SRPG Gear MZ - Plugins for creating Tactical Battle System

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Started by RyanBram 190 posts Page 6 of 10 View original ↗
  1. IPTdragon said:
    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?
    I think if you put in the conditional (in the damage formula):

    if(b.result().critical == true) { a.push(b,1) }

    Or might be a.result().critical
    If you use some skill execution plugin you could put this in a notetag too instead of damage formula
    Ekix said:
    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?
    You could use:

    a.event().direction() == b.event().direction() ? 4 : 2

    This skill will do 4 damage if its a back attack

    a.event().direction() !== b.event().direction() && a.event().direction() + b.event().direction() !== 10 ? 4 : 2
    This skill will do 4 damage if its a side attack
  2. boomy said:
    I think if you put in the conditional (in the damage formula):

    if(b.result().critical == true) { a.push(b,1) }

    Or might be a.result().critical
    If you use some skill execution plugin you could put this in a notetag too instead of damage formula

    You could use:

    a.event().direction() == b.event().direction() ? 4 : 2

    This skill will do 4 damage if its a back attack

    a.event().direction() !== b.event().direction() && a.event().direction() + b.event().direction() !== 10 ? 4 : 2
    This skill will do 4 damage if its a side attack
    Thank you!
    1)Where, and on what section of js is the damage formula?
    Also two more things:
    2)how can I add Bold or colored text with the word 'Flanking!' or 'Backstabbing!' plus a hint of the bonus to damage in the prediction window?
    3)When attack succeed how I add a combat mesage that 'B has been backstabbed by A!', 'A is flanking B!
  3. Ekix said:
    Thank you!
    1)Where, and on what section of js is the damage formula?
    Also two more things:
    2)how can I add Bold or colored text with the word 'Flanking!' or 'Backstabbing!' plus a hint of the bonus to damage in the prediction window?
    3)When attack succeed how I add a combat mesage that 'B has been backstabbed by A!', 'A is flanking B!
    1718758079850.png
    Adding text during the prediction screen requires editing the srpg_core.js plugin. Particularly adding a this.drawText(text, x, y, width) function to Window_SrpgPrediction.prototype.drawContents
    You can use SceneManager._scene._logWindow.addText("text") to add text to the battle log; if you want to add text during battle
  4. Okay, maybe I'm incredibly dumb, but I don't really understand the victory/defeat process. In the demo, everything else is explained in super detail, except how to make a banal “kill everyone” goal for victory and “lose everyone” for defeat. Can anyone help?

    stealth edit: nvm, figured it out
  5. I had a message up for a little bit but I decided to scrap it since I figured out the issue. What I want to ask now though is that is there a way for me to add accuracy bonuses based on the region or terrain that the character is located on? I tried using the Terrain Effects plugin but only terrain 0 seems to work with the MZ system.
  6. Is it possible to change the action pattern of enemies during combat? For example, before the hero’s character crosses the bridge, the enemy will have one action pattern - he stands still, and after the hero’s character has crossed the bridge, the enemy’s action pattern changes to another - now he is actively trying to attack?
  7. ydoolb said:
    Is it possible to change the action pattern of enemies during combat? For example, before the hero’s character crosses the bridge, the enemy will have one action pattern - he stands still, and after the hero’s character has crossed the bridge, the enemy’s action pattern changes to another - now he is actively trying to attack?
    you can set a specific region in the map, once any hero step on the region the behavior of the enemy can be altered
  8. Oh, yeah, found it. Thank you
  9. boomy said:
    I think if you put in the conditional (in the damage formula):

    if(b.result().critical == true) { a.push(b,1) }

    Or might be a.result().critical
    If you use some skill execution plugin you could put this in a notetag too instead of damage formula

    You could use:

    a.event().direction() == b.event().direction() ? 4 : 2

    This skill will do 4 damage if its a back attack

    a.event().direction() !== b.event().direction() && a.event().direction() + b.event().direction() !== 10 ? 4 : 2
    This skill will do 4 damage if its a side attack

    Hey Booms, this is a late reply but I tried testing your "a.event().direction() == b.event().direction() ? 4 : 2" code to simulate a backstab mechanic and it -seems- to work because the damage preview window shows the "4" as the predicted damage but the counter mechanic causes to the mob to face you right before you land the blow and it inflicts the front-facing damage amount instead (2). Any way around this?
  10. moldy said:
    Hey Booms, this is a late reply but I tried testing your "a.event().direction() == b.event().direction() ? 4 : 2" code to simulate a backstab mechanic and it -seems- to work because the damage preview window shows the "4" as the predicted damage but the counter mechanic causes to the mob to face you right before you land the blow and it inflicts the front-facing damage amount instead (2). Any way around this?
    1724721253025.png
    set _srpgDamageDirectionChange to false

    If you want a more elegant solution, it'll need to be a custom script.
    At the moment, preBattleSetDirection() is run before a battle
    And it is run for map battles and regular battles
    And its also called if you use an AoE skill (SRPG_AoEAnimation.js)

    If you yeet it, then the attacker won't face the enemy upon performing the skill (this may be an issue already where the attacker moves up but their target is to their left or right...)

    If you add the following code, it will force the target to face the active event AFTER battle. Set srpgDirectionChange to false. The active event should always face the target before the battle initiates (after srpgPrediction).

    JavaScript:
        //=========================================================
        //SRPG edit - target event faces active event after battle
        //=========================================================
    
        const _afterBattle = Scene_Map.prototype.srpgBattlerDeadAfterBattle;
        Scene_Map.prototype.srpgBattlerDeadAfterBattle = function() {
            var activeBattler = $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1];
            var targetBattler = $gameSystem.EventToUnit($gameTemp.targetEvent().eventId())[1];
            console.log("Changing target event direction")   
            if(activeBattler && activeBattler.isAlive()) {
                if(targetBattler && targetBattler.isAlive()) {
                    $gameTemp.targetEvent().setDirection($gameTemp.targetEvent().findDirectionTo($gameTemp.activeEvent().posX(), $gameTemp.activeEvent().posY()));
                }
            }
            _afterBattle.call(this);
        }
  11. boomy said:
    View attachment 316059
    set _srpgDamageDirectionChange to false

    If you want a more elegant solution, it'll need to be a custom script.
    At the moment, preBattleSetDirection() is run before a battle
    And it is run for map battles and regular battles
    And its also called if you use an AoE skill (SRPG_AoEAnimation.js)

    If you yeet it, then the attacker won't face the enemy upon performing the skill (this may be an issue already where the attacker moves up but their target is to their left or right...)

    I'll whip something up when I have spare time
    You're amazing, thank you so much!

    Yeah, when setting set _srpgDamageDirectionChange to false it looks like the preview window no longer shows the correct predicted damage lol
  12. I think this plugin conflicts with visustella's message core plugin because it keeps showing "</WORDWRAP>" on the level up messsage window
  13. I have another issue, I want to use the ShowAura plugin in order for my boss to create an aura around themselves with a debuff for the nearby player. I can create the debuff aura but is there a way to display the debuff aura as a movetable pattern that the player can see? This is my state.

    I am trying to make something similar to how bosses are in the Fantasy Maiden Wars fangames. 1724974359805.png
    Like so:
    1724974389157.png
    Any kind of help would be much appreciated!
  14. Hi all i don't know if this has already been asked but if it has im sorry. Does any one know how to solve this? i've been trying for ages.

    Edit: I have disabled srpg_ux_cursor_mz and it now works
  15. Luka_713 said:
    I think this plugin conflicts with visustella's message core plugin because it keeps showing "</WORDWRAP>" on the level up messsage window
    It does conflict with Message Core, unfortunately. I haven't run into any other issues with using SRPG Gear with Message Core, and I also don't have enough JavaScript knowledge to find what in SRPG Core is causing that issue and tweak it to make </WORDWRAP> go away.
    Catanach said:
    Hi all i don't know if this has already been asked but if it has im sorry. Does any one know how to solve this? i've been trying for ages.

    Edit: I have disabled srpg_ux_cursor_mz and it now works
    In the past I ran into some issues with SRPG_UX_Cursor, and I found that I didn't have to disable the entire plugin, just the Quick Attack option. Trying to use that option kept crashing my game. You may want to try using SRPG_UX_Cursor with the Quick Attack option disabled and see if it works.

    Moreover, my reason for being here today is because I can't make SRPG_BattlePrepare work properly. I'm trying to disable the preparation screen for tutorials and for the first couple maps (since it becomes more relevant a little later on.) I followed the directions in the plugin's Help text, but what happens is that the battle map displays and I cannot move my actors or make them use skills. If I right click or press Escape, the Preparations menu appears, and I have to click "Ready" and start the battle as usual. In short, turning on the option within it called "auto open menu" did exactly the opposite of what I needed it to do. :LZSgrump: Has anyone made this work properly in their own games?

    EDIT: This is rather unintuitive, but I figured it out. Under the SRPG_BattlePrepare plugin, the option "auto open menu" must be set to TRUE, and you have to be very specific where you place the Plugin command for SRPG_BattlePrepare in the Post-Action Setup event. It must go AFTER the SRPG_core_MZ command to end the current battle and BEFORE the next SRPG_core_MZ command to start the next battle, otherwise, the next battle will not start properly.

    Preparation Menu Disable Setup 2.jpg

    Preparation Menu Disable Setup 1.jpg
  16. Thanks Magenta- Fantasies

    Is there a way to make a skill to heal just a summon but only when it is active?
  17. Forgive me if this was answered before; but I'm trying to turn SRPG into a tactics sports game (a bit like blood bowl).

    I'm trying to make it recognize which actor picks up the ball / interacts with an event. This would then change a switch (ex. If Actor 3 has the ball, then a switch / variable records "they have the ball"; and this would potentially get recorded in an event).

    I suspect the answer may lie in plugin command "obtain actor's event id" in some way, or something similar to what Magenta-Fantasies was trying, but I'm baffled on where to start.

    Any help would be appreciated!

    Catanach said:
    Is there a way to make a skill to heal just a summon but only when it is active?
    This would require some plugins, like the Yanfly/VisuStella element plugin, but:

    Set up the "heal summoned unit" as an attack that can only target allys.

    pick a unique element type for the skill

    set the summon units to have "element absorb" so all damage is converted to healing.

    set all non summoned units to have element damage 0%, so they neither gain nor lose hp.
  18. When trying to use an item that would increase the amount of HP or recover HP it gives the error 'attack skill ID' error. It happens when I have the SPRG Summon on, when I turn it off that error is gone. If I put the status of this item on alive SRPG plugin also gives the error 'isAlive'. Turning off the summon SRPG doesn't make it go away. Why is it checking for things it shouldn't check for?

    As you can see in the plugin list I'm not using anything else but in the sample project. Using the pre-set-up potion gives the same result.

    Need help please, what happened that it makes it do this? I would like to keep the option to keep summons.
    1726992238107.png1726992261851.png1726992145262.png1726991817783.png
    1726991853456.png
  19. Anyone know how to get yep_battlecoreengine to work with this? I see some of you using it and an option in the stpgcore plugin for it but it keeps coming up with errors.

    3Eyedcowboy said:
    Forgive me if this was answered before; but I'm trying to turn SRPG into a tactics sports game (a bit like blood bowl).

    I'm trying to make it recognize which actor picks up the ball / interacts with an event. This would then change a switch (ex. If Actor 3 has the ball, then a switch / variable records "they have the ball"; and this would potentially get recorded in an event).

    I suspect the answer may lie in plugin command "obtain actor's event id" in some way, or something similar to what Magenta-Fantasies was trying, but I'm baffled on where to start.

    Any help would be appreciated!


    This would require some plugins, like the Yanfly/VisuStella element plugin, but:

    Set up the "heal summoned unit" as an attack that can only target allys.

    pick a unique element type for the skill

    set the summon units to have "element absorb" so all damage is converted to healing.

    set all non summoned units to have element damage 0%, so they neither gain nor lose hp.
    I have an idea for this but its long. First you need to lock in what event id every one is using. plugin command obtains the actor's event id and give them there own variable. Make the ball a <type:unitEvent>. put "get location info" on it. Make a variable called ball. Info type "event ID" and designation by character the event id of the ball. Then you need to do a bunch of conditional branches for each actor where if their variable = ball variable then give them the ball.
  20. Heey.
    I'm just here te repport some "weird" comportement of the plugin in it's v.1.19Q and v.1.20Q (in RPG MV) with my game project.

    Until now, I was working with the v1.11Q (it run very well), and when I saw that the dev added many features until the last time, I would upgrade my game with the most recent update of the plungin.

    When I installed the lastest version of SRPG Gear MV, I dont' know why, but conter-attacks are completly broken. The game know that there is a counter attack (when it's a magic-based counter, the character and the ennemy consume MP), but nothing happens. The animations are completly broken, the target of the counter attack don't take any dammage + the double attack is cancelled.
    I don't know if there is a conflict with Yanfly Battle Core. The game don't crash, but act weird (maybe if I'm not clear I can take a screen record for you to understand).

    Catanach said:
    Anyone know how to get yep_battlecoreengine to work with this? I see some of you using it and an option in the stpgcore plugin for it but it keeps coming up with errors.


    I have an idea for this but its long. First you need to lock in what event id every one is using. plugin command obtains the actor's event id and give them there own variable. Make the ball a <type:unitEvent>. put "get location info" on it. Make a variable called ball. Info type "event ID" and designation by character the event id of the ball. Then you need to do a bunch of conditional branches for each actor where if their variable = ball variable then give them the ball.
    For your Yanfly problem, in whitch order are your plugins ?
    Yanfly plugins must be placed before your SRPG plugins to work with them. I personnaly use the battle core plugin and there are no problem at all.