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

● ARCHIVED · READ-ONLY
Started by RyanBram 3313 posts Page 99 of 166 View original ↗
  1. xabileug said:
    thanks @dopan, you changed the original size of the window,1. it would affect the prediction window?



    2.Also, I want a static EXP of 100, what plugin do you suggest
    , and how to add it in the info window? 3.I want the EXP gauge bar reduce length and aligned to MP, and change its color.
    View attachment 206625

    I checked @Shoukang extension plugins, and the puzzle mechanics in his demo would add the challenge - talk, open, wrap, push, pull..

    4.Is there a coop plugin? like all nearby allies can join the attack? i like this to be a TP skill, how to set this up.
    1.yes the window is a bit more Width and i just tested it, its a bit to big, i will try to fix that..
    2.i dont suggest any plugin for that.. you could add such bar when editing the window code, but not at the positions you showed.. , i will try to add it somewhere if i have enough room left..
    3.
    my skills with window building are near to 0.. i made this with tryal and error,wishes like color change or extra exp bars ect.. i am not sure if i can solve that
    4.the only plugin i know for such stuff is my mapForceAction plugin, .. which is still experimental.. and requires a bit JS knowlegde & exp with the engine..
    but dual atts or friend combos ect are not impossible.
    ( i could even make 1 unit trigger all other units if they have any opponent in range )
    code related to img part
    Screenshot_3.png

    Screenshot_1.png
    (for such things i am using actorhuds or srd ->example)

    EDIT
    OK i figured out how to rearange the other window parts, and fixed the size problem,..but for the colors i am using a plugin ..
    MrTS_HPMPTPMulticolorGauges
  2. dopan said:
    i have an edited version of that plugin. i found the code that makes that hp bar very complicated and could only do 1 acceptable edit.. ill attach that version here.
    thats the part where i edited it:
    View attachment 206566
    ----
    about all the other questions,,
    Spoiler
    im not gonna explain every single plugin.. and some things dont need plugins..
    I can only advice to check all plugins from DrQ first .. and then the other plugins from other autors of this thread..
    for example: ("lock pick")
    trigger common event with a chest,, that chest is already an event and can call any common event aswell with event command..
    if that needs if conditions to ask about that active unit.. you will be able to do that after you learned the basics of the most used scripts in srpg..

    i listed a few scripts on my Github "srpg scriptcall list"-plugin-..which is not a plugin i just put it there to make the JS better visible..

    .. the most difficult plugins but also giving most options are the "NRP" plugins.. and these have their own help internet page.. ryan posted that..
    ( i still didnt used them much and cant give advice on these plugins)

    about the status info:
    on the skill part i agree.. thats just for make stuff visible.
    And on the equip part.. there i preffer to make the equip also add the stat that the equip has..or else it makes not much sence to steal the equip..enemys should lose these stats aswell in such case..
    i already found most code which i need but it will take more time to put everything together..
    And you will still need to build that window,...
    i already finished that part myself

    ------
    at the end i can just say:
    better do things step by step and learn how to work with the engine instead of trying to find plugins for everything or trying to clone well known games like FE or FFT..
    When i started with srpg i was doing the same thing and tried to find all compatible plugins ect.. but i learned that atleast a bit JS knowlegde is required to work with srpg..
    (or else you will be very limited and dependent on other people to help you.. while everybody here has its own projects to work on.. no offense i am just trying to make that point clear)

    EDIT nr2
    @
    xabileug
    I finished the window part myself..
    Screenshot preview
    View attachment 206612
    View attachment 206613
    here it what it looks like
    (but the plugin is not done yet)
    That enemy equip window looks great! I’m using yanfly’s steal plugin and I think it lets you automatically subtract the equipments stat bonuses from them when you steal from them. Although if you give the equipments other bonuses like passives, it might be tricky to implement that.
  3. moldy said:
    That enemy equip window looks great! I’m using yanfly’s steal plugin and I think it lets you automatically subtract the equipments stat bonuses from them when you steal from them. Although if you give the equipments other bonuses like passives, it might be tricky to implement that.
    thas interresting, i did newer try yanfly’s steal plugin,..

    does the enemys have equip??

    and are you sure that the equip stats are added to the enemy units?

    ..because enemys dont have equipment by default.. even the weapon is added by srpg core..
    And i got some trouble with adding the "param stats of the armor/equipment" & "state adding of the equip" at the moment..

    if i get this done we wont need any non srpg plugin to steal and it will work betwen actors&enemys aswell

    i had to change the window again because of its size, related to battle predition..
    thats how it looks now:
    Screenshot_2.png
  4. can i move and turn this:
    Screenshot (163).png

    to this:???

    Screenshot (164).png
    would kinda look better for me ngl
  5. dopan said:
    thas interresting, i did newer try yanfly’s steal plugin,..

    does the enemys have equip??

    and are you sure that the equip stats are added to the enemy units?

    ..because enemys dont have equipment by default.. even the weapon is added by srpg core..
    And i got some trouble with adding the "param stats of the armor/equipment" & "state adding of the equip" at the moment..

    if i get this done we wont need any non srpg plugin to steal and it will work betwen actors&enemys aswell

    i had to change the window again because of its size, related to battle predition..
    thats how it looks now:
    View attachment 206654
    I’m excited for a new steal plugin! I don’t think yanfly’s plugin by default adds the weapon/armor bonus to the enemy. I’ve just been manually adding the stats myself to their base parameters in the enemy database
  6. NoPiessadface said:
    can i move and turn this:
    View attachment 206655

    to this:???

    View attachment 206656
    would kinda look better for me ngl
    when an actor has its turn done.. that actor will have that window..
    the other smaller window is for active actors..
    it might be possible to replace the small one completly, probably, but i did not study all windows.. only the one which i am editing..
    In my older project i dismissed that small window by disabling it, and using mogs actor hud, which is pretty cool..
    Screenshot_3.png
    you can edit at
    Scene_Map.prototype.createSrpgActorCommandStatusWindow
    on the img i used "//" to disable it, and "mogs actorhud" will be at that place by default (i was a coincidense that this was compatible)
    ( the party hud had some problems..thats why i used srd hudmaker for partyhuds
    (last link in my spoilerView attachment 147006)
  7. Completed
    Can someone make a ShowLevelUpMessage for SRPG? I found the following plugins:
    MOG_BattleResult.js has the show portrait + the stats
    MKR_LevelUpMessageEx.js shows the stats before and after HP 10 -> 11
    FeLevelUpMV.js handles the random stat gain on level up HP (+1)
    This Level up window would be so nice.
    I was thinking if it was possible with a common event, then just use DTEXTPICTURE all stats, but the random calculation part seem impossible with numerous actors.

    1636901876640.png

    EDIT: so with the FeLevelUpMV.js it looks like this.. only lacking the unit face graphics/ portrait..

    1636905155123.png
  8. xabileug said:
    Can someone make a ShowLevelUpMessage for SRPG? I found the following plugins:
    MOG_BattleResult.js has the show portrait + the stats
    MKR_LevelUpMessageEx.js shows the stats before and after HP 10 -> 11
    FeLevelUpMV.js handles the random stat gain on level up HP (+1)
    This Level up window would be so nice.
    I was thinking if it was possible with a common event, then just use DTEXTPICTURE all stats, but the random calculation part seem impossible with numerous actors.
    View attachment 206668

    EDIT: so with the FeLevelUpMV.js it looks like this.. only lacking the unit face graphics/ portrait..

    View attachment 206673
    for the actor face try to add :
    this.drawActorFace(this._battler, 6, lineHeight * 1);
    (if its a window prototype function)

    somewhere ..the numbers "6" and "1" can be changed..

    "1" is the line in the window (up/down)
    "6" is the pixel amount from left to right
    (so it will be on the left and at the top)
    note "lines" start with 0 (pixelamount aswell)


    also you should be able to change the window size somewhere by changing the numbers..in the window code


    the code says "actor" but this code is used for actors and enemys!
  9. Hey @Shoukang I'd like to report a minor bug between your Summon and Battle Prepare plugins. On the battle prepare scene, if I remove a character from the map so I have 1 actor remaining on the battlefield, exit the battle prepare menu, then hit the cancel button once more, this message pops up. Also, there doesn't seem to be a way for me to put the actor back onto the battlefield if I remove him from the formation option.
  10. I checked the UI.. Here are some things missing..
    • Crit Indicator, and move the damage text
    • Elemental Advantage Indicator, with Icon
    • ExtraHits indicator from the AGI bonus, extra attack
    1636935743347.png
  11. moldy said:
    Hey @Shoukang I'd like to report a minor bug between your Summon and Battle Prepare plugins. On the battle prepare scene, if I remove a character from the map so I have 1 actor remaining on the battlefield, exit the battle prepare menu, then hit the cancel button once more, this message pops up. Also, there doesn't seem to be a way for me to put the actor back onto the battlefield if I remove him from the formation option.
    Thank you. I updated the summon plugin so now it's fixed.
    I don't understand why you can't put an actor back. Open the menu and click formation, then click on the actor you want to put back should work.
    By the way, I highly recommend everyone to set the plugin parameter: 'actor prepare command' to false, as that command comes from a very old version.
  12. xabileug said:
    I checked the UI.. Here are some things missing..
    • Crit Indicator, and move the damage text
    • Elemental Advantage Indicator, with Icon
    • ExtraHits indicator from the AGI bonus, extra attack
    View attachment 206759
    For the element advantage, there are two things for you already- first there is a plugin to show how enemies on the map will react to the bonuses and reductions of your chosen damage type by boomy here: https://github.com/boomyville/RMMV/tree/master/SRPG Zone Customisation
    as for predictions, try this post and some of the afterwards:

    boomy said:
    Do you mean convert actorId to eventId? There is $gameSystem.ActorToEvent(actorId) which spits out the eventId of the actor (or zero if the actor doesn't exist)

    Code:
        var _effectiveDamage = Window_SrpgPrediction.prototype.drawSrpgBattleDamage;
        Window_SrpgPrediction.prototype.drawSrpgBattleDamage = function(damage, x, y) {
            _effectiveDamage.call(this, damage, x, y);
                if($gameSystem.EventToUnit($gameTemp.targetEvent().eventId())[1].elementRate($gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].currentAction().item().damage.elementId) > 1) {
                    this.drawTextEx("\\I[33]", x + 140, y, 100);
                }              
        };

    I made a small code for you. It will show icon 33 if enemy has an elementRate of more than 1 (aka weak) for the user's action. If you use yanfly element core to add extra elements then you'll have to add some extra code in. You can just copy the same code and make a "not very effective" message appear too.

    You can put this in its own plugin or just slap it on the bottom of srpg_core.js/random plugin
    also, if you want weapon durability, go here: https://forums.rpgmakerweb.com/inde...sed-strategy-game.110366/page-57#post-1135850
  13. MetalKing11417 said:
    For the element advantage, there are two things for you already- first there is a plugin to show how enemies on the map will react to the bonuses and reductions of your chosen damage type by boomy here: https://github.com/boomyville/RMMV/tree/master/SRPG Zone Customisation
    as for predictions, try this post and some of the afterwards:


    also, if you want weapon durability, go here: https://forums.rpgmakerweb.com/inde...sed-strategy-game.110366/page-57#post-1135850

    @MetalKing11417 ohh nice, thanks! the tile indicates, which is a better target in the example green for attack is strong, and cyan if the attack is weak. but i still want an icon indicator in the prediction window.

    I dont know how to set up elemental weakness, how do you setup weapon triangle in MV? or even the Fire Water Earth Wind , Light VS Dark.. The Icon 73 not showing up
    1636963247388.png

    about item duratbility, it requires paid plugin YEP_X_ItemDurability.. i'll note this.. i found for Limit Skill Use VE_TechPoints is compatible
    how about individual actor items, and equip skills? what plugin do you suggest compatible?
    There is GALV_ActorEquipItems.js and Mano_ItemPocket.js

    I have another question, has any one made MP become Action Points? Like 1 tile move cost 1 Action Point, 1 Attack = 1 AP, skills cost 1,2,3 AP. and AP regens by some number?
    Another scenario, How do you make MP regen per turn like in jeane d arc? 4 MP per turn, and skills cost 5-10 MP, so all units need MP before being able to use skill?

    EDIT:
    I managed to add the crit to prediction window by editting the srpg_core.. now i just need the conditions for the draw icon text for enemy weakness, and the agi enough for x2 attack.. yes those 3 icons are still mock up.
    1636970923887.png
  14. Shoukang said:
    Thank you. I updated the summon plugin so now it's fixed.
    I don't understand why you can't put an actor back. Open the menu and click formation, then click on the actor you want to put back should work.
    By the way, I highly recommend everyone to set the plugin parameter: 'actor prepare command' to false, as that command comes from a very old version.

    I have my actor unit event boxes copy pasted from the demo forest map. There seems to be no issue on the demo forest map at all but on my new map (which is honestly a copy paste of the forest map too) I get the issue. When I go to Formation and select the actor to put on the map again, he's technically there on the unoccupied tile but just invisible for some reason. I can't figure out why

    Edit: Found the culprit. I had a this.addActor() script call in <type:battleStart> event box as part of my pre battle cutscene and after I removed it, voila! It works

    @Shoukang is there a way to set an event's actor ID *and* be able to move them around? I only ask because on some cutscenes before battle, I want certain actors to end up on certain squares and be movable too instead of letting the game go in order of actor ID and assign them spaces for me.

    Also I'm getting another bug, seemingly to do with AiControl and AoE rules. Whenever the enemy tries to do an AoE, this error appears. Should I avoid giving AoE to enemies if I plan to use AiControl? I vaguely remember someone mentioning an issue with Ai and AoEs that enemies try to use.
  15. little update about the upcomming "enemyEquip" Plugin, which also allows Stealing :
    I solved most Issues and can confirm that the plugin is soon availleble.
    (by default rpgmv enemys have no equip, and in default srpg enemys have only a weapon)

    features:
    -actors and enemys will have 5 equipslots in their battleStatus window
    (the window size wouldnot allow more slots anyway,..)
    -actors and enemys can steal every equip (from the 5 slots) from each other
    - all enemy equip will add stats and traits to the enemy unit, and remove them,
    if the equip gets stolen.
    - enemy equip is added on enemy note, so enemy clones will use the same equip,
    but stealing,adding or losing equip is individual for every enemy unit
    - data about equipslots or if an enemy equip is stolen, is easy availleble over the "battleUnit"
    (stored in the enemy battler)
    ...
    there may be other features aswell or usefull scriptcalls when its finished,but
    stuff above is already solved

    preview img with actor & enemy
    (orc Unit has his weapon stolen.All other orc clones have still their weapon)
    Spoiler
    Screenshot_2.png
  16. @dopan please add steal gold and steal EXP. enemy units can steal from actor gold.. for steal EXP, actor can gain full EXP without killing the unit, enemy unit will have its EXP reduced to zero if killed. when enemy steal actor EXP, their EXP points drop.
  17. xabileug said:
    @dopan please add steal gold and steal EXP. enemy units can steal from actor gold.. for steal EXP, actor can gain full EXP without killing the unit, enemy unit will have its EXP reduced to zero if killed. when enemy steal actor EXP, their EXP points drop.
    both are not planed,sry.

    -goldChange & ExpChange(for actors) are part of the EventCommands
    -for exp change on actors you can also use the plugin AB EXP
    (on enemys i am not sure how to change the exp,..atleast not at the moment,)
    -> there might be other exp plugins aswelll..idk

    edit about exp change on enemys
    ->considering that the enemys dont have an "expRate bar" on their status window..
    i guess the enemys have no exp usage, just their level from the enemy_SetupParam..
    idk
  18. moldy said:
    @Shoukang is there a way to set an event's actor ID *and* be able to move them around? I only ask because on some cutscenes before battle, I want certain actors to end up on certain squares and be movable too instead of letting the game go in order of actor ID and assign them spaces for me.

    Also I'm getting another bug, seemingly to do with AiControl and AoE rules. Whenever the enemy tries to do an AoE, this error appears. Should I avoid giving AoE to enemies if I plan to use AiControl? I vaguely remember someone mentioning an issue with Ai and AoEs that enemies try to use.
    I'm not planning to make changes to the battle prepare plugin. There are many special requests, like setting the maximum number of certain classes, certain actors can only be arranged to certain positions... etc. It's hard to fulfill all these needs, so I will just stick to the fire-emblem style.

    I have never seen this bug. Maybe because you are using the AI Control from Natplays' version? Try the version in my bug-fix patch first. Then you can try to merge that one with mine. Also, remember to use the other plugins in my bug fix patch.
    If this doesn't work please check your plugin orders. For anyone who is having trouble using my plugins, here's a complete order of all the plugins used in my demo game project.
    order of plugins
    1637018661489.png
    1637018963806.png
  19. @boomy how do you disable Galv_ActorEquipItems during SRPG? Itried the condition from SRPG_BattleUI
    JavaScript:
    if ($gameSwitches.value(switchId))
    and the condition from srpg_core
    JavaScript:
    if ($gameSystem.isSRPGMode() == true)
    EquipItem Command
    1637023861115.png

    @Shoukang when i unequip or change weapon i get this error from SRG_TerrainEffectWindow
    Spoiler
    1637024295523.png

    EDIT: i think its not the SRPG Terrain Effect Window i still get error... i think its MVP_Basic.js ? this is when i unequip actor equips and the "weapon" command becomes disabled
    Spoiler
    1637025423471.png

    can somebody make a plugin for the state icon? TMSrpg has the Unit state Icon.. I wanted this icon beside the HP bar so that its easier to see in the map the elemental weakness, weapon triangle like that.
    1637035208848.png
  20. @dopan Thanks for the help, sadly the plugin doesn't work all the way. I can make it to where the plugin decides who can counter attack but it flat out refuses to make use of the <srpgCounterSkill:X> notetag regardless of where I actually put it. Actors, enemies, equipment, states, none wanna work.


    I tried searching the tag itself on this thread but the only post that comes up on it is another user stating how the notetag doesn't work. T-T

    Also for some weird reason the core plugin doesn't seem to care if I set UseAgiAttackPlus to true or false it still functions regardless. Though I looked that up too and followed advice you posted for another user and set the Number required to "Blank."

    Ah well. There's another method I can and will try. Thanks for taking the time out to help me.

    Edit: I should mention I was curious if it was an incompatibility between the plugins I have so I tested this all out on a brand new project with just the StatbasedCounter and the Core plugins, nothing else.