SRPG Gear MZ - Plugins for creating Tactical Battle System

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Started by RyanBram 190 posts Page 5 of 10 View original ↗
  1. Luka_713 said:
    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?
    Do you have any other plugins currently active?
  2. IPTdragon said:
    Do you have any other plugins currently active?
    I fixed it recently
  3. How to make two characters attack an enemy together?
  4. Hello guys, I don't know if it has been answered yet, if so I apologize. Does anyone know how to solve the error that appears when after selecting an actor and moving the cursor to the edge of the window it gives an error, It happens when the game is in full screen and cursor follow mose is true, there must be some error there, thanks for the help.

    Crash error
    DevTools failed to load SourceMap: Could not load content for chrome-extension://njgcanhfjdabfmnlmpmdedalocpafnhl/js/libs/pixi.js.map: System error: net::ERR_FILE_NOT_FOUND
    rmmz_managers.js:2032 TypeError: Cannot read property '11' of undefined
    at Game_Temp.MoveTable (SRPG_core_MZ.js:3145)
    at Game_Temp.showRoute (SRPG_ShowPath_MZ.js:161)
    at Game_Player.moveByInput (SRPG_MouseOperation_MZ.js:685)
    at Game_Player.update (rmmz_objects.js:8366)
    at Scene_Map.updateMain (rmmz_scenes.js:734)
    at Scene_Map.updateMainMultiply (rmmz_scenes.js:729)
    at Scene_Map.update (rmmz_scenes.js:716)
    at Scene_Map.update (SRPG_core_MZ.js:9324)
    at Scene_Map.update (SRPG_core_MZ.js:11033)
    at Scene_Map.update (SRPG_BattlePrepare_MZ.js:764)
    SceneManager.catchNormalError @ rmmz_managers.js:2032
    SceneManager.catchException @ rmmz_managers.js:2020
    SceneManager.update @ rmmz_managers.js:1941
    Graphics._onTick @ rmmz_core.js:811
    TickerListener.emit @ pixi.js:9474
    Ticker.update @ pixi.js:9928
    Ticker._tick @ pixi.js:9679
    requestAnimationFrame (async)
    Ticker._tick @ pixi.js:9682
    requestAnimationFrame (async)

    crash srpg.jpg
  5. Just wanted to say how impressive this new MZ version is! It feels so smooth and snappy now compared to MV! You guys all rock!

    @dopan Adored all of your plugins in the MV version! I hope someday we get to see the MZ versions :)
  6. Ivalice said:
    Hello guys, I don't know if it has been answered yet, if so I apologize. Does anyone know how to solve the error that appears when after selecting an actor and moving the cursor to the edge of the window it gives an error, It happens when the game is in full screen and cursor follow mose is true, there must be some error there, thanks for the help.

    Crash error
    DevTools failed to load SourceMap: Could not load content for chrome-extension://njgcanhfjdabfmnlmpmdedalocpafnhl/js/libs/pixi.js.map: System error: net::ERR_FILE_NOT_FOUND
    rmmz_managers.js:2032 TypeError: Cannot read property '11' of undefined
    at Game_Temp.MoveTable (SRPG_core_MZ.js:3145)
    at Game_Temp.showRoute (SRPG_ShowPath_MZ.js:161)
    at Game_Player.moveByInput (SRPG_MouseOperation_MZ.js:685)
    at Game_Player.update (rmmz_objects.js:8366)
    at Scene_Map.updateMain (rmmz_scenes.js:734)
    at Scene_Map.updateMainMultiply (rmmz_scenes.js:729)
    at Scene_Map.update (rmmz_scenes.js:716)
    at Scene_Map.update (SRPG_core_MZ.js:9324)
    at Scene_Map.update (SRPG_core_MZ.js:11033)
    at Scene_Map.update (SRPG_BattlePrepare_MZ.js:764)
    SceneManager.catchNormalError @ rmmz_managers.js:2032
    SceneManager.catchException @ rmmz_managers.js:2020
    SceneManager.update @ rmmz_managers.js:1941
    Graphics._onTick @ rmmz_core.js:811
    TickerListener.emit @ pixi.js:9474
    Ticker.update @ pixi.js:9928
    Ticker._tick @ pixi.js:9679
    requestAnimationFrame (async)
    Ticker._tick @ pixi.js:9682
    requestAnimationFrame (async)

    View attachment 301220

    1st, I put a file pixi.js.map in floder = js/lib.
    2nd, I change the screen to high 720 width 1440 and start the new game, then the error has gone.
  7. Heya, so I have been trying to get help on using the SRPG Gear Plugin for RPGMaker MZ and I keep running into errors along the way.

    On one hand, I am mostly copying and pasting from the Sample Project which is probably why I keep getting these errors.

    On the other hand, I think it could be because of the things I worry most about changing which are the Class Skills in this game and the Characters in question.

    1717206699666.png
    1717206735773.png

    I have been getting some advice from someone on Discord and while they are using the MV version of this particular plugin, they suggested I ask for help here as well. Any advice will be useful as I hope to learn more on the long run about this.

    Edit: This same error popped up when I just used the keyboard features instead of the mouse.
  8. Magenta-Fantasies said:
    I was thrilled when I checked the creator's Twitter and saw the MZ version was available! It's leaps and bounds better than running the MV version through FOSSIL. Not only is it faster, but it's much more stable and the UI looks better.

    I'm testing to see which VisuStella plugins work. So far Core Engine works, Battle Core doesn't (it crashed the SRPG plugin immediately) and Skills and States works.

    Edit: Main Menu Core and Element Status Core work just fine. I doubt I'll test any of the other core plugins, since they either don't interest me or don't pertain to my project. So far it seems to me that any of the core plugins other than Battle Core are compatible, and more importantly, the VisuStella plugins that rely on them probably will work, too.
    I'm not able to get the core to work with it. it keeps crashing with an error that reads
    TypeError
    Cannot read property 'attackSkillId' of undefined. odd ting is that no red is popping up on the console.

    rhaw757 said:
    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:

    View attachment 289501
    View attachment 289503View attachment 289504
    im also getting this error with the core plugin
  9. Is there a way to force every character to face a certain direction when their turn ends? Not the player picking a direction, but every character faces down automatically.
  10. Aurawhisperer said:
    Wanted to provide feedback seeing I recently started working on the SRPG maps and did some tests.

    1. Battle Prepare continues to happen even when I choose the option to disable. MV never had this problem.

    2. Turn End is invisible whenever the player attempts to finish their turn if there's nobody to attack. (Screen provided below.)

    3. Some characters are in Kanji. (Should be easy for me to locate and fix...)

    4. Show path arrows do not show.

    If one is concern about load order, screen of this will also be provided.

    Update: When I copied your plugins in your demo vs downloading the plugins on the srpgmaker page, it fixed the kanji issue, and path issue. The wait/turn end is still invisible and Battle Prepare still executes when it shouldn't be. Currently investigating why it shows invisible from my end, whereas your demo is not invisible. Note that the plugins above have nothing to do with it, for I tested it when they were disabled.

    View attachment 253231
    View attachment 253232
    Aurawhisperer said:
    Wanted to provide feedback seeing I recently started working on the SRPG maps and did some tests.

    1. Battle Prepare continues to happen even when I choose the option to disable. MV never had this problem.

    2. Turn End is invisible whenever the player attempts to finish their turn if there's nobody to attack. (Screen provided below.)

    3. Some characters are in Kanji. (Should be easy for me to locate and fix...)

    4. Show path arrows do not show.

    If one is concern about load order, screen of this will also be provided.

    Update: When I copied your plugins in your demo vs downloading the plugins on the srpgmaker page, it fixed the kanji issue, and path issue. The wait/turn end is still invisible and Battle Prepare still executes when it shouldn't be. Currently investigating why it shows invisible from my end, whereas your demo is not invisible. Note that the plugins above have nothing to do with it, for I tested it when they were disabled.

    View attachment 253231
    View attachment 253232
    How did you get FOSSIL to work with this?
  11. DangerusMuyokoProjects said:
    This same error popped up when I just used the keyboard features instead of the mouse.
    $gameTemp.clearArea is a function provided by SRPG_AoE. Make sure that is included in your plugin list and is below most of the other SRPG plugins.
    kara17 said:
    Is there a way to force every character to face a certain direction when their turn ends? Not the player picking a direction, but every character faces down automatically.
    Alter srpg_core

    Add this to the top line of Scene_Map.prototype.srpgAfterAction

    if($gameTemp.activeEvent()) { $gameTemp.activeEvent().setDirection(2); }
    if($gameTemp.targetEvent()) { $gameTemp.targetEvent().setDirection(2); }

    It will set all active and target events to face down after an srpg action
  12. boomy said:
    $gameTemp.clearArea is a function provided by SRPG_AoE. Make sure that is included in your plugin list and is below most of the other SRPG plugins.

    Alter srpg_core

    Add this to the top line of Scene_Map.prototype.srpgAfterAction

    if($gameTemp.activeEvent()) { $gameTemp.activeEvent().setDirection(2); }
    if($gameTemp.targetEvent()) { $gameTemp.targetEvent().setDirection(2); }

    It will set all active and target events to face down after an srpg action
    I kind of had a similar question. I was hoping that there was a way to manually allow the player to select a direction at the end of their turn and perhaps add some sort of damage formula for directional attacks, Less accuracy when attacking from the front, higher crits from the flanks or rear. etc. Are there any plans to make this compatible with the visustella battle core or core engine in general?
  13. BuckyBattleBorn said:
    I kind of had a similar question. I was hoping that there was a way to manually allow the player to select a direction at the end of their turn and perhaps add some sort of damage formula for directional attacks, Less accuracy when attacking from the front, higher crits from the flanks or rear. etc. Are there any plans to make this compatible with the visustella battle core or core engine in general?
    I made a direction plugin for RMMV (its in my github) and when used with direction_mod it could influence hit/crit/dmg based on direction. not sure if it works out of the box for RMMZ
    I don't see how modifying hit/crit would necessarily interfere with visustella battle core but when it comes to compatability it is something that visustella has to provide since their code is obfuscated
  14. boomy said:
    I made a direction plugin for RMMV (its in my github) and when used with direction_mod it could influence hit/crit/dmg based on direction. not sure if it works out of the box for RMMZ
    I don't see how modifying hit/crit would necessarily interfere with visustella battle core but when it comes to compatability it is something that visustella has to provide since their code is obfuscated
    I downloaded it yesterday from Github but I didn't have any luck getting it to work. Fat chance visustella does anything to help any of us.

    BuckyBattleBorn said:
    I downloaded it yesterday from Github but I didn't have any luck getting it to work. Fat chance visustella does anything to help any of us.
    Thanks for the reply btw
  15. BuckyBattleBorn said:
    This works when you initiate the attack with an actor but when the enemy attacks, Then the game"Upon battle completion" just stays in the battle scene and never does anything. No error or crash.
    I fixed the bug
    example2.gif
  16. Vey cool . Thank you again!
  17. Is there any way to take the knockback formula ( "a.push(b, 1);" ) and have it automatically get applied whenever a critical hit gets landed?
  18. is there a way to add physical attacks flanking and attacks from behind into calculations and include it in the popup window menu of fight/cancel?
    or any way to add some kind of attacks from above/height bonus to ranged attacks?