Krystek_My

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So I played demo and I have a few comments/suggestions
1. Sometimes enemies are stupid: Healing each other with full life, never himself;
2. AI Allies heal, buff player team (I don't meet with it so meaby it is already there);
3. Better unit events - I mean when you standing near chest (not in it) player gain command to open in;
4. After character is affected by "Paralyze" (-3 steps), using "Speed" it won't give you "Normal Range" + 3 step buff from "Speed", but just "Normal Range" (-3 + 3 = 0)
Skill concept (asking: If it's possible to "x")
"Taunt" skill - in a range of 2 steps enemies (or allies, based who use skill) are forced to attack character with "Taunt" The ''protected'' character's need to be in "Taunt" 's range, otherwise they can be attacked. A "Magical Taunt" would be for magic attacks, "Taunt" would be for physical attacks and "Pure Taunt" for both.
This plugin is one of the best and meaby I'll do a cool game (fianlly?) with this system
 

Arisilde

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Can I suggest adding alternate battle modes. The first, basically how you have it now. Player phase, then enemy phase. The second, all units turn's are interspersed, and turn order is determined by a stat on the unit, speed, agility, whatever the game creators decides to link it to.
 

Krystek_My

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@Arisilde it's impossible.
Example why your thinking is bad:
When you would ask your hero to go to enemy and attack, enemy has better agi and move 1 step and when the all unit's turn comes enemy (that is speeder move 1 step and your game would get ERRORed because actor need to do something that is impossible, cause attack works on target that is out of range.
Check this instead
Glad I helped you.
 

Arisilde

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First of all, you have a terrible attitude :) You should work on that.

Second, are you saying it's impossible for this specific plugin, or impossible in general? It doesn't sound to me like you understood what I was actually suggesting based on your response. I have seen a number of plugins that let characters move as soon as it's their turn instead of assigning the whole party's turns then letting them play out. Various action battle systems. I don't know how this plugin specifically is set up, so really I'm just asking if it would be compatible with different modes, like an option in the plugin setup. Not sure why that makes you so hostile. If I wanted the Lecode engine I would be using the Lecode engine. This one is much closer to what I'm looking for.
 

Krystek_My

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@Arisilde Ok, meaby that was a little hostile. Like I said I don't think that it can be made without editing main plugin. You would need to edit the base plugin to make it work. Without editing it, you would need to find a plugin that will change the base.
The author made it based on Fire Emblem series that: first allies, then enemies and repeat. If you really want to make it like that you can find someone that will make an extension or edit the base (If you aren't good scripter) for little "fee".
So it isn't basically "impossible", but more difficult to make.
 

keizz

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Great plugin! Do you have some tutorial ?
 

RyanBram

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So as not to double-post, another question. Do you plan to translate the 'Function' and 'Plugin Placement' columns on the Compatibility List? Knowing where to place plugins in particular would solve future headache. On that note, while it lists Yanfly's Battle Engine Core and Skill Core, would you happen to know if the SRPG Engine has compatibility with the versatile Buffs and States Core by the same author? I would be interested in testing interactions with a number of Yanfly's Plugins myself such as the 'HP Barrier' plugin, if allowed.

Yes, I will do. But you have to wait until I finish translating the latest Demo. Anyway, thank you for your enthusiasm. You share similar though as me that this plugin can do MORE than what was written in the first post. I will think another mean to describe it better. (^_^).

So I played demo and I have a few comments/suggestions ...
Improving AI is the most non-trivial task for creating Tactical Battle System. There are many possibilites that should be calculated and handled carefully to make flow of battle feel natural. This task will remain at the hand of original author, while some other future improvement I wrote in the first page will be provided by me and of course anyone can also contributed.

Like RPG Maker MV core scripts, SRPG Engine MV core plugin was designed to be general use in mind. Any specific use case will need support from the community to provide as many extension as possible. The situation is similar like the first time RPG Maker MV was, when plugins were still very limited. Like I was said in previous post, my reason to bring it here is to gain enthusiast from English spoken RPG Maker community, which hopefully will causing more extension created for this system. I hope this system is accepted like "semi-official" system or yet another core system for RPG Maker MV where every Tactical Battle System will be built on top of it to avoid compatibility issues between plugins.

Can I suggest adding alternate battle modes. The first, basically how you have it now. Player phase, then enemy phase. The second, all units turn's are interspersed, and turn order is determined by a stat on the unit, speed, agility, whatever the game creators decides to link it to.
I think your idea will be a nice addition. In fact, SRPG Engine created for previous RPG Maker was made by calculating actor speed (like Shining Force) instead of turn based (like Fire Emblem). I will contact the original author if it was possible without lots rewriting in the SRPG Core engine or breaking the extension. And of course it is depend if he willing to do it or not. If he doesn't, but accepting contribution, "maybe" I can take the task if there is no other contributor.

Great plugin! Do you have some tutorial ?
The Demo provided in the first page is act as tutorial for everyone who want to try the engine. And I will updated the Demo to the latest change at least tomorrow, which more database and event are translated than previous version. You can open the RPG Maker MV editor and see every six event on top left of each map to see how the story was created. Of course you should play it first so you can understad how the story is. There are NPC in the story that will give you basic knowledge about the system. I hope you enjoy the experience.
 
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Krystek_My

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@RyanBram Is this a possible to do actors after their HP goes to 0 won't dissapear but leave corpse that you can revive (enemies too)?
 

Arisilde

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I think your idea will be a nice addition. In fact, SRPG Engine created for previous RPG Maker was made by calculating actor speed (like Shining Force) instead of turn based (like Fire Emblem). I will contact the original author if it was possible without lots rewriting in the SRPG Core engine or breaking the extension. And of course it is depend if he willing to do it or not. If he doesn't, but accepting contribution, "maybe" I can take the task if there is no other contributor.

Nice, yeah shining force is exactly the game series I had in mind with that suggestion :D I absolutely love SF2, and would love to use MV and this plugin to make SF2 style games. So if it wasn't a ton of work, making that option would be perfect for me. The only other change would be those neat battle animations, haha.

If you really want to make it like that you can find someone that will make an extension or edit the base (If you aren't good scripter) for little "fee".

I certainly have no issue paying someone a reasonable fee for their effort, especially for something like a custom battle system that meets my specific needs.
 
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rrrllll

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another tactics system post brought me here.....
I have been trying out this system, is there an option to skip animation during a fight?
 

Sissel Cabanela

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@RyanBram Oh indeed. In fact, I finished coding an Alternate version of the AgiAttack plugin that emulates Fire Emblem a bit more accurately in regards to skills(ie. Block opponent from double attacking you even if faster while you have a state equipped). I want to share it, however I'm having some incompatibility with the Yanfly Battle Core. I personally don't use the Battle Core so it's not a huge loss for me, as Buffs and States Core functions largely without it. But I don't think I want to release the edit with such a major incompatibility from my own amateur coding knowledge.
 

Doktor_Q

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another tactics system post brought me here.....
I have been trying out this system, is there an option to skip animation during a fight?

If you mean not having the part where it opens the battle window, not yet. That's the On Map Battle item under "future features", apparently the author's hoping to have it done sometime by the end of the year.

If you'd be fine with just having a fast forward / skip ahead option on the attacks themselves, then this is compatible with Yanfly's action sequences, and I recall there's a Yanfly plugin that enables cranking up the speed on action sequences.
 

RyanBram

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Hi, everyone.

Finally I have managed to finish translating the latest Demo. There are little change in the story of the Demo, but now most part of the Demo project has been translated. So you can use this Demo as a tutorial to guide you in creating your own turn based Strategy RPG (Tactical Battle System). In addition, you can also try the Android APK debug-build to see how well the system run on mobile device.

GitHub project is close to become reality. I am in progress to discuss how the development flow will become. So, please prepare yourself if you have any idea for better development.

@Sissel Cabaneia . It's okay. You and others can always give contribution in many forms. Keeping this thread active, answering questions from other user, giving suggestion, spreading news, and even just informing that you are using this engine for your project will always give me energy to continue developing this project.

Thank you for your support.
 

Krystek_My

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@RyanBram I will ask again:
Is this possible to actors don't die pernametly in battle and instead living corpse to revive (enemies too)?
 

Doktor_Q

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So I spent the weekend messing around and made two extensions of my own. They're both plug-and-play, but have some parameters you can adjust if you want.

StatCounter ties your chance of being able to counterattack to the normal Counter Rate (cnt) stat, on top of any other limitations, like range or weapon type. Useful if you don't want counters to be the default.
If you place it below SRPG_DirectionMod, you can modify the counter rate for attacks from the side or back.

UX+ adds a number of options, and mostly tries to improve the behavior of your cursor on the map. Notably, it lets you use page up / page down / tab to cycle through actors who haven't moved yet, or valid targets when you're using a skill. I'll probably keep adding stuff to this as I run into stuff I think should work better.

I've got more ideas for other extensions, and a few more things I want to do with UX+, so we'll see how well those come out.
 

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Krystek_My

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@RyanBram I have encountered bug in loop map
upload_2019-6-30_21-25-1.png
 

RyanBram

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@Doctor_Q
:kaojoy: Hurray. Thank you very much for the very nice extension. It should be celebrated as the first extension for SRPG_Engine that was created in this forum. I am really happy for this news. Anyway, what is the license for your extension, so I can including it to the future GitHub pages.

@Krystek_My
Thank you very much for the information. It will be fixed hopefully in next release. :thumbsup-left::):thumbsup-right:

I also want to inform that SRPG_Engine can be tried online. The link still same like in the first post.

Thanks.
 

Doktor_Q

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@RyanBram Oh, right, I should add that. I'll follow the same MIT license, and put it in the header for the next update.
 

Zahirovx

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Hi, I cant wait to try this system in my game, it looks amazing * - *

But... Someone know if it is possible to make a fusion system when one character is close to another? And if I need to do a plugin, could you give me a little guidance on what to do? Is probably I can look for a way to make the plugin if necessary
 

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