SRPG Gear MZ - Plugins for creating Tactical Battle System

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Started by RyanBram 190 posts Page 7 of 10 View original ↗
  1. AngelYuko said:
    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).


    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.
    bro this is the MZ thread.
  2. Hi there! I have a question regarding compatibility with DND style weapon mechanics. Does this battle system integrate with specific note based weapon parameters? Like if I've set up my weapons to basically do a "roll 1~20 and hit" kinda thing?


    I'm making a more DND style game and I think tactical RPG works really well for that but I'm trying to see how well it will blend when using comments, etc. for weaponry and armor
  3. bertodactyl said:
    Hi there! I have a question regarding compatibility with DND style weapon mechanics. Does this battle system integrate with specific note based weapon parameters? Like if I've set up my weapons to basically do a "roll 1~20 and hit" kinda thing?


    I'm making a more DND style game and I think tactical RPG works really well for that but I'm trying to see how well it will blend when using comments, etc. for weaponry and armor
    The battles that take place use the same rules as what the default battle engine uses except generally only one action takes place. So depending on how your notetag works, it should theoretically with with the srpg engine presuming the roll mechanics only affect hit and damage
  4. I just downloaded the latest versions of the SRPG Gear plugins and so far, the updates are awesome! Thank you to everyone who is still updating this plugin! :LZScheeze: The updates seem to make the battle animations a little smoother and have less delays when starting, since the units’ sprites appear in their places instead of being quickly moved into position before attacking.

    I’m happy to see that the ability to change the color of the movement and range tiles was added. I figured out how to do it myself within the JavaScript, but it didn’t work as well.

    The new Terrain Effect+ plugin is going to be hugely useful. Now I can create terrain like forests and thickets that grant a state that boosts the user’s evasion while in them. I’ve been planning to integrate more terrain bonuses for some time now, and this should make it easier.

    However, one thing I was hoping would eventually be added, and something that I haven’t been successful in implementing myself, would be to have an option to switch what side of the screen the sprites and status appear on during the prediction screen and the combat screen.

    In other words, I'm trying to correct this:
    Status on Wrong Sides 1.jpg

    Status on Wrong Sides 2.jpg

    Using other plugins, I’ve been able to have my actor units’ sprites appear on the left and my enemy units’ sprites appear on the right, but I’ve had no success with changing the JavaScript so the actor units’ status screens appear on the left and enemy units’ status screns appear on the right. Unfortunately, from what I saw, it doesn’t look like something that would be a quick fix (e.g. changing coordinates.) Does anyone have any suggestions?
  5. Hi, thanks a lot for this plugin!

    I've noticed a problem with the re action skill. I've replicated the skill from the demo in my project, and it used to work but... now it doesn't

    I then updated from GitHub, maybe it changed and I can't find where idk
  6. After much JavaScript tinkering, I have found a way to reverse the actor and enemy prediction windows and the battle windows (with HP, MP, etc.) so that actors' information displays on the left and enemies' information displays on the right. Now they match where the actor and enemy sprites appear on screen!

    I feel very proud of myself for doing this, since working with programming languages isn't my strong suit. :LZSgrin:

    Here are the JavaScript edits for SRPG_core_MZ if anyone else wants to use them. These are based off the latest update SRPG_core_MZ 1.22Q...which has already been replaced by a new version as of five days ago. I can't guarantee that they will work with future or previous versions of SRPG_core_MZ. :LZSskeptic: I'll test that next.



    This reverses the actor and enemy status graphics:

    SRPG Battle Status Window Actor on Left.jpg


    JavaScript:
    /// This reverses the actor and enemy status graphics (with HP, MP etc.) while combat animations are playing so that the actor appears on the left and the enemy appears on the right.
    
     
       ///This replaces lines 12635 through 12650 in SRPG_core_MZ.js
      ///Line numbers may change depending on future updates to SRPG_core_MZ
     /// Copy everything below the dotted line.
    -----------------------------------------------------------------------------------------
    
       // SRPG戦闘用のステータスウィンドウを作る
        Scene_Battle.prototype.createSrpgBattleStatusWindow = function() {
            const rectLeft = this.srpgBattleStatusWindowRect(0);
            const rectRight = this.srpgBattleStatusWindowRect(1);
            this._srpgBattleStatusWindowLeft = new Window_SrpgBattleStatus(rectLeft, 0);
            this._srpgBattleStatusWindowRight = new Window_SrpgBattleStatus(rectRight, 1);
            if (!$gameSystem.isSRPGMode()) return;
            var userArray = $gameSystem.EventToUnit($gameTemp.activeEvent().eventId());
            var targetArray = $gameSystem.EventToUnit($gameTemp.targetEvent().eventId());
            var areaEvents = [$gameTemp.targetEvent()].concat($gameTemp.getAreaEvents());
            if (userArray[0] === 'actor') {
                this._srpgBattleStatusWindowLeft.setBattler(userArray[1]); ///Changed this
                var targetWindow = this._srpgBattleStatusWindowRight  ///Changed this
            } else {
                this._srpgBattleStatusWindowRight.setBattler(userArray[1]); ///Changed this
                var targetWindow = this._srpgBattleStatusWindowLeft  ///Changed this





    This reverses the battle prediction window graphics:

    SRPG Prediction Window Actor on Left.jpg

    JavaScript:
    /// This reverses the battle prediction window so that the actor appears on the left and the enemy appears on the right.
     /// This only works if you are using the full prediction window mode (Full under the option SRPGPredictionWindowMode in SRPG_core_MZ)
    
       /// This replaces lines 10640 through 10653 in SRPG_core_MZ.js
      ///Line numbers may change depending on future updates to SRPG_core_MZ
     /// Copy everything below the dotted line.
    -----------------------------------------------------------------------------------------
    
        // ステータスウィンドウを作る
        Scene_Map.prototype.createSrpgStatusWindow = function() {
            const rect = this.srpgStatusWindowRect(true); /// Changed false to true
            this._mapSrpgStatusWindow = new Window_SrpgStatus(rect);
            this._mapSrpgStatusWindow.openness = 0;
            this.addWindow(this._mapSrpgStatusWindow);
        };
     
        // ターゲットのステータスウィンドウを作る
        Scene_Map.prototype.createSrpgTargetWindow = function() {
            const rect = this.srpgStatusWindowRect(false); /// Changed true to false
            this._mapSrpgTargetWindow = new Window_SrpgStatus(rect);
            this._mapSrpgTargetWindow.openness = 0;
            this.addWindow(this._mapSrpgTargetWindow);
    
    
       /// This replaces lines 11199 through 11232 in SRPG_core_MZ.js
      ///Line numbers may change depending on future updates to SRPG_core_MZ
     /// Copy everything below the dotted line.
    
    
            // 予想ウィンドウ・戦闘開始ウィンドウの開閉
            var flag = $gameSystem.srpgBattleWindowNeedRefresh();
            if (flag[0]) {
                if (_srpgPredictionWindowMode === 3) {
                    this.commandBattleStart();
                    return;
                }
                if (!this._mapSrpgTargetWindow.isOpen() && !this._mapSrpgTargetWindow.isOpening()) {
                    this._mapSrpgTargetWindow.setBattler(flag[2], true);
                    this._mapSrpgTargetWindow.open();
                }
                if (!this._mapSrpgPredictionWindow.isOpen() && !this._mapSrpgPredictionWindow.isOpening()) {
                    this._mapSrpgPredictionWindow.setBattler(flag[2], flag[1]); /// Changed flag 2 to flag 1 and vice versa; originally flag 1 then flag 2. This specifically changes the order of the weapon, accuracy and damage.
                    this._mapSrpgPredictionWindow.open();
                }
                if (!this._mapSrpgBattleWindow.isOpen() && !this._mapSrpgBattleWindow.isOpening()) {
                    this._mapSrpgBattleWindow.setup(flag[1]);
                }
            } else {
                if (this._mapSrpgTargetWindow.isOpen() && !this._mapSrpgTargetWindow.isClosing()) {
                    this._mapSrpgTargetWindow.clearBattler();
                    this._mapSrpgTargetWindow.close();
                }
                if (this._mapSrpgPredictionWindow.isOpen() && !this._mapSrpgPredictionWindow.isClosing()) {
                    this._mapSrpgPredictionWindow.clearBattler();
                    this._mapSrpgPredictionWindow.close();
                }
                if (this._mapSrpgBattleWindow.isOpen() && !this._mapSrpgBattleWindow.isClosing()) {
                    this._mapSrpgBattleWindow.clearActor();
                    this._mapSrpgBattleWindow.close();
                    this._mapSrpgBattleWindow.deactivate();
                }
            }
        };
  7. Is there a way to give a player command of several actors with the same id? I tried and after I gave command for one of them, the rest act as if I made a move with them. Do I need to make multiple clone characters for this to work or is there some walkaround?
  8. I tried to set up infinitely spawning reinforcements using the same method as in the demo (map 2), and it seems that script doesn't work anymore. I tried using the summon plugin Unit Summoning command, and that flat-out crashed the game. I tried copying the example from the newest version of the plugin, which sort-of worked. It summoned the event from the summoning map, but didn't actually make it an enemy unit. It just looked like one, but did nothing.

    If someone else has infinitely spawning reinforcements set up, can you show me screenshots of how you set this up? I'm wondering if I need to change something with how the "summoning map" and its events are set up; I copied the summoning map directly from the demo.
  9. Aszykana said:
    Is there a way to give a player command of several actors with the same id? I tried and after I gave command for one of them, the rest act as if I made a move with them. Do I need to make multiple clone characters for this to work or is there some walkaround?
    Multiple characters unfortunately
    Magenta-Fantasies said:
    I tried to set up infinitely spawning reinforcements using the same method as in the demo (map 2), and it seems that script doesn't work anymore. I tried using the summon plugin Unit Summoning command, and that flat-out crashed the game. I tried copying the example from the newest version of the plugin, which sort-of worked. It summoned the event from the summoning map, but didn't actually make it an enemy unit. It just looked like one, but did nothing.

    If someone else has infinitely spawning reinforcements set up, can you show me screenshots of how you set this up? I'm wondering if I need to change something with how the "summoning map" and its events are set up; I copied the summoning map directly from the demo.
    I use an event spawner script (Such as Galv's) and then I have this setup:
    Galv.SPAWN.event(event_id, 'xy', [x, y], 'all', true);

    This creates a $gameMap._lastSpawnEventId which corresponds to the event we just spawned

    We then use the built in add_enemy method
    $gameMap._interpreter.addEnemy($gameMap._lastSpawnEventId , enemyId)

    You can also set the spawned enemy's character with like:
    $gameMap.event($gameMap._lastSpawnEventId)._characterName = "Michel"
    $gameMap.event($gameMap._lastSpawnEventId)._direction = 2

    etc.

    ================

    If you dont want to use an event spawner
    You can have limited reinforcements by having a bunch of empty events
    Then move it to a specifed location and running the addEnemy method
    You can create as many reinforcements equal to the number of empty events you made
  10. Thanks! As luck would have it, I have Galv’s event summoner plugin already installed, so I’ll test this method.

    Here are two different methods I tried, and neither of them display the enemies summoned. I took a look at how the summon plugin was set up in the Galv’s demo and replicated it as closely as I could, and it still isn’t working.

    Galv Spawn Event Setup.jpg

    Is it possibly an issue with the summon map itself? I imitated how the summon map was set up in the Galv’s demo and it’s still not working. I also tried having a completely blank event as #2 on the summoning map (like SRPG_Summon_MZ requires) and I tried having an enemy with the proper notetags as event #2 (as it is set up now) and neither worked.


    EDIT: I tried several other things, and tested some in the SPRG Gear demo, and I reached the worst conclusion: this is caused by plugin compatibility issues. :LZSteary: More specifically, issues with OcRam Core, OcRam Battle Core, and VisuStella Events and Move Core. All three have to be off for the enemy summoning to work. I'm not switching to another animation plugin for the fourth time, and if I removed Events and Move Core, I'd have to give up some fairly important things like diagonal movement (on non-SRPG maps) and some eventing in cutscenes. That means I'll have to do it the way I already was, which is very similar to the second way you mentioned.

    Still, thank you for you help.
  11. I have a bug to report with the latest version of the SRPG_core plugin.

    I've noticed that Force Action no longer works when using a skill in SRPG combat. I used to use it to create special attacks for each character like the one in this video, , where the first skill plays a common event that shows an image of the character, then uses the Force Action command to use a second skill that is the actual attack. Since updating to the latest version (and the version before that) Force Action no longer works. In fact, it crashes the game.

    SRPG_core bug 1-25-25.jpg

    I confirmed that it is indeed the newest version of SRPG_core causing this. I switched to an older version for testing purposes and did not run into this issue, and I tested these skills with the SRPG Gear plugins turned off and the skills worked perfectly fine.
  12. Out of curiosity since it doesn't play well with Visustella's battlecore, is there a way to make enemies sv battlers as well or will they just have to be static? Thanks!
  13. Howdy

    I have a plugin named DP_MapZoom which I need to basically upscale everything to have a larger map scene for bigger resolutions. It seem to work with SRPG Gear MZ without crushes, but when a battle begins (or more specifically - when I try to attack a battler) the scale resets and breaks the map scene completely. I tried to find what piece of code does this, but unsuccessfully. Any help?
  14. Is there a way to change how the selected character indicator works? When you click a character, there's a crosshair thing that goes around the actor, but when you change to a different hero, the crosshair drifts across the screen to that actor's location. It looks kind of ugly/unpolished imho. I like that the screen pans to the actor you select, but would like to change it so rather than the crosshair dragging across the screen as well, it instantly pops on to whoever you select.
  15. The_Bubblegum_Goth said:
    Howdy

    I have a plugin named DP_MapZoom which I need to basically upscale everything to have a larger map scene for bigger resolutions. It seem to work with SRPG Gear MZ without crushes, but when a battle begins (or more specifically - when I try to attack a battler) the scale resets and breaks the map scene completely. I tried to find what piece of code does this, but unsuccessfully. Any help?
    I found what the problem is, and it wasn't because of SRPG plguins. So I've successfully fixed it!
    But I have a question. There is a summon spell named a flame pillar - can I make it so it won't only block the path but dealt damage to anyone passing through instead?
  16. The_Bubblegum_Goth said:
    I found what the problem is, and it wasn't because of SRPG plguins. So I've successfully fixed it!
    But I have a question. There is a summon spell named a flame pillar - can I make it so it won't only block the path but dealt damage to anyone passing through instead?
    Aaaand I figured that out too, I didn't noticed there was a trap option in summon plugin.
    However it works... not like I'd like from it. There definitely should be an option to trigger a trap when events move through it. I'm very unexperienced in JavaScript so I doubt I'll make it work, so I'll ask for some help.
  17. Christoffer said:
    Out of curiosity since it doesn't play well with Visustella's battlecore, is there a way to make enemies sv battlers as well or will they just have to be static? Thanks!

    You absolutely can make enemies SV battlers! I do in Outcasts of the Rift, and I have several videos on Instagram showing them.

    I've tried three or four different animations plugins and the one that I've had the least issues with is OcRam Battle Core. It's fairly user-friendly while still being versatile. OcRam has a great business model, too. You can download and test OcRam Battle Core (and his other plugins) for free without any paywalls or restrictions, but if you want to use it commercially, you have to pay a small licensing fee of 10 Euros.

    I use a combination of plugins to switch which side of the screen the battlers appear on (so playable characters are on the left and enemies are on the right), and JavaScript that I mention a few posts above to switch where the information screens appear for them.

    On a side note, has anyone else run into the bug that I mentioned a few weeks ago? Updating RPG Maker didn't seem to fix it, either.
  18. Christoffer said:
    Out of curiosity since it doesn't play well with Visustella's battlecore, is there a way to make enemies sv battlers as well or will they just have to be static? Thanks!
    I use Akea Battle System which is free. Though admittedly its not super easy to use. But it works great.
  19. I updated SRPG_Core to the newest version in hopes that it would fix some issues I've been having, but it created a bigger issue. This happens whenever enemy phase begins.

    Glitch 3-2-25 1.jpgGlitch 3-2-25 2.jpg


    Something similar happened with the last version as well (from January/late December), but the version before that (early/mid December) worked just fine. I tried updating the RPG Maker core script, but I reverted back to 1.8 since the same glitch happened in either version.

    Also, I tried updating the six or seven other SRPG Gear plugins that have been updated recently to see if the glitch would disappear, but it didn't make any difference. The glitch happens on any map, even if I have all other non-SRPG Gear plugins disabled, so I know it is an overarching issue and that it's not a plugin compatibility issue. Did something change in the way that enemy units are set up?

    EDIT: When comparing the SRPG Gear demo to Outcasts of the Rift, I noticed that the corescript for the demo was Version 1.5. I didn’t know that different versions of the corescript could be used for different games. That’s very handy; I thought that updating the corescript updated the whole program, not just the game that is open when the option to update it is selected. Unfortunately, my problems persisted even after resetting the corescript…

    EDIT 2: Apparently the glitch with Force Action not working and another glitch I'm experiencing where all actors' HP is restored at the beginning of every turn have nothing to do with SRPG Gear, since I turned off every single plugin including the SRPG Gear plugins, and these still persisted. I'll have to search elsewhere for help for those, but in the meantime I'm curious if anyone else is experiencing the error that I took a screenshot of above.
  20. Magenta-Fantasies said:
    I updated SRPG_Core to the newest version in hopes that it would fix some issues I've been having, but it created a bigger issue. This happens whenever enemy phase begins.

    View attachment 333152View attachment 333151


    Something similar happened with the last version as well (from January/late December), but the version before that (early/mid December) worked just fine. I tried updating the RPG Maker core script, but I reverted back to 1.8 since the same glitch happened in either version.

    Also, I tried updating the six or seven other SRPG Gear plugins that have been updated recently to see if the glitch would disappear, but it didn't make any difference. The glitch happens on any map, even if I have all other non-SRPG Gear plugins disabled, so I know it is an overarching issue and that it's not a plugin compatibility issue. Did something change in the way that enemy units are set up?

    EDIT: When comparing the SRPG Gear demo to Outcasts of the Rift, I noticed that the corescript for the demo was Version 1.5. I didn’t know that different versions of the corescript could be used for different games. That’s very handy; I thought that updating the corescript updated the whole program, not just the game that is open when the option to update it is selected. Unfortunately, my problems persisted even after resetting the corescript…

    EDIT 2: Apparently the glitch with Force Action not working and another glitch I'm experiencing where all actors' HP is restored at the beginning of every turn have nothing to do with SRPG Gear, since I turned off every single plugin including the SRPG Gear plugins, and these still persisted. I'll have to search elsewhere for help for those, but in the meantime I'm curious if anyone else is experiencing the error that I took a screenshot of above.
    SRPG_PositionEffects_MZ.js has a definition for the Game_Character.prototype.isForcedMovement method so I presume srpg_core.js now REQUIRES SRPG_PositionEffects_MZ.js