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Can anyone help explain how in the demo project Uber Harold's animation is working for his basic attacks in Map View Battle type?
 
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With the custom Command window while in a SRPG battle it is not possible to use MADO window, is there as work around for this?
 

Adra

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Is it possible that AgiAttack only works on a specific actor? Or that it works as a buff? I wanted to turn it into a passive ability of a certain character.

I also tried putting the Status command in the actor's actions menu, but I couldn't get it to show only the corresponding actor's status.
 
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NoPiessadface

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for some unknown reason this error happens when i try to set win and lose conditions
Screenshot (156).png

Screenshot (155).png
 

Shoukang

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Is it possible that AgiAttack only works on a specific actor? Or that it works as a buff? I wanted to turn it into a passive ability of a certain character.

I also tried putting the Status command in the actor's actions menu, but I couldn't get it to show only the corresponding actor's status.
You can try my Agi Attack control, it provides note tags to disable Agi attacks for certain actors/enemies. It only works for scene battle, for map battle to work you will need to also use my AoE Animation plugin.
Let me know if you need the note tag to work on classes/equips/states. I can implement it when I have time.
About the status command, I think it's a good idea. I will think about it.
 

Adra

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You can try my Agi Attack control, it provides note tags to disable Agi attacks for certain actors/enemies. It only works for scene battle, for map battle to work you will need to also use my AoE Animation plugin.
Let me know if you need the note tag to work on classes/equips/states. I can implement it when I have time.
About the status command, I think it's a good idea. I will think about it.
If you can put it mostly in the class and states tag, it would be perfect for what I want.

I'm also trying to make the names of the skills used in the map battle appear above, like in the SV battle, but I haven't been successful so far.
 

xabileug

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I have some queries if the following exists :
1. does this have the pet capture, pet summon ? use item or skill to capture an enemy, then you can summon them once or multiple different pets
2. does this have the chain combo ? like in hoshigami, if you knockback a target to the set facedirection, the target gets bounced to each ally within 1 tile range accumulating damage
3. does this have the aura skill like in jeane d arc? enhanced tiles when enemy dies, or buff attack of nearby allies?
4. dies this have the rampant aura skill in tactics ogre? sets unpassable tiles for nearby enemies
5. is there a trap skill? summon immovable units that does something when enemies interact or steps on it? AoE damage or apply negative states - freeze, stun, etc
6. is there any graphic change compatible for transformation skills? like in jeane d arc? unit transforms, gains new skill and character graphics. new passive - like god speed, extra turn per kill, or unit action reset on successful kills?
7. is there a plugin for mulitple HP bars like in Front Mission 3? Yes the mecha wanzers have different parts
8.do the arrows from archer class actually fly here? or the bullets from the gun? and there's blocking?
9. are there global skills too? all allies, all enemies, or all units? or random units?
 

NatePlays

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@xabileug I'd like you to keep in mind, if you can't do something on standard turn battle, you also probably can't do it with this plugin. From there, here's what I can tell you:

1. Haven't seen any plugins do this on standard battle, sounds complicated (due to how rpgmaker works), unless you make one actor for each enemy and don't allow copies and so on and so forth...
2. No. That sounds like a very specific thing, someone could make a plugin by request/commission...
3. We can do aura skills, triggering on Turn Start/Turn End and on Action End (like at the end of an attack or whatever), it's an addon plugin.
4. Tile passability is also an addon plugin (iirc the Zone of Control plugin), it's not out of the box though.
5. You can make events which trigger these effects, and I've seen projects with this plugin spawn events like walls or stripes of fire.
6. If you know how to do Transformation States in standard battle, they work the same way here. You can increase movement and attack range, buff stats, even probably do a Godspeed effect like in JD.
7. Again, specific stuff like that can be requested/commissioned if you wish. There's one plugin for HP bars. I'd be more worried about making a character have multiple HP pools in standard battle, never seen that before.
8. Although this plugin is focused more on FE-style combat (transitions to sideview battle, counter attacks), you can have map animations; hell, the demo has an animation for arrows flying across the map for bow attacks. Don't know what you mean with "blocking", but in map animations you can have the little sprites animate swings, evades and stuff as well.
9. Global skills? We have AoE skills (say, magic spells from JD) for enemies and allies, a sufficiently big AoE could hit the whole map.

Again, this plugin by default plays like a Fire Emblem game (player phase then enemy phase, sideview battle with counterattacks and double attacks, terrain costs), but some stuff can be arranged.

Here's what I know probably can't be done at the moment:
- mixed turn order based on speed (so each character moves individually)
- fog of war (the plugins around the web don't work as intended)
- dual techs / link skills / pair up attacks (unless you're a state and js expert)
- equipment durability / personal inventories (an RM limitation pretty much)
- enemies equipping random weapons (being worked on I think?)
A lot of stuff that can be done with plugins on Standard Battle works on SRPG Battle as well. YEP Action Sequences are an exception, as this plugin uses another animation plugin.
 

xabileug

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i see so this is fire emblem.. i didnt see the talk stuff in the demo, just the click event, there's also no affinity thing, when two characters fight together. i love fire emblem series. i was looking for a FFTA + TO tactics SRPG functions .. plus PSP jeane d arc.. is there any fire emblem starter kit demo?
 

Shoukang

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i see so this is fire emblem.. i didnt see the talk stuff in the demo, just the click event, there's also no affinity thing, when two characters fight together. i love fire emblem series. i was looking for a FFTA + TO tactics SRPG functions .. plus PSP jeane d arc.. is there any fire emblem starter kit demo?
I made a lot of plugins to make it more fire-emblem but I currently don't have time to make a demo. Hopefully, the instruction in my plugins is enough. As you mentioned, there's no affinity thing. Weapon exchange is also different. Many of the features you mentioned, as NataPlays said, doesn't exist or are far from completion, and some of them are not trivial to implement. Nonetheless, with the features this engine has, it's enough to build an interesting game, although it may differ from what you originally thought about.
If you are very ambitious and serious, my advice is to code yourself or hire a programmer to implement the features you need... No engine can do everything for you, but this engine is perhaps most close to what you want among RMMV.
 
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NatePlays

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Affinity is doable, GBA-style (I have a post waaaaaaaaaaaay back using MoogleX's Friendship System) but I didn't decide on what to do with the friendship levels so I left it there.
This plugin can do more standard tactics stuff. If you're just playing around, I like to think this is one of the easier tactics plugin suites.
Outside MV you also have stuff like SRPG Studio...
 

Den_C

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Is it possible to have two types of attack in the main battler's menu (with Attack, Magic, Skills, etc.) based on two different skills? (Not as Attack in the main menu and something else in the Skills submenu, but as something like Melee and Shot in the main menu.) I would like to have Basic Melee Attack and Basic Ranged Attack as two different skills, one based on Attack, another on Agility.
 

boomy

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Another thing I can't seem to figure out is how to remove an actor or enemy mid battle via script call. I've tried just "erasing" the event, but that doesn't seem to work.
Did you figure this out? I just found a workaround for actors and enemies (requires one of DrQ's plugins, I think positionEffects):

$gameMap._events[enemy.event().eventId()].erase();
$gameMap._events[actor.event().eventId()].erase();
$gameSystem._srpgAllActors.splice($gameSystem._srpgAllActors.indexOf(actor.event().eventId()), 1);

Actors are not deleted pernamently, just from the battle. If you use the existActorVarId or existEnemyVarId, you will need to adjust them manually.

You could also null the events
 

Shoukang

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Is it possible to have two types of attack in the main battler's menu (with Attack, Magic, Skills, etc.) based on two different skills? (Not as Attack in the main menu and something else in the Skills submenu, but as something like Melee and Shot in the main menu.) I would like to have Basic Melee Attack and Basic Ranged Attack as two different skills, one based on Attack, another on Agility.
In the core plugin , find Scene_Map.prototype.commandAttack, make a similar method below it, I will name it commandAttack2:
Scene_Map.prototype.commandAttack2 = function() { var actor = $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1]; actor.action(0).setSkill(skillId); this.startActorTargetting(); };
Replace the skillId in my code.

Then, find this._mapSrpgActorCommandWindow.setHandler('attack', this.commandAttack.bind(this));, below it, add:this._mapSrpgActorCommandWindow.setHandler('skill name', this.commandAttack2.bind(this));

Therefore, a new command 'skill name' will appear below the attack command, when you select it, it will call the commandAttack2 method we made. (I didn't try it myself so if something is wrong let me know.)
 

Den_C

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Thank you very much. It seems as if something is missing, so it doesn't work for now. Maybe something should be added here?

Code:
var _SRPG_Window_ActorCommand_makeCommandList = Window_ActorCommand.prototype.makeCommandList;
    Window_ActorCommand.prototype.makeCommandList = function() {
        if ($gameSystem.isSRPGMode() == true) {
            if (this._actor) {
                this.addAttackCommand();
                this.addSkillCommands();
                this.addItemCommand();
                if (_srpgActorCommandEquip == 'true') {
                    this.addEquipCommand();
                }
                this.addWaitCommand();
            }
        } else {
            _SRPG_Window_ActorCommand_makeCommandList.call(this);
        }
    };
 

NoPiessadface

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My move after action plugin doesn't automatically execute and the unit needs to be selected to activate the canto. Also the battle hud ui changes randomly from the default rpg maker one to normal help. Pls I love canto and I really really need canto of my life.
 
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Shoukang

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Thank you very much. It seems as if something is missing, so it doesn't work for now. Maybe something should be added here?

Code:
var _SRPG_Window_ActorCommand_makeCommandList = Window_ActorCommand.prototype.makeCommandList;
    Window_ActorCommand.prototype.makeCommandList = function() {
        if ($gameSystem.isSRPGMode() == true) {
            if (this._actor) {
                this.addAttackCommand();
                this.addSkillCommands();
                this.addItemCommand();
                if (_srpgActorCommandEquip == 'true') {
                    this.addEquipCommand();
                }
                this.addWaitCommand();
            }
        } else {
            _SRPG_Window_ActorCommand_makeCommandList.call(this);
        }
    };
You are right! Below this.addAttackCommand();, insert:this.addCommand('skill name', 'skill name');
the first parameter is the name that will show up. The second parameter needs to be consistent with the name we made in the set handler part.
 

Shoukang

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My move after action plugin doesn't automatically execute and the unit needs to be selected to activate the canto. Also the battle hud ui changes randomly from the default rpg maker one to normal help. Pls I love canto and I really really need canto of my life.
Yes, you need to select to activate canto. I personally prefer this.
Is the battle hud UI issue caused by the move after action plugin?
 

NoPiessadface

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Yes, you need to select to activate canto. I personally prefer this.
Is the battle hud UI issue caused by the move after action plugin?
thnx for the hint i think i fixed the battleui issue. Can I change the canto into automatic? Cuz I'll sometimes forget to move them.
 

Den_C

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the first parameter is the name that will show up. The second parameter needs to be consistent with the name we made in the set handler part.

Thank you very much again! It works perfectly.

Is it possible to make one of the skills (the unavailable one) gray (depending on the weapon equipped)?
 
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