RyanBram

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@Doktor_Q
Wow, MIT. Very nice license. Thanks. :kaojoy:

@Zahirovx
I never try it myself, but theoretically you can.
See the Demo Chapter 2 as reference.

1. First, put the following code into <type:afterAction> event:
Code:
this.EventDistance(11, 12,13);
Note:
11 is the Variable ID that will store distance between player
12 is event A (replace with your character Event ID)
13 is event B (replace with your other character Event ID)

2. Use skill that activate common event

3. In the common event, put condition branch in your common event that state that if Variable 11 (distance) value is equal or less than .... (your preference value) than remove event A and B from your party and add character C (the fushion character) to your party.

Hopefully you can understand as English is not my native language.
 

Nikitaw99

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How well does this work with YEP?
 

RyanBram

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There are many Yanfly plugins, which one?
I haven't tested all, but most YEP Core plugins are worked well: Core, Battle Core, Message Core and also I have tested Action Sequence and SV Enemies.

As stated from my first post, this plugins try not to modify any MV's RPG Core scripts function, instead it use what already available in RPG Core scripts and adjust it to recreate SRPG Battle. Only one plugins to make SRPG Battle while other plugins are act as extensions.

Even the menu scene is still left unmodified, so any plugin that modify menu still works.

I recommend you to try the Demo if you haven't try it. (^_^)
 

Nikitaw99

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I haven't tested all, but most YEP Core plugins are worked well: Core, Battle Core, Message Core and also I have tested Action Sequence and SV Enemies.
Alright, good to know. I'll post here if something doesn't work.

I recommend you to try the Demo if you haven't try it. (^_^)
Okay!
 
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I'm loving this plugin! One thing I can't figure out; how to get the autobattle system to work in my game. It shows up in the menu, but if I confirm on it, it just takes me back to the battle map, and the actors don't react. Hope to get some help with that!
 

RyanBram

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I'm loving this plugin! One thing I can't figure out; how to get the autobattle system to work in my game. It shows up in the menu, but if I confirm on it, it just takes me back to the battle map, and the actors don't react. Hope to get some help with that!
Hi.
Thank you for your appreciation.

Did you try auto battle in your own project or in the demo project from first post of this thread? Because based on the last demo, auto battle should work correctly.

If you try to make it yourself, I suggest you to use the demo as template for creating your own project instead of starting from scratch.
If you still want to try from scratch, the following event notetags may be useful to achieve what you want:
  • <mode:normal> set this unit's acting pattern 'normal'(if you don't set mode, set 'normal' automatically)
  • <mode:stand> set this unit's acting pattern 'stand if enemy don't nearby
  • <mode:regionUp> set this unit's acting pattern 'go to bigger region ID if enemy don't nearby
  • <mode:regionDown> set this unit's acting pattern 'go to smaller region ID if enemy don't nearby
  • <mode:absRegionUp> set this unit's acting pattern 'always go to bigger region ID
  • <mode:absRegionDown> set this unit's acting pattern 'always go to smaller region I
  • <mode:aimingEvent> set this unit's acting pattern 'aim for event with the specified ID'(use this note with <targetId:X>)
  • <mode:aimingActor> set this unit's acting pattern 'aim for actor with the specified ID'(use this note with <targetId:X>)
Hope that helps.
 
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TonytheHylian

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This is just what I've been looking for!
I've been tinkering with it for a few hours and was wondering if It would be possible to get it to be compatible with Galv's Actor Equip Items so each character has a limited number of items to use per battle?
I tried everything I could think of with my limited knowledge of Java but the best I could do was have the item command pull up the item equip menu rather than the actors inventory.
 
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RyanBram

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Hi, everyone.
I want to share a good news to all of you. :kaojoy:

SRPG Core engine was updated into version 1.20. In this version there is an interesting new feature: Custom Attack Pattern. This feature allow you to set a skill range into specific pattern (straight, diagonal, 8-direction, or non-linear) which all of them represent movement pattern from chess: rook, bishop, queen, and knight.

This is the video how it will look:



I also happily to announce about GitHub repository for SRPG Engine MV which is officially opened here:
  1. https://github.com/Echizen-ham/SRPGcore
  2. https://github.com/RyanBram/SRPGcore

Although they still look very plain, at least we already have one central repository to work together. Me and Mr. Gakuto Mikagami is looking forward for your contribution to make this engine grow mature. If you want to do pull request, please do it in Echizen-ham/SRPGcore master repository, instead of mine. My repository is act as information for RPG Maker MV English community, while Mr. Gakuto Mikagami's repository is where the development should be done. If you are interested in SRPG Engine development, you can use CONTRIBUTION.md from my repository which is already approved by Mr. Gakuto Mikagami to give you some information about our workflow .

Thank you for following this thread. :wink:

Best regards,
RyanBram

This is just what I've been looking for!
I've been tinkering with it for a few hours and was wondering if It would be possible to get it to be compatible with Galv's Actor Equip Items so each character has a limited number of items to use per battle?
I tried everything I could think of with my limited knowledge of Java but the best I could do was have the item command pull up the item equip menu rather than the actors inventory.
Hi, Tony.
I never use Galv's Actor Equip Items, so I cannot confirm whatever it works with SRPG Engine MV or not. But if feature that you want is weapon that have durability and will get broken if used for specific times (like Fire Emblem), then I can suggest you to try http://www.yanfly.moe/wiki/Item_Durability_(YEP). I have tried it with the Demo project and it works, although some adjustment still needed to integrate it better with SRPG Engine MV.
 

Krystek_My

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@RyanBram
Would it be possible to make line of sight skills. Ex. Skill that ha straight line, range 3. The enemy is at third cell but on 2nd cell is rock so after all you a=can't target enemy?
I was testing AoE extension and I didn't liked that user is casting skill 3 times in 3 separate sequenes. Would be it possible in future to do one sequence with user attacking 3 enemies at same time?
 

RyanBram

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@RyanBram
Would it be possible to make line of sight skills. Ex. Skill that ha straight line, range 3. The enemy is at third cell but on 2nd cell is rock so after all you a=can't target enemy?
Currently no. It is part of future plan. Hopefully it doesn't take too long to get implemented.


I was testing AoE extension and I didn't liked that user is casting skill 3 times in 3 separate sequenes. Would be it possible in future to do one sequence with user attacking 3 enemies at same time?
It will be added after On Map battle was done. Currently it cannot be done, because the battle still performed in specific combat scene instead of directly on map.
 

TonytheHylian

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Hi, Tony.
I never use Galv's Actor Equip Items, so I cannot confirm whatever it works with SRPG Engine MV or not. But if feature that you want is weapon that have durability and will get broken if used for specific times (like Fire Emblem), then I can suggest you to try http://www.yanfly.moe/wiki/Item_Durability_(YEP). I have tried it with the Demo project and it works, although some adjustment still needed to integrate it better with SRPG Engine MV.

That's not what I mean, I apologize for not explaining myself properly.
So I'll try again, Galv's Actor Equip Items plugin overrides the item command in battle to pull up the individual character's inventory that Galv's plugin creates instead of the universal inventory.

This is the error I get, and I hope I've explained myself better this time.error.png
 

RyanBram

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@TonytheHylian
It's look like the problem is because Galv's plugin use custom scene to control how items are exchanged between actors which doesn't recognized in SRPG Battle scene. If someone know Javascript, I think it is just a matter about how to make Galv's custom scene recognizable by menu during SRPG Battle.
 

Aloe Guvner

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One suggestion -
Many people know that plugin order is really important for compatibility. I hope a lot of people create extensions to the SRPG and add them to Github, which is great, but could cause compatibility issues if people don't know what order to use.

There could be a "plugin_order.txt" file on Github, when an author adds a new extension they should also update that file in the same Pull Request.

Of course, only SRPG plugins should be in the order. Any other plugins is the responsibility of the developer to understand the order/compatibility.
 

OverlyEpux

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Giving it a shot, it's really well put together!
A few notes, be it for the engine itself or potential extensions:
  • srpgDamageDirectionChange doesn't seem to work when set to false. Enemies still turn towards me when I target them with attacks.
  • It's not exactly clear what existActorVarID & existEnemyVarID do? I'm assuming this is to tell if there are any live actors or enemies?
  • Is there a way to set it up so that all XP is shared among the party, rather than per-kill?
  • Sleep is broken as of right now. The game doesn't count turns outside of actual combat, and because of this, if you are targeted with sleep and no enemies attack you afterwards you will be stuck asleep indefinitely. Prehaps make states count turns with the turns counter?
  • I'm not sure what the majority of the extensions do as the documentation is all in Japanese. Even just running it through a google translator isn't really giving me a full explanation. Maybe get them included in a future demo, if not giving them all English documentation.
  • I know @Arisilde already mentioned it, but I want to say again that a "round style" combat system like Shining Force would be great. Instead of Actor Turn -> Enemy Turn -> Repeat, have it based on rounds, in which 1 round is finished when all combatants have had a turn.
    • To Add to this, it would be even more interesting if a D&D Styled "Initiative" system was implemented with this, in which turn order is predetermined by an actor's initiative (Default: AGI).
  • It would be nice if Attacking did not automatically end one's turn. Sometimes it's a better option to attack & move afterwards. This could be accomplished by disabling the attack command after an actor attacks, or something of that nature.
    • In a similar vein, as we already have "Free Action" skills like Brave Energy, it would be nice to have a system where we could create Action Levels of sorts. You could view action levels as follows:
      • Action Level -1: Free Actions, like Brave Energy. You can use any number of these once per turn.
      • Action Level 0: Normal Actions. This is where everything defaults to now, such as basic Attacks, Spells, Skills, Items, etc.
      • Action Level x: Bonus Actions! Maybe your character has a feature that allows them to teleport away after attacking, or a certain spell that can be cast as a bonus action. These would be configurable to say how many Actions at level X can be performed in a turn.
  • It would be very interesting if spells could have a casting time. Selecting the spell would optionally immobilize your character as they waited for x turns before they could unleash their spell. While casting their only options would be wait or stop casting until the spell was fully cast.
  • Large Enemies/Actors would be awesome. A Dragon, for example might take up a 4x4 Space instead of a 1x1
  • Make certain tiles cost extra movement? In D&D there is a concept called "Difficult Terrain", which requires 2 squares of movement to cross one square. Also with this, allow certain actors, skills, features, etc. to ignore difficult terrain
  • I noticed that the Jump skill seems to be a physical attack that can only target at range. But it seems strange that your actor isn't actually moved on the map. Maybe add in a method for skills & spells to actually change the position of your actor on the map?
  • There's a glitch in the demo online, if you speak to the fairy girl in episode 3, you create an infinite loop that you cannot escape from, effectively ending gameplay.

All in all this is probably the best SRPG/TBS system I've seen. I can't wait to see more!
 

Doktor_Q

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@OverlyEpux
SRPG_DirectionMod's current version has an issue where it forces them to turn anyway if you're using it. If you want, you can replace the Scene_Map.prototype.preBattleSetDirection function in that plugin with this:
Code:
    Scene_Map.prototype.preBattleSetDirection = function() {
        // get active events
        var user = $gameTemp.activeEvent();
        var target = $gameTemp.targetEvent();
        var skill = $gameSystem.EventToUnit(user.eventId())[1].currentAction().item();
        var attackDirection = 'front';
       
        // if it has a target and supports direction, check it
        if (target && skill.meta.srpgDirection != 'false') {
            var dir = target.direction();
            var dx = user.posX() - target.posX();
            var dy = user.posY() - target.posY();
            attackDirection = 'side'; // default
            if (Math.abs(dx) >= Math.abs(dy)) { // horizontal or diagonal
                if (dir == 6) {
                    attackDirection = dx > 0 ? 'front' : 'back';
                }
                if (dir == 4) {
                    attackDirection = dx < 0 ? 'front' : 'back';
                }
            }
            if (Math.abs(dx) <= Math.abs(dy)) { // vertical or diagonal
                if (dir == 2) {
                    attackDirection = dy > 0 ? 'front' : 'back';
                }
                if (dir == 8) {
                    attackDirection = dy < 0 ? 'front' : 'back';
                }
            }
        }
        $gameTemp.setAttackDirection(attackDirection);
       
        _Scene_Map_preBattleSetDirection.call(this);
    }

existActor/EnemyVarID point to the variables which will hold the number of living actors/enemies. Check out the demo project's events- the typical use is winning the fight if an action ends with all enemies dead, and losing it if all actors are dead.

And I've actually written up an extension to make skills that can move characters around, but there's still a couple adjustments needed to make non-attack teleports work right.
 

RyanBram

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SRPG Engine MV updated to v1.21

Changelog:
  • Add feature “Action times addition” that makes actor moveable after doing action
  • Unify the behavior of the result screen in the battle scene by key operation and touch operation (contributed by: Tsumio)
@Aloe Guvner :smile:
Hi. Thank you for every suggestion you told to me.
Those really help me in managing the project. :thumbsup-left::):thumbsup-right:
About plugin_order.txt, do you mean something like this https://github.com/RyanBram/SRPGcore/blob/master/docs/EXTENSION.md or something more specific?
Because currently we don't have any official extension other than SRPG_ImmediateSkill.js and SRPG_AgiAttackPlus.js we still not facing plugin order issues. But of course we will keep in mind your suggestion if this project is grow bigger.

@OverlyEpux
Wow, what a long list of suggestion. :thumbsup-left::)
Thank you very much for your interest and appreciation for this project. I will keep in mind your suggestion for future updates.

Believe me, I also want to see those features get implemented in SRPG Engine MV. But, no matter how much desire for those features, there is always limitation that can be done for something that is worked mainly by one person, although he is a very dedicated person (Mr. Gakuto Mikagami made SRPG Engine since RPG Maker XP era). This is also the main reason I introduce this project to this forum. To unify any effort in creating Tactical Battle System into one system to avoid duplication in effort.

Some system I found usually imitate only one existing system instead of trying to imitate all available battle system. For example, RPG Maker series are known to imitate Dragon Quest-style battle system by default which is why front view battle system is the default choice until MV.
For me myself, I want to contribute to make most Fire Emblem feature available in SRPG plugin. Therefore, before implementing another style Tactical RPG like Shining force or FF Tactics, I will give priority for missing feature from Fire Emblem. If what you suggested are exist in Fire Emblem, chance are it will become part of SRPG Engine MV. But if there is other developer interested, we always open the pull request.

About existActorVarID & existEnemyVarID is already answered nicely by @Doktor_Q.

Thank you very much Doktor_Q.:kaojoy:
 
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Zahirovx

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@RyanBram

Thanks for the help with the fusion ability.I can't try now because I been having problems with my PC. But I sure that really help me.

I have an another question:

¿Can I pair up the actors like fire emblem awakening/fates?

This will help me with a relationship system and could make more dynamics the improvements.

¡Thanks again! ¡I love this plugin!

EDIT: Today I can try the fusion ability, but I just have a problem... How I can "delete" de actor events? When the fusion appears, the actors continue in the map, and the status menu shows an actor duplicated... I don't know what to do :c...
 
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Aloe Guvner

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About plugin_order.txt, do you mean something like this https://github.com/RyanBram/SRPGcore/blob/master/docs/EXTENSION.md or something more specific?

Ah, I didn't see it, that's perfect (I was looking at the Echizen-ham repository).

And yeah, it's not about any order issues now since mostly everything is written by the same person, but just to avoid future issues if there is a lot of community support. But that seems to be handled by the EXTENSION.md file.
 

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Got this on the 'feature reference map' in both download and browser ver as soon as the enemy turn starts

qkYK4Of.jpg

553peZK.jpg
 

Krystek_My

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@Grilled Mormons It have been already reported by me. This is 1.18 demo and the plugin is 1.2 so it may be fixed already. Just try to swap the main plugin.
 

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