SRPG Gear MZ - Plugins for creating Tactical Battle System

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Started by RyanBram 190 posts Page 3 of 10 View original ↗
  1. dopan said:
    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..

    Oh I understand. I didn’t expect it to work in MZ because I know MV and MZ are a bit different with plugins so they often don’t work across software.

    I know you mentioned over in the MV thread that you had an example how you did the eventing before you made the graves plugin. Is that still in the demo or do you still have that version of the demo uploaded somewhere so I can try to set mine up in a similar way? If not no worries, I won’t ask you to dig it up if not. I can certainly figure it out if I take some time.
  2. no i cant upload my old demo cose of yeps term-changes..

    just use different eventpages on the unit-events and put other event imgs in the page that is active if the unit is death

    this solution is easy on actors, because you can use the actor ID and the deathstate as condition..
    .,but its bad on enemys because of enemy clones that use the same enemy ID..
    -> so you need to use no enemy clones or you need to avoid enemy graves by letting enemys dissapear

    (thats one of the reasons why i made the grave plugin, which basicly spawns new events as graves ...)
  3. dopan said:
    no i cant upload my old demo cose of yeps term-changes..

    just use different eventpages on the unit-events and put other event imgs in the page that is active if the unit is death

    this solution is easy on actors, because you can use the actor ID and the deathstate as condition..
    .,but its bad on enemys because of enemy clones that use the same enemy ID..
    -> so you need to use no enemy clones or you need to avoid enemy graves by letting enemys dissapear

    (thats one of the reasons why i made the grave plugin, which basicly spawns new events as graves ...)

    Oh awesome! Thanks so much for the tips. Would that be possible to do with a set-up where there are about 30 possible actors that the player can switch between in their party? I know the event pages are limited to about 20 if I'm correct? All of my battles have the protagonist required but the rest of the party can be whichever actor the player wants and they can be positioned wherever in the field. They all have tags of <type:actor><id:0>. How would one account for which actor is placed in that spot to know which downed sprite to show? I imagine there's some conditionals I could run but not sure how to find one that says If this event is this actor, then show this downed image. The protagonist would be easy because it's always the same actor, but not sure how to do that when the other spots could be one of 30 actors and the event would need to be able to identify which one the event is to know which downed sprite to display.
  4. my solution was always made with fixed actor ID,.. in your case where the actor can be anyone, this solution will probably not work..
    (another reason why my plugin is better than my first eventing solution.. but i am not going to convert any plugin to MZ, which i dont use myself.. also i got no exp in coding on mz)
  5. Anyone have any clue why I may be getting this dreaded and relentless “of undefined” TypeError? I haven’t tested all scenarios to narrow it down completely but it happens consistently if I move the first actor, then end the player’s turn, then after one or two enemy moves/attacks, this pops up. I haven’t been able to figure it out, but I have noticed it doesn’t seem to happen when the SPRG Summon plugin is on, but it does when it’s turned off. I only turned it off because it seems like when it’s on, I get a similar error when doing sideview battles (I’m implementing a mixture of both in my game).


    I’m using the first test map in the demo as a test one to test everything like enemies and skills. I added my own enemies and adjusted everything to fit my actors/enemies I’m using. It was working for a while and then I moved some enemies around in the database but thought I adjusted everything accordingly but maybe not. Figured maybe I just missed changing an ID in my events somewhere on the map, but I don’t know if that’s it considering it seems to be fixed by turning off the summon plugin. The only other thing differently I did since the last time it worked was download the update core plugin. Anyone experience something similar? Here are some screenshots of my console error and plugins:

    29BB9ADD-E0B8-4D76-B6A3-BF76171C5289.jpeg
    AB84D27C-9D07-4A8A-B6BA-36EF7C72BD62.jpeg2FDBA6D6-30F8-42D1-9D17-2291BA30CD3D.jpeg
  6. “of undefined”

    means always that the system trys do get some data which is not availleble..

    in the case of your error info pic, the system trys to get the attack skill id.. and i guess that it doesnt get the Units data ..
    (its like asking "the att skill id of who??.. there is nobody")

    i cant say which plugin constellation doesnt work out or if its an "MV/MZ conflict".. but i think that the codechain is broken so that parts are missing which cant be found when needed.. (thats often the "undefined" issues reason)

    edit
    to fix this you would need to read the codechain and find out the exact timing when and why its triggered..
    Then you would need to find out whats missing and which plugin (or plugin constellation") is responsible, then you might be able to fix it..
    ..
    such things may happen if plugins are in the wrong order, or if plugins are not fully compatible.. so you could also try out by trial and error disabling/enabling plugins till you find out which plugins are not compatible and if that can be changed/fixed
    (to fix compatibility you would need JS knowledge anyway)
  7. Thanks for the helpful advice! I went through and tested it with every plugin off and started turning them all back on one-by-one and testing it. It seems like it's having an issue with the Visustella Core plugin. I have no idea why and I swear it worked before just fine and I'm not sure what changed. The interesting thing is, I notice with the Visustella Core plugin active, the actors and enemies don't counterattack anymore. As soon as I deactivate, they counterattack again. They were counterattacking just fine before, but I wonder if the crash is occurring when a counterattack is attempting to happen. It's very confusing and I'm lost. Hoping it's just a simple "I put a notetag incorrectly" or something rather than a plugin I really need just not working with SRPG.

    EDIT: Seems like it may not be with the counterattacks after all as I turned off counterattacks in the plugin settings and the error still occurred so I'm still perplexed.
  8. encountered the same problem with VZ Core and counter attacking. Has anyone figuered out how to make it work? I would really love to use at leat the VZ Core plugins along with srpg.
  9. Unfortunately, I haven't been able to figure out a solution so I've mostly moved on to just use the default RPG Maker battle system instead because I need those Visustella plugins more as the battle system is less important than the rest of the stuff the Visustella plugins allow me to do.
  10. btw. is there a SRPG gear mz discord or something?
  11. one more thing: I'm using the BattlePrepare plugin. Is there a way to prevent actors from already being in party/deployed at the start? I would like to start with 0 actors selected. Maybe just some that I specifically force. I couldn't find anything in the plugin parameter settings.
  12. How can I make it so that the battle begins when the event is touched, and the battle begins exactly in the place where the event was touched, for example, if the event moves around the map? So that the fighters appear exactly in the place where the event was touched. Is this possible?
  13. Can someone tell me why all Battles are autobattles? I cant controll my own units. All events are the same to the Demo project but I dont know how to change it
  14. And also it wont show where the cursor is. I imported the Pictures in to the characters folder and selct them in the Plugins but they wont show in Battle the other icons from the sheet appear just that one for the cursor dont
  15. is there a built-in way to implement terrain effects like buffs/debuffs when a unit is on a tile? for example +DEF for a forest etc.
  16. Lufos said:
    is there a built-in way to implement terrain effects like buffs/debuffs when a unit is on a tile? for example +DEF for a forest etc.
    Try the following plugins:
    Extensions
    Shoukangs excellent repository

    The one you want is SRPG_TerrainEffect
    Shoukangs terrain effects window allows the player to actually see the effect
  17. thanks a lot. It seems that these plugins were made vor rpg maker mv? Do they work for mz as well?
  18. Is there any way to make this plugin compatible with VisuStella Battle Core? Most of the VisuStella plugins work with SRPG Gear (I extensively shared my findings in an earlier post in this topic,) SRPG Core MV worked with the MV Yanfly Battle Core (or whatever it was called) plugin, and having VisuStella Battle Core be compatible with SRPG Gear would hugely enhance the combat system since there are so many awesome combat plugins that require Battle Core as a base.
  19. Magenta-Fantasies said:
    Most of the VisuStella plugins work with SRPG Gear

    last time i checked, not even VZ Core was 100% compatible. The Core plugin broke counter attacking. Did you find a way to resolve that?
  20. Magenta-Fantasies said:
    Is there any way to make this plugin compatible with VisuStella Battle Core?
    i have no knowledge about mz in general, but from my point of view its not easy to do any compatiblety edits to VisuStella, because if i am correct, its paywalled, encrypted(that means it might be really hard to even read and understand the code of visustella) and has heavy terms..
    i can be wrong cose i have no idea about mz, i didnt use the mz version of srpg and i dont plan to..but thats just my point of view on this issue

    edit.
    i didnt read any visustella plugin, so i am not sure if its encrypted ect, but i think i read somewhere in this forum that this is the case