SRPG Gear MZ - Plugins for creating Tactical Battle System

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Started by RyanBram 190 posts Page 4 of 10 View original ↗
  1. Lufos said:
    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?
    I use VisuStella Core (Skills and States in particular is very important in my game and all the other VisuStella plugins need Core.) Some of the other plugins work, but I’d have to check my game file later today to see exactly which ones.
    I haven’t had issues with enemies counterattacking. I’ll look into it on my end later.
    dopan said:
    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
    VisuStella plugins are obfuscated. I was thinking the opposite, if possible: modifying the SRPG Gear core script. I don’t have the JavaScript skill or knowledge to dare attempt this. At most, I’ve made minor tweaks. I don’t know how much of the SRPG Gear core script would need to be modified to do this. If only a couple lines of script need to be modified to make SRPG Core compatible with Battle Core, it would definitely be worth it for the amount of plugins that would then become compatible. If you’d have to modify dozens of lines of script in SRPG Core, then that could create all sorts of issues with the other SRPG plugins.
  2. Magenta-Fantasies said:
    I was thinking the opposite
    Unfortunately, when you have code that is like:

    function(_0x6c4d2e,_0x2c4925){const _0x403ed0=_0x2e73,_0x4b93b0=_0x6c4d2e();while(!![]){try{const _0xb11f06=-parseInt(_0x403ed0(0x147))/0x1+parseInt(_0x403ed0(0x359))/0x2*(parseInt(_0x403ed0(0x23d))/0x3)+parseInt(_0x403ed0(0x11e))/0x4*(-parseInt(_0x403ed0(0x355))/0x5)+parseInt(_0x403ed0(0x2b8))/0x6+parseInt(_0x403ed0(0x3f2))/0x7*(-parseInt(_0x403ed0(0x133))/0x8)+-parseInt(_0x403ed0(0x39b))/0x9+parseInt(_0x403ed0(0x120))/0xa;if(_0xb11f06===_0x2c4925)break;else _0x4b93b0['push'](_0x4b93b0['shift']());}catch(_0x410a26){_0x4b93b0['push'](_0x4b93b0['shift']());}}}(_0x3235,0x58184));

    It makes it really difficult to work out what VS plugins are doing.
    For example, with Yanfly's buff and states core (MV), it did not work with SRPG MV because the function to run turnEnd code was baked into the default battle system and not the SRPG battle system. But since I could see the name of the function (onTurnEffect()) I could easily incorporate that change into srpg_core.js by calling the yanfly function within the SRPG battle loop.

    With obfuscated code, it is still technically possible but its so much harder to work out what function(_x6s02ede) does, and then even harder to work out how to make it compatable with SRPG_core

    Even the VS team suggests contacting them for compatability issues. It is against their terms of service to incorporate their code into any compatability patch you create without their permission.

    Not to mention you would have to buy their plugins first
  3. boomy explained it way better.., that basicly means you would need to contact visuStella whenever you have any issue .. and i am not sure if they really care to put the work into it and read the srpg core in order to find and solve the issue..
    ..because srpg is not the regular rpg system and this would only benefit srpg users, and it would mean the extra work to read into the srpg core and other srpg plugins which can be a lot of work(time consuming) even for highly skilled JS users..

    the only good thing is, that all srpg plugins i know are not paywalled, not encrypted and have MIT terms (which means you are able & allowed to work on it ect)..
    so that VisuStella dont need to pay or ask for permission, but it would still be work and time needed..
  4. dopan said:
    boomy explained it way better.., that basicly means you would need to contact visuStella whenever you have any issue .. and i am not sure if they really care to put the work into it and read the srpg core in order to find and solve the issue..
    ..because srpg is not the regular rpg system and this would only benefit srpg users, and it would mean the extra work to read into the srpg core and other srpg plugins which can be a lot of work(time consuming) even for highly skilled JS users..

    the only good thing is, that all srpg plugins i know are not paywalled, not encrypted and have MIT terms (which means you are able & allowed to work on it ect)..
    so that VisuStella dont need to pay or ask for permission, but it would still be work and time needed..
    I've heard that you can contact VisuStella and ask them to modify their plugins for you. I don't know if they charge a fee for this or specifically how to do this, but it's something I was planning to look into. The worst they can say is no.

    I have a quick question. Some of my characters transform and I want their character sprites on the map to change to indicate this. I call the command Change Actor Images using a Common Event that is part of a state that is inflicted when each characters' Transform skill is used. This changes the transformed character's face image and battle sprites, but the character's map image remains unchanged. I realized this is because the character's map image is probably being stored in the Actor events on SRPG maps.

    I created a simple event that I can put on each map to change the map sprites for the main character. It changes her map sprites when she transforms, and changes them back to her normal sprites after her transformation wears off.
    RPGMZ_Ad0DA91SIb.jpg
    It works perfectly...for the main character, who is always mandatory to deploy and whose map position is predetermined and cannot be changed by the player during preparations. How do I make it work for other characters who are not mandatory to use on every map and whose positions can be freely chosen by the players?
  5. Magenta-Fantasies said:
    I've heard that you can contact VisuStella and ask them to modify their plugins for you. I don't know if they charge a fee for this or specifically how to do this, but it's something I was planning to look into. The worst they can say is no.

    I have a quick question. Some of my characters transform and I want their character sprites on the map to change to indicate this. I call the command Change Actor Images using a Common Event that is part of a state that is inflicted when each characters' Transform skill is used. This changes the transformed character's face image and battle sprites, but the character's map image remains unchanged. I realized this is because the character's map image is probably being stored in the Actor events on SRPG maps.

    I created a simple event that I can put on each map to change the map sprites for the main character. It changes her map sprites when she transforms, and changes them back to her normal sprites after her transformation wears off.
    View attachment 293105
    It works perfectly...for the main character, who is always mandatory to deploy and whose map position is predetermined and cannot be changed by the player during preparations. How do I make it work for other characters who are not mandatory to use on every map and whose positions can be freely chosen by the players?
    good luck (about visustella)

    -> and about the BattleUnit MapSprite.. i dont know about mz..

    ..however this should be the same system like in MV..
    battleUnits CharSprite depends on their event-IMG ,it will be inserted by the start of battle, even if the event img in the main event page is empty..
    .. you can change that IMG by using different event pages which doesnt help if the actor Ids are random, or you can use script to change the event IMG
    (dont ask me about the script in MZ^^)
    ---
    -> i would recommend script usage in order to change the event-Img, for that you will need the Event ID of the battleUnit, i just cant give any script advice in MZ sorry

    => that means you need the script to get the event-id based on the actor-Id which is easy to do in MV so it should also be possible in mz, ..
    => and you need the script to change the event-img with the help of that event-id

    => and you could store the event Id of actors that are present on map in a variable by using the Battleunit event itself (see green text below)

    --> also you might need a way to check if the actor is on Map or not..
    its not impossible but the script is a bit more difficult, there is script that can check all events on map, with that you could check which of these events belongs to a specific actor id ect..


    edit..
    you could probably also, put script in the battleunit event itself and use "this.eventID"
    (no idea how the script looks in MZ)

    another approach in order know which actor id is present in the event:
    - you could use script in these battleunit events at battlestart ,setting the first page on parralel and using "this.eventID" to get the actor ID, so that you can trigger a switch.. (that switch can tell that this actor id is present on map)
    => this might be the easier solution.. but you would also need the script to change that events "parrallel"-status into the "action-button"-status (which is the default for battleunits) a soon the switch stuff is over..

    --> like i mentioned above, you could also use this to store the "this.eventID" in variables.. so that the switch tells you which actor id is present and the variable stores the event Id
    (but that doesnt matter much as soon you got the actor-id or the event-id, there are srpg scripts that let you know the other related id, that goes both ways)

    my first idea which i deleted, was using different event pages and setting the second page on "action-button"-status, but that would mess around with the event img.. atleast thats what i guess
    ( i used always fixed ids which made a lot things easier )
    -->basicly you need the BattleUnitEvents on parrallel just at start, for short time to get their actor ids and turn a switch based on that actor id, that could be the same setup in every battleUnit event
    ..after that your "controll event" ( = "transformed img chage") could use these switches in order to know which actor ids are pressent, so that it can be used as "if condition" together with the state check ect


    edit2.
    I am sure this can be solved but you might need to learn a bit about script usage to do it
    (but that script knowlegde will be very helpfull in the future for your project anyway)

    sry for several edits, i tried to make the explanation less complicated
  6. Magenta-Fantasies said:
    I've heard that you can contact VisuStella and ask them to modify their plugins for you. I don't know if they charge a fee for this or specifically how to do this, but it's something I was planning to look into. The worst they can say is no.
    You can contact Visustella if you have a problem with one of their plugins working. NOT if there is an incompatibility with another non-visustella plugin.
    They don't do compatibility fixes. In their mind their plugins work perfectl,. it's your fault you tried using another plugin that doesn't work with theirs.
  7. dopan said:
    good luck (about visustella)

    -> and about the BattleUnit MapSprite.. i dont know about mz..

    ..however this should be the same system like in MV..
    battleUnits CharSprite depends on their event-IMG ,it will be inserted by the start of battle, even if the event img in the main event page is empty..
    .. you can change that IMG by using different event pages which doesnt help if the actor Ids are random, or you can use script to change the event IMG
    (dont ask me about the script in MZ^^)
    ---
    -> i would recommend script usage in order to change the event-Img, for that you will need the Event ID of the battleUnit, i just cant give any script advice in MZ sorry

    => that means you need the script to get the event-id based on the actor-Id which is easy to do in MV so it should also be possible in mz, ..
    => and you need the script to change the event-img with the help of that event-id

    => and you could store the event Id of actors that are present on map in a variable by using the Battleunit event itself (see green text below)

    --> also you might need a way to check if the actor is on Map or not..
    its not impossible but the script is a bit more difficult, there is script that can check all events on map, with that you could check which of these events belongs to a specific actor id ect..


    edit..
    you could probably also, put script in the battleunit event itself and use "this.eventID"
    (no idea how the script looks in MZ)

    another approach in order know which actor id is present in the event:
    - you could use script in these battleunit events at battlestart ,setting the first page on parralel and using "this.eventID" to get the actor ID, so that you can trigger a switch.. (that switch can tell that this actor id is present on map)
    => this might be the easier solution.. but you would also need the script to change that events "parrallel"-status into the "action-button"-status (which is the default for battleunits) a soon the switch stuff is over..

    --> like i mentioned above, you could also use this to store the "this.eventID" in variables.. so that the switch tells you which actor id is present and the variable stores the event Id
    (but that doesnt matter much as soon you got the actor-id or the event-id, there are srpg scripts that let you know the other related id, that goes both ways)

    my first idea which i deleted, was using different event pages and setting the second page on "action-button"-status, but that would mess around with the event img.. atleast thats what i guess
    ( i used always fixed ids which made a lot things easier )
    -->basicly you need the BattleUnitEvents on parrallel just at start, for short time to get their actor ids and turn a switch based on that actor id, that could be the same setup in every battleUnit event
    ..after that your "controll event" ( = "transformed img chage") could use these switches in order to know which actor ids are pressent, so that it can be used as "if condition" together with the state check ect


    edit2.
    I am sure this can be solved but you might need to learn a bit about script usage to do it
    (but that script knowlegde will be very helpfull in the future for your project anyway)

    sry for several edits, i tried to make the explanation less complicated
    I understand where you’re going with this. Could you please give me what the script would be in MV? A good portion of scripts work in both MV and MZ and if what you give me doesn’t work, I can probably convert it for MZ. The way scripts are written for MV are not substantially different from those in MZ.

    EDIT: I searched in the giant script call chart that is pinned on the MZ forum section and found the script call for changing actor images on the map. It is the same in both MV and MZ:
    actor.setCharacterImage(filename, index);
    $gamePlayer.refresh();
    What I’m struggling to figure out now is how and where to implement it.
  8. Magenta-Fantasies said:
    I understand where you’re going with this. Could you please give me what the script would be in MV? A good portion of scripts work in both MV and MZ and if what you give me doesn’t work, I can probably convert it for MZ. The way scripts are written for MV are not substantially different from those in MZ.

    EDIT: I searched in the giant script call chart that is pinned on the MZ forum section and found the script call for changing actor images on the map. It is the same in both MV and MZ:
    actor.setCharacterImage(filename, index);
    $gamePlayer.refresh();
    What I’m struggling to figure out now is how and where to implement it.
    1. no i cant, that would end, in me sitting there for hours working on rpg maker while ignoring my own todo list..
    which is one of the reasons , why i dont work on rpg maker at the moment.. no offense it is and it was my own fault doing this.. i just want to make that point clear
    ( and at the end it would be the solution for mv, it would even not be sure if that would solve your problem in mz )

    2. your edit is wrong, $gameplayer is the cursor in srpg battlemode, and not an event
    actor.setCharacterImage(filename, index);
    means to change the img from the actor which is the gameplayer in that context
    ( and not the event..)

    what you need is searching something with "setEventImage" ..
    but the bigger problem is that i have no idea what script is needed to change the event trigger status, (from parrallel to actionbutton), for that i would need to open the console and look into the events-script-structure..
    i am not even sure if that would work or if it will update from the setup in the rpgmaker..
    and if it doesnt work the other 3 options are:
    - using different eventpages
    or
    - building a script to check all events on map and avoiding scripts in the event itself..
    or
    edited
    - checking all the battleUnit-events by their event id (which you can see in the editor, if you dont use eventspawners to add them to map), individual on each map.. to get their actor id
    (that last one could be the easier solution with less knowledge)

    -> its something i could solve for sure ,but not in a few minutes
    (thats why i know that it can be done, but i only can point you in the direction)

    3.
    the only advice i can give you is to search in the forum, a lot of script-question are already answered in the forum .. (search about the "setEventImage")

    and the replacement for the event id (something about "this.eventId")
    when you put script in the event itself, you can avoid using the exact number for event id input
    example:
    Using event ID in event
    and to search in the srpg core for srpg scripts..
    ("actorToEvent" & "eventToActor") those 2 are used to get the related IDs
    -> reading the srpg core is something that you cant avoid sooner or later, ..


    edit (sidenote)
    Spoiler
    your biggest srpg related future problem will be, that as soon you learned enough about JS and read the srpg core to solve your stuff..
    other people will have a lot of wishes , and ask you to solve their stuff..
    i did the same thing to DrQ when i had no idea.. so i am not mad about it ^^.. lets call it carma :kaojoy:

    However the good thing is that the srpg core is free, easy to read and has user friendly terms..
    i would even say that it was thanks to the "easy to understand srpg-core scripts", that i was able to learn JS in the first place
    (not like visuStella were you pay and get encrypted plugins and terms that dont allow anything.. thats why i would always recommend to choose srpg maker plugins ,instead of Plugins with "heavy terms".. when the time comes to make such a decision)
  9. So I’ve spent the better part of today and yesterday researching and experimenting with different script calls per the above posts. The closest I’ve come so far is being able to change the image for an Event ID, except that it changes the image for every single character.

    Transformation Test with Script Calls 1.jpg

    I’m confused about what I’m doing wrong here. I created a variable (#161) to store the Event ID when a particular character is transformed. Currently I’m testing it with just one character, Odette (Actor ID #16.) In preparation mode, the player can choose to position the actors on Event IDs 8, 9 and 10.

    First I use a plugin command to obtain the Event ID that Odette (Actor ID #16) is currently occupying and assign it to variable #161. The Event ID on this map can be either 8, 9 or 10 depending on where the player placed Odette during preparations.

    For Judgment is the same switch that allows the death state script call to work within the Post-Action Setup event, so I imagine it would also make this script call work. Please let me know if that isn’t the case or if you have a better method.

    In the condition, I have the condition set to see if the Odette Transformation variable (#161, which I earlier used a plugin to obtain the Event ID for the actor for and assign to this particular variable) is 8 (one of the three possible Event IDs for actors to be assigned to on this map) it will change the image for that Event ID using Set Movement Route. Once I have this set up correctly, I will replicate it for Event IDs 9 and 10.

    Am I warm and just need to adjust a few things or am I completely off and should start over?
  10. i am not sure if i even understand fully what you are doing right now, and i also cant tell you how the MZ srpg core works, because i use my own srpg core version and never looked into the mz gear core..
    ----
    however how i see it, you need to acquire following steps in this order:
    1-> build a script that checks all battleunits-events on map for their actor id
    ...or use the event ids of all battleunits from the map to get their actor id("eventToActor" srpg-function)
    2-> then have switches("actorONmap") for all actor ids, let the related switch get "true" ,,..by default switches are always "false"
    (that way you know which actors are active on map)
    =>these 2 steps can happen in the "start of battle phase"
    ==> incase this state can only affect actors in battle but never outside of battlemap, than you might not need the ("actorONmap")switches.. because the state affected also tells you that this actor is present on map.. this could make things easier for you


    3-> then build a condition where it asks for the switch("actorONmap) "true" followed by the conditions to have the related actor be affected by the state which you use
    (a death actor has no state ,only the deathstate, so death actors wont fit anyway)
    4-> then use the actor id of that actor to get its event id , incase you dont have that data already
    ("actorToEvent" srpg-function)
    5-> then use that event ID to change the events charsprite img..
    (its an rpg maker basic script- function)

    --> you might need an additional switch that is used to tell if the img was already changed , so that it prevents from triggering again and again...
    this switch can be triggered at the end of the process to "true", and be "false" by default..
    that this switch-condition can be put it the 3rd step ..
    with the condition if switch is "false"
    (you could name that switch "IMGhasChanged" or whatever )

    --> and you might need to decide at what point you want to trigger steps 3-5 , in post action, or with a parallel event which is working all the time
    (i think post action might fit)

    --> also you would need to reverse the event img to normal if the state is not affected anymore, means:
    if state is not affected and "IMGhasChanged" switch is "true".. than put back the original img and set "IMGhasChanged" switch to "false"..

    sorry but i cant explain it much better and it would be less work if the actors/events where fixed, instead of free availleble actors from the gamer.. but i understand that free availleble actors are a nice thing to have ingame
    (that makes it all more complicated)

    This solution will waste a lot of your switches
    at the end, it might be even worth to build a mini plugin for this
    (for MZ , for MV that is not needed see sidenote)
    ---
    ---
    SIDENOTE
    - if you would use MV you could use one of drQ more komplex plugins to solve your thing, even without all these steps, but that plugin is not easy to get used to..
    and i currently dont even remember the name
    (its the plugin that allows to build mapbattle sword swinging stuff ect)..
    he also used it to make a frozen state where the unit cant move and has a changed img..
    (thats the example he told us in the mv thread)

    -DrQs plugin wasnt made for that purpose in the first place its just a feature, that it can also change units event-img depending on a state ect
    (its one of the plugins from DrQ which i cant understand fully when reading the code, because everyone of us have different approaches to solve stuff)

    -> in my opinion its a huge downsize to use mz, because a lot of srpg plugins are made for mv
    (and i already ask myself why i try to help out in the mz thread when i dont even know the mz gear core^^ my bad sry)
  11. Thank you Dopan for your advice! I apologize if I came across as demanding earlier. If I had known how time-consuming it would be to make my shapeshifters change their map images when transformed, I probably wouldn't have attempted it. :kaoswt2: I also have the MV version of SRPG Core, and I checked it for my reference. It's more different than I expected it to be.

    For anyone else who wants to have character map images change, here are some screenshots for your reference. The setup for the actor switches is under the event Actor-Phase Setup and the subheading Determining Who is in Battle.

    Transformation-Actor Phase Setup.jpg
    Transformation-Post Action Setup 1.jpg
    Transformation-Post Action Setup 2.jpg

    My system works off the Formation order, so I highly suggest you turn off the Formation menu command under System. I don't like having a conga line of followers anyways, so I had it off to begin with. While it allows players to position shapeshifters as they please, it's not a perfect system. As I add more characters (and many characters are optional,) the Formation order will inevitably change. That's a bridge I'll cross when I reach it. If someone else with more knowledge of MZ scripting has a better idea of how to program what I'm doing here, please give me some feedback.

    Something similar to this system, with the switches for actors and conditions for if they are affected by states, could probably also be used for programming character deaths (that is, if a character dies in battle, it stays dead after the battle.) Permadeath is something I'm planning to implement in the near future, although I want to have an option to play without it.

    EDIT: Disregard the comment "However, Odette keeps her transformed image..." This is no longer the case, and I forgot to remove that comment. The image reverts to her normal image after her transformation wears off.
  12. no offense, i am using lot of colors in text myself, but i was told from mods that pure green and pure red,.. is only for mod usage
    (for example they use red if they edit posts from other users, to show that a mod was editing this posting and to leave a mod message inside.. i thought that a mod edited your post in the first moment when i read your post^^)
    that's why i use often purple and turquoise .. or orange
    -> no mod will punish you for it, they might only tell you the same thing and ask you to change the colors
    ( i did that mistake often in the srpg MV Thread, for better understanding and that's why i was told to use other colors )
    ...
    ABOUT YOUR IMG-Change:

    i am just guessing (again) but i think the img change doesnt stay, because you used moveroute to change the img.. and not the script that really changes Event-char-sprite
    -> moveroute stuff is often used to make chars jump,smile and other stuff.. so it might not be wished to have these changes permanent via mouveroute.. atleast thats what i think.

    i searched a bit via google and looked into the rpg mv basic plugin "rpg_objects.js"
    (you might need to look into the same thing in your MZ project)


    JavaScript:
    $gameMap.event(eventId).setImage(characterName, characterIndex);
    // you need to insert:  eventId, characterName & characterIndex
    -> This is the script for MV usage in order to change the Char-sprite IMG of EVENTS
    ---
    ---

    i will give an example for better understanding:
    JavaScript:
    $gameMap.event(14).setImage('Actor1', 2);
    (the characterName is the img name from the "characters" folder, and the characterIndex is the postion in that img... i think index always starts with 0)
    -> so my example should represent this Char from rpg MV, for the event with event Id "14"
    2024-01-31 11_35_20-Actor1.png - Windows-Fotoanzeige.png

    ==> and i am not sure if its "Actor1" or 'Actor1' .. you might need to try it out, because i didnt^^

    also you might need to use script :
    JavaScript:
    $gameMap.refresh()
    -> in order to let the event update its change of IMG, pls try it out yourself
    (this is still for MV usage, i dont know how different it is in MZ sry)


    spoiler IMGS for more infos how i found the info:
    Spoiler
    1.png
    -
    2024-01-31 10_40_43-js.png
    -
    2024-01-31 10_35_07-rpg_objects.js - Editor.png

    you won' find this under "Game_Map.prototype.event"-stuff in the rpg_objects.js-plugin, because its to be found under the "Game_Charracterbase.prototype"-stuff which is used for "$gameMap.event(eventId)"and "$gamePlayer" and "$gamePlayer._followers" ect aswell..
    That why i didnt found it faster myself^^, and it wasnt easy to find proper advice in forum aswell, ..so i understand that this task was a bit hard to solve

    ..also i know that this won't solve your whole request but it might atleast help a bit..
  13. Is there anything in this that would cause global variables to get cleared in between game loads? I'm trying to get it to work with CGMZ's Global Data plugin, but it keeps clearing the data.
  14. Hi! I just found out about this plugin and I was hoping to use it for a game I was working on, but I don't see any documentation on how to use it or is it that simple to use? If not, may I have some assistance? I could really use the help. Thanks in advance!
  15. HowlBite said:
    Hi! I just found out about this plugin and I was hoping to use it for a game I was working on, but I don't see any documentation on how to use it or is it that simple to use? If not, may I have some assistance? I could really use the help. Thanks in advance!
    Download the example project and look through that. It contains pretty useful notes within the events to explain how they work. That basically serves as the documentation.
  16. Really curious to see if anyone knows if there are any patches available / would be interested in a commission to make a patch for SRPG and MZ3D.... Is there any discord groups publicly available for SRPG Plugin?
  17. as far i know there is no discord, perhaps there is a japanese one but idk..

    this mz plugin is from a japanese dev , the one who also made the original MV version of SRPG core ect.
    But the Jap dev is not in this forum, this plugin was translated and given to this forum by Ryan..
    So in general you wont get much support and its highly recommended to have enough JS knowledge on MZ plugins in order to read the SRPG mz plugins yourself

    Also when it comes to building compatibility between any 3d plugin and any srpg plugin-system
    (no matter if the MV or the MZ version)
    i can already tell that this would be really difficult.. mostly because it would require knowledge about both the 3D plugin and all the SRPG Plugins which are involved..
    I dont wanna say its impossible , but i atleast dont know anybody who could do it
    (and if you find someone you should pay him/her a lot because its nothing easy to do)
  18. dopan said:
    as far i know there is no discord, perhaps there is a japanese one but idk..

    this mz plugin is from a japanese dev , the one who also made the original MV version of SRPG core ect.
    But the Jap dev is not in this forum, this plugin was translated and given to this forum by Ryan..
    So in general you wont get much support and its highly recommended to have enough JS knowledge on MZ plugins in order to read the SRPG mz plugins yourself

    Also when it comes to building compatibility between any 3d plugin and any srpg plugin-system
    (no matter if the MV or the MZ version)
    i can already tell that this would be really difficult.. mostly because it would require knowledge about both the 3D plugin and all the SRPG Plugins which are involved..
    I dont wanna say its impossible , but i atleast dont know anybody who could do it
    (and if you find someone you should pay him/her a lot because its nothing easy to do)
    Thank you for your feedback! Yes I agree this will not be an easy thing to do, but I'm willing to find those willing to commission for sure. I've heard someone had achieved this but kept it for their own use, I'd love to make the possibility to commission a patch for public use.

    Ive started a thread on this with tested info here:

    MZ - Looking to Patch SRPG Gear & MZ3D together (Isometric Tactical Potential)
    The sole fact that the auto battle works tells me that tweaks to HUD / pathfinding could make this achievable - but this opinion is coming from someone with no experience with this lol (me)
  19. Would it possible to use this plugin and make a Multiplayer 1vs1 game?
    Possibly utilizing other script? Has anyone tried this?
  20. I'm getting an error with this plugin when I launch my game, it says: "ReferenceError Window_SrpgBattle is not defined"
    How do I fix this?