SRPG Gear MZ - Plugins for creating Tactical Battle System

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Started by RyanBram 190 posts Page 2 of 10 View original ↗
  1. 1682894342299.png

    Issue appears to be this bit of code:

    1682894365824.png
  2. Rapacious said:
    View attachment 260506

    Issue appears to be this bit of code:

    View attachment 260507
    this function calls outside of battle the :
    _SRPG_AAP_Game_Action_testApply
    function
    ..
    so the problem must be in there..
    it looks like this function exists more than one time, and this one is calling the other version..
    If this Function only exists one time, than its calling itself, which would be a mistake.

    But i didnt look into the MZ plugin and also dont use MZ which has a slightly different coding style than MV

    But i guess it would help to replace that line 4176 " _SRPG_AAP_Game_Action_testApply "
    with the original non srpg function-call from the default MZ plugin
    Which should located in the "objects plugin".. and the functions name is probably something like:
    Game_Action_testApply

    But again this is just a guess to point in the direction.. i dont use MZ at all

    edit.
    also probably most bug reports from this thread for the MZ version will never reach to the jap dev who made it.sorry

    (ryan only translated it for us ,which is a big help, but i dont think he has much time to work on bugfixes ect)
  3. Found it.

    I had to pass the target variable to the original function (SRPG_core_MZ.js):

    1682896816356.png

    Then I had to disable this piece of code in SRPG_Summon_MZ.js:

    1682896883528.png

    So far I haven't noticed any effects from disabling this bit of code.
  4. I really like this plugin. I'm using it in my own MZ project, and it works great. I just have a few suggestions for features that would be nice to see in this plugin.

    • Adding team party exp gain as an option where all party members will gain exp when an enemy is defeated.
    • When using Map Battles, an option to use icons for weapon animations when attacking.
    • An option to completely hide the rewards window even when you get rewards.
  5. RyanBram said:
    Authors : Ohisama Craft (おひさまクラフト), SRPG Team
    View attachment 248875

    Hi, Everyone.

    At the end of this happy year, I would like to announce the arrival of the Tactical Battle System plugin for RPG Maker MZ called SRPG Gear MZ. By using the SRPG Engine MV as a base, SRPG Gear MZ has the same goodness with improvements that can make it easier for you to create your own version of Tactical RPG.

    Website & Download

    The following are some of the improvements made to SRPG Gear MZ by taking advantage of the features contained in the technology under RPG Maker MZ:
    • Most of SRPG Engine MV features
    • With a new feature in the RPG Maker MZ map event editor, setting up SRPG Battle becomes more simple.
    Spoiler
    • The Plugin Command adapts new features found in the RPG Maker MZ editor, so using commands becomes more intuitive.
    Spoiler
    • Better touch control.
    • More extensions are integrated
    • More samples are included in the Demo version including database templates, such as weapons, skills, states, and any features provided by the extension.
    This plugin is a successful example of how the MIT open source license works very well in the development of a game engine that can be used for the common good. A plugin that is almost equivalent to building a new engine would be hard to come true without many support. A number of contributors have been kind enough to develop extensions for this Engine and release them under the same license.

    We thank this community for your trust, support, and enthusiasm for the SRPG Engine MV, which made SRPG Gear MZ possible. If you have common goals and want to contribute to this Engine, we would love to get help from you in any form of contribution.

    Roadmap:
    • English and Japanese official website
    • Demo translation into English version
    • Port number of extensions that currently don't work in SRPG Gear MZ

    Special Thanks to:
    • Dr Q
    • Dopan
    • Boomy
    • Shoukang
    • everyone who really active in helping each other in understanding the engine
    Personally, I apologize for disappearing in a very long time and not being very active in this forum, so that not all incoming messages and questions can be answered. Thank you to anyone who has volunteered their time to answer every question that comes in.
    I am using it for my project and I see it needs new plugin with terrain level sprites and give more damage or crit chance and to hit chance attacking from above, and have more defense being attacked above. Also flanking plugin, I think this would be a must. How hard would be doing this?
  6. Cyon said:
    When adding more than 1 skill type to a given class, the lower options disappear.
    Let's say I have a Paladin in my game, which I want to be able to use skills in both 'Blessing' and 'Fighting' categories. This makes it so the commands are not properly shown when selecting the actor.


    Steps to replicate:
    Simply downloaded the demo, added a new skill type for the Ninja class, now the 'Wait' command for the MC doesn't show.
    View attachment 253768

    View attachment 253767

    Also, adding more skill types makes even more of the options not show, starting from the bottom option and going upwards. With 3 skill types, now 'Weapon' command is not shown.
    View attachment 253771

    View attachment 253769

    However, you can still click where the button would be located, and the logic still works. If I click on where 'Wait' would be, the actor waits turn as usual.
    View attachment 253773

    So in this is just a visual bug with how the command options are rendered, not a problem with the plugin functionalities. I'm still trying to locate where in the code those actor options are populated to see if I can solve this by myself, but it's really a lot of code. Impressive dedication of this team, this plugin is awesome. This small inconvenience is really minor in the overall plugin.

    Has anyone managed to find a fix for this solution?
  7. This may be a rather specific question. I want to use a plugin and I don't know if it works on SRPG Gear. I imagine so because it only changes the animations of the battlers and enemies. But it is paid and before I spend the 10 dollars I want to know if it is compatible

    Does anyone know if Visustella's Dragonbones Union works?
  8. Another out of topic question, how feasible it is to modify the turn order into an AGI-based one i.e. you don't give orders all at once at the start of the round, but instead one at a time when the actor's turn comes (who goes first is based on actor's speed).

    So instead of:

    Actor phase - Enemy phase - Repeat

    We do:

    Actor 2 - Actor 3 - Enemy 2 - Actor 1 - Enemy 1 - Actor 4 (the order here is based on each actor's AGI)
  9. shoukang made such a plugin for the MV version of this..
  10. dopan said:
    shoukang made such a plugin for the MV version of this..
    Oh thanks. I think I've found the plugin you're talking about. Will take a look at it.
  11. Cyon said:
    I'd like to report a small bug:
    When adding more than 1 skill type to a given class, the lower options disappear.
    Let's say I have a Paladin in my game, which I want to be able to use skills in both 'Blessing' and 'Fighting' categories. This makes it so the commands are not properly shown when selecting the actor.


    Steps to replicate:
    Simply downloaded the demo, added a new skill type for the Ninja class, now the 'Wait' command for the MC doesn't show.
    View attachment 253768

    View attachment 253767

    Also, adding more skill types makes even more of the options not show, starting from the bottom option and going upwards. With 3 skill types, now 'Weapon' command is not shown.
    View attachment 253771

    View attachment 253769

    However, you can still click where the button would be located, and the logic still works. If I click on where 'Wait' would be, the actor waits turn as usual.
    View attachment 253773

    So in this is just a visual bug with how the command options are rendered, not a problem with the plugin functionalities. I'm still trying to locate where in the code those actor options are populated to see if I can solve this by myself, but it's really a lot of code. Impressive dedication of this team, this plugin is awesome. This small inconvenience is really minor in the overall plugin.

    I did some digging through the (very large) plugin and found what may be causing this problem.

    SRPG Core-Command Window in Battle-edited.jpg

    If the window height is set to 4, only four options will show below Attack. I picked 9, which is more than I'll need, but I figured it was better to go over what is necessary than below.

    Now my menu and its commands appear as they should.

    SRPG Core-Command Window in Battle-screenshot.jpg

    However, I noticed a glitch that I can't figure out how it originated. It may have been there for some time, but I didn't notice it until today. This error message occurs in the battle prepare menu when I try to select which characters to use.

    I doubt it has anything to do with the above JavaScript edit, since I tried changing the window height back to 4 like it was originally and the glitch remained. I didn't alter anything else in the JavaScript aside from that.

    GLITCH-BattlePrepare_MZ.jpg

    EDIT: I resolved this by replacing the Battle Preparation JavaScript file and tinkering around in VisuStella MZ Core Engine. Even if I can't edit that plugin directly, at least it offers a remarkable amount of menu customization.
  12. YEP_X_AnimatedSVEnemies,
    Something went wrong when I used it.
  13. Great plugin.

    I cannot figure out how auto battle is disabled. My actors are fighting in auto mode. :p
  14. Is it possible that the SRPG battle mode and the original RPG battle mode can both exist? So, in the SRPG battle map, I have the tactical battle mode, while in the RPG map, I can set some enemies and have the turn-based JRPG battle mode. I always want to make a game like that.

    Maybe this coexisting mode can also help resolve the conflicts between your plugins and other plugins dedicated to the battle system.
  15. I have decided to join the MZ bandwagon and will be porting some of the plugins from MV to MZ. My first plan is to port the terrain modifier plugins (modify stats based on terrain) and probably port over some of shoukang's plugins that didn't make the cut. Kind of sad to see the state of the MZ plugin compared to the MV one which seems to be more active

    szyu345 said:
    Is it possible that the SRPG battle mode and the original RPG battle mode can both exist? So, in the SRPG battle map, I have the tactical battle mode, while in the RPG map, I can set some enemies and have the turn-based JRPG battle mode. I always want to make a game like that.

    Maybe this coexisting mode can also help resolve the conflicts between your plugins and other plugins dedicated to the battle system.
    Yes you can have two different types of battles (turn based and SRPG). You can setup regular troop encounters like normal and then when you want a SRPG battle then teleport to a map with SRPG events setup.
    L-jun said:
    YEP_X_AnimatedSVEnemies,
    Something went wrong when I used it.
    I use Akea Battle Animations to animate enemies and it works fine; I ditched yanfly since all the rect functions have to be translated from MV to MZ and didn't want to use FOSSIL

    Rapacious said:
    Has anyone managed to find a fix for this solution?
    The new srpg_core.js fixes a lot of bugs including the one where the wait command is hidden
  16. Sorry to bother everyone with all these questions, but I'm wondering if there is a way to have a conditional branch based on if an actor's turn has ended? For example, if Actor 1's turn has ended, Actor 2 cannot use a certain skill.

    There's also a visual glitch whenever I use a common event that uses Show Text or Show Choices. The name text box is partially cut off but not really noticeable, but all the choices before the last one are cut off. I turned off all other plugins except the SRPG ones but it's still there.

    Spoiler
    Screen Shot 2023-10-15 at 3.01.55 PM.png
  17. GalacticRaphus said:
    Sorry to bother everyone with all these questions, but I'm wondering if there is a way to have a conditional branch based on if an actor's turn has ended? For example, if Actor 1's turn has ended, Actor 2 cannot use a certain skill.
    If you use Fomar0153's skill extension plugin and use the following notetag:
    <usable-add: $gameActors.actor(1).srpgTurnEnd() == false>
    Then the skill will be only usable if actor1 has not ended

    Replace $gameActors.actor(1) with whatever actor
  18. boomy said:
    I have decided to join the MZ bandwagon and will be porting some of the plugins from MV to MZ. My first plan is to port the terrain modifier plugins (modify stats based on terrain) and probably port over some of shoukang's plugins that didn't make the cut. Kind of sad to see the state of the MZ plugin compared to the MV one which seems to be more active
    Excellent! The MZ version is sorely in need of attention. I've been troubleshooting things as they pop up for me, but my knowledge of JavaScript is pretty slim.

    It's especially excellent that you're porting over the terrain modifier plugins first. The reason I returned to this topic was to ask about how to override a terrain tag’s effects for particular characters. I used terrain tags and the SRPG Range Control plugin to make mud and ice that hinder units’ movement. However, I don’t want my flying characters to have their movement restricted. Using the <srpgThroughTag:> notetag on my flying classes doesn’t seem to make a difference.

    I'd also love to make terrain that different types of units can pass through. For example, tiny characters would move through briar patches but large characters would not, and large characters would move up enbankments/small cliffs but tiny characters would not.
    boomy said:
    I use Akea Battle Animations to animate enemies and it works fine; I ditched yanfly since all the rect functions have to be translated from MV to MZ and didn't want to use FOSSIL
    I used Akea for quite a while, and while it is technically compatible, I ran into all sorts of glitches where animations wouldn't work for no apparent reason. For example, an animation might not work in one skill slot, but if I copied it into an adjacent skill slot it would. I had to do this a few times (which also made it a pain in the neck to keep the plugin parameters organized.) I tried to report these glitches on the official Discord several times and never received responses.

    I'm glad to hear Akea is working consistently for you. Personally, I gave up and moved onto NRP Dynamic Motion MZ for actors and its sister plugin SoR Enemy SV Sprite for enemies. It helps that it was created by the same person who created SRPG Core. https://newrpg.seesaa.net/article/477190386.html (I think the link for the enemy version is also on this page; I don't recall exactly where on the website it is.)
    The manual can be found here: https://ryanbram.github.io/documentation/dynamicanimation/#/

    It's not quite as versatile as Akea, but there are less steps involved in using it and I haven't run into any issues yet with any animations not working. Mercifully, unlike Akea, it also has copy-paste templates for action sequences.
    boomy said:
    The new srpg_core.js fixes a lot of bugs including the one where the wait command is hidden
    Thank you for fixing that! There's also a glitch where if a character has more than five or so skill types, the ones lower on the list won't display. This is the glitch I posted my solution for earlier on this page, but you probably know a better method.
  19. Has anyone found a way to add downed sprites when an actor or enemy has been defeated? I tried downloading the Graves plugin from the MV version, but it doesn't seem to work in MZ as I get a
    "ReferenceError: ResourceHandler is not defined" error immediately upon loading the game with the plugin turned on even with FOSSIL.

    Would really love a way to add downed sprites to the actors when they are defeated rather than them just disappearing.
  20. rhaw757 said:
    Has anyone found a way to add downed sprites when an actor or enemy has been defeated? I tried downloading the Graves plugin from the MV version, but it doesn't seem to work in MZ as I get a
    "ReferenceError: ResourceHandler is not defined" error immediately upon loading the game with the plugin turned on even with FOSSIL.

    Would really love a way to add downed sprites to the actors when they are defeated rather than them just disappearing.
    first of all, none of my plugins are made or tested for MZ.. and i dont recommend them for mz usage

    second ,.. to answer your question.. you can also solve this by eventing and using the different eventpages.. by using the death-state as eventpage condition..
    ..thats how i did it in the first place.. but i made my grave plugin to avoid this work..
    -> i decided to spawn separated events for the graves, is a better solution

    (i even used a common event that turns switches for every unit that dies ect.. but i dont think that was really needed.. thats why i gave up on this solution)

    i also used different eventpages for other states, but that needed editing the char images by adding states grafiks.. that was to much work ,thats why i decided to make a plugin that shows the states on map battles.. but thats not related to your question..


    --------------

    @boomy nice that you try to help on the mz version, the reason i dont use mz is, that there are still things that need to be fixed in the mv version, and i still have no time and energy to work on my to-do-list^^
    ( i would be happy if i can finish my own game in the first place in mv )