SRPG Gear MZ - Plugins for creating Tactical Battle System

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Started by RyanBram 190 posts Page 8 of 10 View original ↗
  1. That seems to be the case now. I already was using SRPG_PositionEffects_MZ.js , but where I think the confusion arose is due to how Github displays dates. On December 15th last year, I mass re-downloaded any SRPG Gear plugins that had been updated since the last time I downloaded them. This week I re-downloaded several more that had been updated in the last two months. However, I didn't realize there was a new version of SRPG_PositionEffects_MZ.js since it displays as being updated three months ago (December 24th, nine days after my "mass download"), so I completely missed it. :LZSoops:

    EDIT: Normally I wouldn't double-post, but I made a discovery that is relevant to recent posts about both the newest SRPG_core update and animation plugins. I found out the hard way that due to changes in how enemy and player units are handled in the newest SRPG_core update, OcRam Core and OcRam Battle Core create a glitch where enemies stay on the battlefield after their HP reaches 0. It's not necessarily a game-breaking glitch, but I could see it creating a situation where players are soft-locked because a defeated enemy is blocking them.

    Fortunately, I have a fix!

    After some time experimenting with the latest SRPG_core version, I found out how to make it compatible with OcRam and and OcRam Battle Core. This is a little simpler than my fix for making the UI change sides that I posted on the last page.

    JavaScript:
    /// This little change is for the February 28, 2025 version of SRPG_core_MZ.js
    ///This replaces lines 11724 through 11733 in SRPG_core_MZ.js
    ///Line numbers may change depending on future updates to SRPG_core_MZ
    /// Copy everything below the dotted line and paste it over lines 11724 through 11733.
    -----------------------------------------------------------------------------------------
                    // 戦闘不能の判定と処理 This section is where I made the change
                if (battler && battler.isDead() && !event.isErased()) {
                     event.erase();
                    var valueId = battler.isActor() ? _existActorVarID : _existEnemyVarID;
                    var oldValue = $gameVariables.value(valueId);
                    $gameVariables.setValue(valueId, oldValue - 1);
                    //I negated the below two lines
                    //battler.performCollapse();
                    //$gameVariables.removeSrpgUnit(battler);
                }
  2. I REALLY love this approach to a battle system and i would love to incorporate this in my game.

    HOWEVER, i'm a complete beginner when it comes to coding.
    Now for your advice: do you think I could use this to learn it efficiently? I believe this plugin isn't just: ok i install it and then everything suddenly is tactical battle. But I really want a tactical battle system in my game. So what do you recommend? Better stay away from it until I know the basics?
  3. amathanous said:
    I REALLY love this approach to a battle system and i would love to incorporate this in my game.

    HOWEVER, i'm a complete beginner when it comes to coding.
    Now for your advice: do you think I could use this to learn it efficiently? I believe this plugin isn't just: ok i install it and then everything suddenly is tactical battle. But I really want a tactical battle system in my game. So what do you recommend? Better stay away from it until I know the basics?
    You don't need to know how to code (javascript) but you do need to know:

    1. Notetags
    2. Events
    3. Plugin commands

    If you're new to RPG Maker then I would recommend:
    1. Make your own game with the default battle system first then
    2. Download the demo and tinker around with it, little by little.
  4. amathanous said:
    I REALLY love this approach to a battle system and i would love to incorporate this in my game.

    HOWEVER, i'm a complete beginner when it comes to coding.
    Now for your advice: do you think I could use this to learn it efficiently? I believe this plugin isn't just: ok i install it and then everything suddenly is tactical battle. But I really want a tactical battle system in my game. So what do you recommend? Better stay away from it until I know the basics?

    How much experience do you have with RPG Maker? While SRPG Gear doesn't use JavaScript, you can use JavaScript to modify the plugins to suit your needs. I'm a JavaScript novice, but I've posted about some helpful minor tweaks I've made.

    I would suggest you learn more about how other plugins work first, especially ones that use notetags. SRPG Gear makes very heavy use of notetags. While SRPG Gear is a phenomenal set of plugins, speaking from experience, there's a high learning curve to it.

    Also, I highly recommend you look at the demo. The demo is also very helpful for seeing how things are set up and for figuring out how to make things happen. However, I don't think the demo has been updated for a couple years, so it uses older versions of the plugins.
  5. I'm hoping this question isn't silly, but when I move my character into a position where he has a CHOICE on who to attack, how do I toggle between my enemy options? Is this not programmed in or am I REALLLLLY a dum dum?

    Thanks in advance to anyone who catches this.

    Luke
  6. Golden Unicorn Gaming said:
    I'm hoping this question isn't silly, but when I move my character into a position where he has a CHOICE on who to attack, how do I toggle between my enemy options? Is this not programmed in or am I REALLLLLY a dum dum?

    Thanks in advance to anyone who catches this.

    Luke

    If you move next to two (or more) enemies that are within range and select a skill to use, after you select the skill, the range will display on the map in colored squares. You should be able to move the cursor and select any enemies that are in range.

    --------------------------------------------------------------------------------------------------

    I have a question about how the “re-action” skill, common event, and script calls work.

    I want to create a game mechanic where playable units get a “second wind,” a chance of being able to act again after using a skill called “Catch Breath.” Catch Breath replaces Wait and does the same thing (ends the unit’s turn,) but it heals a little HP and MP each time it is used.

    I attached a common event to Catch Breath that triggers this “second wind” common event. The chance of getting another turn is based on each unit’s luck stat. (I temporarily set the chance to be 100% for testing purposes.)

    Test-Second Wind Skill.jpg
    The setup works up to the point with the “flash,” (so I can visually tell what parts have worked so far) but the script call for “re-action” does not. Neither does the plugin command “Set unit action end/re-action.” I also tried running the common event “Re-action skill”, which didn’t work here, nor did using Force Action to use a skill with a “re-action” effect.

    I also tried several combinations of script calls using “ this.unitReaction(); “ but those didn’t work, either. It doesn’t help that I’m unsure if the unit being targeted by the “re-action” would be active or target, or if it would use Event ID or Battler.

    What is the best way to go about what I’m trying to do?
  7. Magenta-Fantasies said:
    If you move next to two (or more) enemies that are within range and select a skill to use, after you select the skill, the range will display on the map in colored squares. You should be able to move the cursor and select any enemies that are in range.

    --------------------------------------------------------------------------------------------------

    I have a question about how the “re-action” skill, common event, and script calls work.

    I want to create a game mechanic where playable units get a “second wind,” a chance of being able to act again after using a skill called “Catch Breath.” Catch Breath replaces Wait and does the same thing (ends the unit’s turn,) but it heals a little HP and MP each time it is used.

    I attached a common event to Catch Breath that triggers this “second wind” common event. The chance of getting another turn is based on each unit’s luck stat. (I temporarily set the chance to be 100% for testing purposes.)

    View attachment 335593
    The setup works up to the point with the “flash,” (so I can visually tell what parts have worked so far) but the script call for “re-action” does not. Neither does the plugin command “Set unit action end/re-action.” I also tried running the common event “Re-action skill”, which didn’t work here, nor did using Force Action to use a skill with a “re-action” effect.

    I also tried several combinations of script calls using “ this.unitReaction(); “ but those didn’t work, either. It doesn’t help that I’m unsure if the unit being targeted by the “re-action” would be active or target, or if it would use Event ID or Battler.

    What is the best way to go about what I’m trying to do?
    I don't know if MZ plugin uses same script calls as the MV plugin, but this script call works on a refresh skill in MV (basically, use that skill on an unit whitch already act make the target can act again).
    Maybe you can change a keyword to make it work on the user ? something like "user._srpgTurnEnd = false" ?

    1743019448406.png
  8. AngelYuko said:
    I don't know if MZ plugin uses same script calls as the MV plugin, but this script call works on a refresh skill in MV (basically, use that skill on an unit whitch already act make the target can act again).
    Maybe you can change a keyword to make it work on the user ? something like "user._srpgTurnEnd = false" ?

    View attachment 335652
    I use
    target.SRPGActionTimesAdd(1);
  9. I was hesitant about asking for help because I know I probably won't get it quick enough and I am on a tight schedule because I want to use this in my RPG Maker Jam game. I am trying to set it up where the player has to make it to a certain part of the map with in a certain number of turns and it keeps giving me this error before battle. I cannot figure out what I am doing wrong.

    Error.png


    Error2.png
  10. Rose Guardian said:
    I was hesitant about asking for help because I know I probably won't get it quick enough and I am on a tight schedule because I want to use this in my RPG Maker Jam game. I am trying to set it up where the player has to make it to a certain part of the map with in a certain number of turns and it keeps giving me this error before battle. I cannot figure out what I am doing wrong.

    View attachment 335700


    View attachment 335701
    I'm guessing you are not using the most recent SRPG core coz line 7448 doesn't match up with anything that would be causing an error. My guess is you have an enemy that doesn't have a characterName or characterIndex
  11. boomy said:
    I'm guessing you are not using the most recent SRPG core coz line 7448 doesn't match up with anything that would be causing an error. My guess is you have an enemy that doesn't have a characterName or characterIndex
    I checked the enemy names and files. They're correct and I got the plugin from Steam not that long ago. Unless that version is not recent. I cannot find any of the recent SRPG Core. Is the one in the demo out dated?

    EDIT: I updated it but the error won't go away no matter what I do. I really cannot figure out what I did wrong and its not file or character names.
  12. Rose Guardian said:
    I checked the enemy names and files. They're correct and I got the plugin from Steam not that long ago. Unless that version is not recent. I cannot find any of the recent SRPG Core. Is the one in the demo out dated?

    EDIT: I updated it but the error won't go away no matter what I do. I really cannot figure out what I did wrong and its not file or character names.
    Your screenshot doesn't have enough info for me to help you

    Official SRPG Gear MZ code

    Plus my rmmz_core.js (at least on line 381) is different to yours.
    Are you running updated RMMZ?

    1743084311784.png
  13. boomy said:
    I use
    target.SRPGActionTimesAdd(1);
    I put this in as is and it didn't work. Do I need to specify a target or active event using
    this.activeEventId(); , this.activeBattler(); , this.targetEventId(); , or this.targetBattler(); ?


    I also turned off all my plugins and confirmed that it is not a plugin compatibility issue.
  14. boomy said:
    Your screenshot doesn't have enough info for me to help you

    Official SRPG Gear MZ code

    Plus my rmmz_core.js (at least on line 381) is different to yours.
    Are you running updated RMMZ?

    View attachment 335717
    I'm using the latest RPG Maker MZ version. Ver 1.90. I had to use the sample project as a template to get it to start to work. I'll say something if there is any other errors. I also do not know why the screen shoot isn't enough to help. I don't know what else to take a screen shot of.
  15. Magenta-Fantasies said:
    I put this in as is and it didn't work. Do I need to specify a target or active event using
    this.activeEventId(); , this.activeBattler(); , this.targetEventId(); , or this.targetBattler(); ?


    I also turned off all my plugins and confirmed that it is not a plugin compatibility issue.
    Surefire way:
    $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].SRPGActionTimesAdd(1)
    This gives the active event an extra "turn". It also means they can move again...
    If you don't want that then there's not great way around it unfortunately.
    I have skills that give user's an extra action but also applies a debuff on them to stop them moving (and this debuff lasts 1 turn). Kinda silly but it works (you can make the debuff not have an icon or name so no one needs to know about your workaround)

    Also make sure the unit's turn hasn't ended
    $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].setSrpgTurnEnd(false)
    This command does nothing if there's no more "action times" left
    Rose Guardian said:
    I'm using the latest RPG Maker MZ version. Ver 1.90. I had to use the sample project as a template to get it to start to work. I'll say something if there is any other errors. I also do not know why the screen shoot isn't enough to help. I don't know what else to take a screen shot of.
    Send me a screenshot of

    rrmz_Core.js line 381 (and surrounding lines)
    and
    srpg_core_mz line 7448 (and surrounding lines)

    I presume the stream demo is really old and was built using an older version of RPG Maker MZ. The error is that the script is trying to split a string but there is nothing to split.
  16. boomy said:
    Surefire way:
    $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].SRPGActionTimesAdd(1)
    This gives the active event an extra "turn". It also means they can move again...
    If you don't want that then there's not great way around it unfortunately.
    I have skills that give user's an extra action but also applies a debuff on them to stop them moving (and this debuff lasts 1 turn). Kinda silly but it works (you can make the debuff not have an icon or name so no one needs to know about your workaround)

    Also make sure the unit's turn hasn't ended
    $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1].setSrpgTurnEnd(false)
    This command does nothing if there's no more "action times" left

    The script I bolded works perfectly! Thank you! :LZSgrin:

    As it so happens, I actually DO want the unit to move again, so this is perfect as is! I'm aiming to create something similar to Thracia 776's Movement Stars (I can't find a good video showing this, as it's something that happens randomly.) In short, these determine the chance of a unit getting a second turn after moving.

    In the case of Outcasts of the Rift, this chance to move and act again is calculated based on each unit's Luck stat. This gives Luck more purpose as a stat, because apparently Luck doesn't do very much in RPG Maker on its own; it just grants a very minor boost to the chance of applying status effects.

    On a related note, I'm trying to create a very high cost special skill usable by a "refresher" character that grants re-action to every playable unit who has acted so far. The problem is, I can't figure out what script to use for that. The original re-action script will only work on one character, even if the skill is set to work on all targets. What script call should I use?

    Refresh All Allies Setup.jpg
  17. Magenta-Fantasies said:
    If you move next to two (or more) enemies that are within range and select a skill to use, after you select the skill, the range will display on the map in colored squares. You should be able to move the cursor and select any enemies that are in range.

    --------------------------------------------------------------------------------------------------

    I have a question about how the “re-action” skill, common event, and script calls work.

    I want to create a game mechanic where playable units get a “second wind,” a chance of being able to act again after using a skill called “Catch Breath.” Catch Breath replaces Wait and does the same thing (ends the unit’s turn,) but it heals a little HP and MP each time it is used.

    I attached a common event to Catch Breath that triggers this “second wind” common event. The chance of getting another turn is based on each unit’s luck stat. (I temporarily set the chance to be 100% for testing purposes.)

    View attachment 335593
    The setup works up to the point with the “flash,” (so I can visually tell what parts have worked so far) but the script call for “re-action” does not. Neither does the plugin command “Set unit action end/re-action.” I also tried running the common event “Re-action skill”, which didn’t work here, nor did using Force Action to use a skill with a “re-action” effect.

    I also tried several combinations of script calls using “ this.unitReaction(); “ but those didn’t work, either. It doesn’t help that I’m unsure if the unit being targeted by the “re-action” would be active or target, or if it would use Event ID or Battler.

    What is the best way to go about what I’m trying to do?

    Your reply got me to re-test the original download and I noticed it worked properly. So I'll have to go into whatever I'm doing and figure out where I changed it from doing what it's supposed to do. But ultimately, problem will be solved so thank you.

    Luke
  18. Magenta-Fantasies said:
    What script call should I use?
    $gameSystem.srpgActorsList().forEach(function(actor) {
    if(!actor.isDead()) {
    actor.SRPGActionTimesAdd(1);
    actor.setSrpgTurnEnd(false);
    } } )

    This goes through EVERY character and applies the +1 action modifier
    This also means if a unit hasn't moved, now they have 2 actions
    If you want to modify that then either apply it to actors that have actor._srpgTurnEnd == true (gives actors that have ended their turn +1 action)
    or actor._SRPGActionTimes = 1 (sets action times to 1 opposed to adding 1)
    Might want to also not apply this affect to the caster:

    !actor.isDead() && actor != $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1]
  19. Question. Does anyone know how to turn off battle animations? Like the effects are in the overworld?
  20. SilentProtagonist1 said:
    Question. Does anyone know how to turn off battle animations? Like the effects are in the overworld?
    1743576257761.png
    Change plugin parameter for map battle to always