Y to give it a more 'fire emblem-ish' look
I have another problem now o.o
i have <srpgMove:5> on a class.
and <srpgMovePlus:-4> on a status
The status is not changing nothing on the actor.
Another problem is that weapons range and stuff is not even working! -
Minor irratent found: using $insertnameHere for an enemy still requires a <characterIndex:x> or the function will not work, requiring the user to use either a 8 character sheet or select a row for an enemy unit, which can end up being a massive waste of space if they want to make a massive enemy with more than one direction or if they want to use a normal sprite with 1 picture in it like a number of the resources on this board.
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I have a question regarding how gauges are drawn in windows and during battle. Right now, I'm working on a project where the MP gauge and TP gauge are used for entirely different functions: the MP gauge is actually a Weight gauge which shows much a person can carry, and the TP gauge is acting like Actions Points, which are needed to perform actions during battle.
I am using the following plugins: Yanfly Core Engine, Yanfly Battle Engine Core, Yanfly Skill Core, SRD's TP Upgrade, and of course SRPG Core.
I use TP Upgrade to give the TP gauge some specific functionality for my game, but when it's on the game crashes if I select an enemy unit to look at their status window. The error message is TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite. I don't much about Javascript but this error seems to be related to how gauges are being drawn, like one of the plugins is overwriting another one. I've tried changing the order of the plugins a few times but can't seem to get it to work. Any ideas? -
I have a question regarding how gauges are drawn in windows and during battle. Right now, I'm working on a project where the MP gauge and TP gauge are used for entirely different functions: the MP gauge is actually a Weight gauge which shows much a person can carry, and the TP gauge is acting like Actions Points, which are needed to perform actions during battle.
I am using the following plugins: Yanfly Core Engine, Yanfly Battle Engine Core, Yanfly Skill Core, SRD's TP Upgrade, and of course SRPG Core.
I use TP Upgrade to give the TP gauge some specific functionality for my game, but when it's on the game crashes if I select an enemy unit to look at their status window. The error message is TypeError: Failed to execute 'createLinearGradient' on 'CanvasRenderingContext2D': float parameter 3 is non-finite. I don't much about Javascript but this error seems to be related to how gauges are being drawn, like one of the plugins is overwriting another one. I've tried changing the order of the plugins a few times but can't seem to get it to work. Any ideas?
From what I can gather, the length of your gauge has an infinite length.
As a user of that plugin, I can attest that gauges doesn't stretches on screen resize. There must be a function somewhere that overrides the finite gauge length, causing the error. Try putting SRPG Core at the bottom? -
Hey guys! Found this amazing plugin today, I'm really excited to use it.
Is there a way to disable the experience window showing at the end of every battle? I'm making a game with no experience gain during battles!
Regards, -
@big_noob Conveniently, I just finished an update to the plugin I made to do that (among other things), as well as adding integration between the AoE plugin and my extra settings. Place this one below all the other SRPG_ plugins for best results.
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You seem well versed with this stuff. I tried making a plugin myself to replicate the FE style order system, but I've run into some issues. Do you think perhaps I can get your help?@big_noob Conveniently, I just finished an update to the plugin I made to do that (among other things), as well as adding integration between the AoE plugin and my extra settings. Place this one below all the other SRPG_ plugins for best results.
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You seem well versed with this stuff. I tried making a plugin myself to replicate the FE style order system, but I've run into some issues. Do you think perhaps I can get your help?
It depends on what the order system is; I haven't played very many of the FE games. -
It is based, or rather editted from the 'AgiPlusAttack' plugin. Where if your Agility is a certain threshold higher than the opponent, you will do an additional attack. What I have done is created a plugin that allows you to alter this via skills and status effects. For example, a passive effect that allows you to perform an additional attack, regardless or speed. Conversely, a passive effect that prevents the opponent from performing an additional attack.It depends on what the order system is; I haven't played very many of the FE games.
Further, I have coded the ability to change attack order as whole. Such as being able to attack first, even when attacked- or being able to perform an 'additional attack' before the opponent can counter. These effects are known as 'Vantage' and 'Desperation' in the Fire Emblem games.
I have it working- except it doesn't play well with Yanfly's Battle Engine Core. Perhaps I should send you what I have? I acknowledge I am poor at explaining with my own words. -
@big_noob Conveniently, I just finished an update to the plugin I made to do that (among other things), as well as adding integration between the AoE plugin and my extra settings. Place this one below all the other SRPG_ plugins for best results.
WOW thats a big coincidence. I just tested your plugin and it works perfectly! Thanks for posting and congrats