SRPG Gear MZ - Plugins for creating Tactical Battle System

● ARCHIVED · READ-ONLY
Started by RyanBram 190 posts Page 9 of 10 View original ↗
  1. Hello,
    I'm new to these forums, and a returnee to RPGMaker as a whole.
    I've been playing around with this plugin and I find it very interesting and perfect for a concept I want to work on (Although I have 0 coding experience, but I can manage myself on RM)
    I was wondering if it was possible for this system to have a way to tell where a "danger zone" is. That is, the area where the enemy will be able to attack on it's next phase.
    As shown on this very bad quality image from the game Langrissr Mobile; left side shows the danger zone surrounding the enemy wolf; right side showing both the area of movement/attack of the ally, and below it, the danger zone still active.

    aaaa.png
    I've only tried out the demo files, so I'm not sure if this has been implemented on a more recent update.
    If it has been implemented it'd be terrific.
    If it hasn't, but it's possible to implement it, I'd like to at the very least know, in order to make the necessary questions/learning to implement it.
    Thanks in advance for the help!
  2. hadriel said:
    Hello,
    I'm new to these forums, and a returnee to RPGMaker as a whole.
    I've been playing around with this plugin and I find it very interesting and perfect for a concept I want to work on (Although I have 0 coding experience, but I can manage myself on RM)
    I was wondering if it was possible for this system to have a way to tell where a "danger zone" is. That is, the area where the enemy will be able to attack on it's next phase.
    As shown on this very bad quality image from the game Langrissr Mobile; left side shows the danger zone surrounding the enemy wolf; right side showing both the area of movement/attack of the ally, and below it, the danger zone still active.

    View attachment 336520
    I've only tried out the demo files, so I'm not sure if this has been implemented on a more recent update.
    If it has been implemented it'd be terrific.
    If it hasn't, but it's possible to implement it, I'd like to at the very least know, in order to make the necessary questions/learning to implement it.
    Thanks in advance for the help!
    Answer is no; not that I know of
    I tried to make something similar years ago but didn't succeed.
    You can use it as a base
  3. Has anyone come up with a creative way to handle taller characters on the map who may block characters in the tile above them? I don't have any characters that are more than one tile wide, but I have a few that are two tiles tall and if another actor is on the tile above them, it's easy for the player to lose sight of the smaller character behind it since the tall character's head is covering the smaller character. Not a problem with the plugin, just the nature of handling characters of different heights.

    The obvious solution is don't use characters that are too tall, but I enjoy having some taller characters that are more powerful either as enemies or party members for the player to keep things interesting.
  4. (solved)
  5. I love FE and I am excited for this plugin. Thank you for doing this! I played the demo and it was so fluid, but would it be possible to edit the character highlight/square on each turn to be there the entire turn rather than the first 3 seconds of turn start? In FE, there's an arrow or highlight so you know which unit to use the entire turn time.
  6. Magenta-Fantasies said:
    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.
    Do you happen to know what plugin you use to swap actor and enemy positions in the battle screen so that actors are on the left and enemies on the right? I was able to get the menus flipped using your tips (thanks so much for that) but flipping them on the battle screen itself is all I have left to do!
  7. rhaw757 said:
    Do you happen to know what plugin you use to swap actor and enemy positions in the battle screen so that actors are on the left and enemies on the right? I was able to get the menus flipped using your tips (thanks so much for that) but flipping them on the battle screen itself is all I have left to do!
    It's not a separate plugin, but an edit to the SRPG_Core_MZ plugin (the main/core plugin.) I explain it in more detail in this post, https://forums.rpgmakerweb.com/inde...ical-battle-system.153483/page-7#post-1490598 , although unfortunately the SRPG_Core_MZ version on Github has been updated since then, so the lines where the code would be replaced will be different. In a JavaScript editing program (I use Notepad ++, which is free), you could search for the code that needs to be replaced (parts I didn't mark as changed,) and then replace it with the new lines of code that I included in my post (which I indicate with //Changed this )

    Because SRPG_Core_MZ and some other plugins have been updated since I posted that fix, I also can't guarantee my changes will be 100% compatible with newer versions of the SRPG plugins. However, I know they are compatible with everything up until the versions from January 2025. Those are the last versions I downloaded, and at this point I'm strongly considering not updating the plugins for my game since I don't want to introduce new bugs.

    How much do you know about working with JavaScript? I'm a novice at it myself: I can tinker with plugins by removing and replace things, but that's about the extent of my knowledge.
  8. If I downloaded this directly from steam, is there anything else I have to do?
  9. SSJ4 said:
    If I downloaded this directly from steam, is there anything else I have to do?
    just testing if this work..
    and then follow Shoukang work to add feature.
  10. so is threre a way to get rid of MP at all pages? I don't really need mp in my project.
  11. Hello, sorry if this is really late, I'm wondering if and how I can re-center enemies when I'm using frontview battles.
  12. Does anybody know of a way to have an enemy transform into a different enemy with this plugin? Would that sort of thing be possible?

    Edit: Nevermind, I think I got it working with the Reinforcements Plugin Command. Still, if there's a way to do it that provides more flexibility that would be great. This way I could only ever use the one event for my transforming enemy.
  13. Does anyone have any experience with the Enemies Remaining and Actors Remaining variables being wonky? If I have a simple battle that's just "defeat all the enemies and don't get all of your actors defeated," often I'll win or lose while there are still enemies or actors on the field. I noticed when debugging and checking my variables, when an actor is defeated, it drops the variable by 2 instead of 1. I haven't found out a correlation on when my enemies remaining variable drops prematurely yet, but it happens occasionally as well.

    I checked the plugins and it seems it only fixed itself when disabling the Visustella Core Engine. Bummer, because I spent a decent amount of money on the Visustella plugins to not be able to use any of them. My workaround is to just double the actors remaining variable at the start of battle but that's messy.

    Just wondering if anyone else has dealt with this. The Visustella plugins in general seem to bother this plugin quite a bit unfortunately. Hoping there may be a plugin parameter in the core plugin I could just toggle that fixes this, but don't know where to start.
  14. Hello, what could be happening when the attack action simply don't work? Combat starts but players can't hit with basic attacks nor spells.
    Is there a way to debug for errors in the script btw?
  15. Has anybody got the Dynamic Map Motion/Animation plugins working on MZ? Trawled the depths for any info but can't see a mention anywhere.
  16. Is there anyway at all to push enemies into pits to kill them? I want to implement this but also don't want the player to be able to walk over pits.
  17. This plugin seems really cool, but...

    I keep getting the following error msg:

    TypeError: Cannot read property 'split' of undefined
    ...not really sure why. I've set things up following this tutorial I found in the STEAM community, all while double checking the sample game for reference. There seems to be a lot of stuff that needs to be setup before you can even playtest things, so perhaps I missed something? If so though, I have no idea what.

    [Edit: I download SRPG Gear MZ from STEAM, so that's the version I have.]

    [Edit 2: I figured out what was wrong (I had forgot to add enemy tags in the database).]

    1760622149062.png
  18. So this is a little late but yes this is absolutely possible. I've made a Plugin specifically for this.
    hadriel said:
    Hello,
    I'm new to these forums, and a returnee to RPGMaker as a whole.
    I've been playing around with this plugin and I find it very interesting and perfect for a concept I want to work on (Although I have 0 coding experience, but I can manage myself on RM)
    I was wondering if it was possible for this system to have a way to tell where a "danger zone" is. That is, the area where the enemy will be able to attack on it's next phase.
    As shown on this very bad quality image from the game Langrissr Mobile; left side shows the danger zone surrounding the enemy wolf; right side showing both the area of movement/attack of the ally, and below it, the danger zone still active.

    View attachment 336520
    I've only tried out the demo files, so I'm not sure if this has been implemented on a more recent update.
    If it has been implemented it'd be terrific.
    If it hasn't, but it's possible to implement it, I'd like to at the very least know, in order to make the necessary questions/learning to implement it.
    Thanks in advance for t
  19. I was wondering if it's possible to take Shoukang's SRPG playable Demo file (downloaded from his GIthub) and add in Cyclone Maps/Cyclone Maps Editor/Cyclone so that I can make my tile size 64x64?
    The Cyclone stuff works with the Ryan Bram SRPG Gear download but when I combine it with Shoukang's, I get the following error:

    TypeError
    this.mapNameWindowRect is not a function

    Can anyone help me with this? Thanks in advance.

    Luke