This content requires the base application RPG Maker MZ on Steam in order to run.

All Reviews:
Mostly Positive (12) - 75% of the 12 user reviews for this game are positive.
Release Date:
Feb 8, 2024
Publisher:
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This content requires the base application RPG Maker MZ on Steam in order to run.

Download RPG Maker MZ - SRPG Gear MZ - Tactical Battle system for RPG Maker MZ

 

About This Content

To celebrate the RPG Maker Festival 2024, we are distributing "SRPG Gear" and graphic assets for creating simulation RPGs to everyone! For FREE of course!

You can use this to expand the scope of your game creation or use the plugin as a reference guide for creating your own iteration!

There are also sample projects included, so you can see what kinds of actions are possible right away.

We hope you find it useful in your game development! Happy game creating!

〇install folder

Launch Steam→Right click on RPG Maker MZ item in "LIBRARY"→Manage→Browse local files→The files are in the "dlc" folder.

〇 Features of this Plugin:

・Make Simulation RPGs without any programming!

With this plugin, you can easily create simulation RPGs that battle directly on the field!

・Robust Simulation RPG on RPG Maker MZ!

With this plugin, you can create a tactical RPG in which PCs/enemies fight on the field. It provides essential functionalities for SRPG, such as terrains and ranges, as well as battle AI. These enable you to easily create SRPGs.

・Enjoy the creative freedom with the plugin’s high customizability!

You can easily create popular events for SRPG, such as deploying or reinforcing units. In addition, the functionalities to change the victory/defeat conditions let you make exciting and emotional battles!

〇Included Plugins

・SRPG_core_MZ.js

The core plugin for SRPG system.

・SRPG_RangeControl_MZ.js

A plugin to add range control functionalities to SRPG system.

・SRPG_PositionEffects.js

A plugin to add skill effects to change target positions.

・SRPG_AoE_MZ.js

A plugin to add skills/items with area effect.

・SRPG_AIControl_MZ.js

A plugin to extend AI controls of units for SRPG system.

・SRPG_AuraSkill_MZ.js

A plugin to add “aura skills”, which affects units around the skill owner with various effects.

・SRPG_UX_Windows_MZ.js

A plugin to modify windows for SRPG system.

・SRPG_BattlePrepare_MZ.js

A plugin to add battle preparation for SRPG system.

・SRPG_BattleUI_MZ.js

A plugin to modify the menu screen for SRPG system.

・SRPG_DispHpOnMap_MZ.js

A plugin to show HP gauges on the field on SRPG battle.

・SRPG_MoveMethod_MZ.js

A plugin to extend move methods in SRPG battle.

・SRPG_ShowPath_MZ.js

A plugin to show move paths in SRPG battle.

・SRPG_Summon_MZ.js

A plugin to enable to summon enemies/objects in SRPG battle.

・SRPG_UX_Cursor_MZ.js

A plugin to control the cursor in SRPG battle.

〇Graphic assets

“system” folder

SRPG move path sprite (srpgPath.png)

“pictures” folder

SRPG player turn display sprite (PlayerTurn.png)

SRPG enemy turn display sprite (EnemyTurn.png)

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Version History

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2024/9/18 Ver.1.19Q :

- The process for calling the menu screen using the cancel key has been improved to reduce the likelihood of conflicts.

- Fixed a bug where the script command this.EventDistance() was not functioning correctly.

- Modified the script command for retrieving the distance between actors/events to return -1 to the specified variable if a non-existent actor/event is specified.

- Corrected an issue where the lock icon ID set in SRPG_BattlePrepare_MZ was not being applied when using SRPG_BattleUI_MZ.

2024/9/7 Ver.1.18Q :

[Specification Changes]

- Changes to AoE Mechanics:

- The details on how to create AoE skills have been updated in the SRPG_AoE.js help file.

- Area Attacks:

- Removed the functionality of directly setting the skill's range as the AoE range with and .

- When creating a skill that targets the area around the user, change it to an AoE skill with a range of 0.

- To ensure that enemies and auto-controlled actors use area attacks correctly, SRPG_AIControl.js is required.

- Global Attacks:

- Added and tags to specify allied or opposing factions for global attack skills.

- You can create a global skill that targets everyone by combining (set to 1 or higher) with , , , or . The tag is no longer necessary.

[Improvements & Fixes]

- Added a "Guest Actor" feature (allows the same ID actor to be copied and participate in battle). Adding in the event's memo will create a guest actor.

- Added functionality in SRPG_BattleUI to adjust the number of displayed actors and their graphics in the menu screen (configurable via plugin parameters).

- Added the tag for enemies, allowing them to copy the parameters, equipment, and traits of a specified actor ID, creating an enemy identical to that actor.

- Added the tag to SRPG_UX_Windows, which allows HP, MP, and TP to be displayed as "???". A state tag has also been added to disable .

- Improved the tag so it can now be used with actors and classes to prevent receiving rewards (experience, money, items).

- Improved the and tags, making them usable with actors and enemies to set map battles.

- Enhanced to show damage/healing from HP regeneration traits on the map.

- "After Action Processing" () and "Unit Events" () now retain the "Event ID during action" (default stored in variable 4) and the "Target Event ID" (stored in variable 5).

- Improved script/plugin commands that specify an event ID to allow input of "Event ID during action" and "Target Event ID" (with event ID 0 referencing the event ID during action and -1 referencing the target event ID).

- Optimized the rendering of AoE range display sprites.

- Fixed a bug where SRPG battles would freeze upon ending if resumed from save data created with versions before Ver.1.16Q.

- Fixed an issue where the Counterattack Skill with skill ID 1 (default is "Attack") would use normal attacks to counter, even if normal attacks had been replaced with other skills via traits or tags.

- Fixed a bug where the script command this.unitAddState() would not properly apply the death state.

- Corrected a bug where the cursor would move during "After Action Processing" () and "Unit Events" () if the plugin command "Start On Next Actor" was set to true in SRPG_UX_Cursor.

- Fixed an issue where level-up notifications could appear on the reward window even for units that had reached their level cap.

- Corrected a bug where defeating an enemy during a counterattack in scene battles could trigger victory processing multiple times.

2024/6/15 Ver.1.17Q :

- Added a feature to SRPG_PositionEffects to set regions that cannot be selected by skills.

- (MZ) Modified to allow toggling the display of the arrow button in the upper-left corner of the screen via plugin parameters.

- (MZ) Fixed a bug where touch UI buttons did not display correctly at the start of battles when not using 'BattlePrepare.js'.

2024/6/13 Ver.1.16Q:

- Added to the tags (notes) for skills and items, allowing conditions based on the opponent's skills when used in counterattacks (stricter counterattack conditions enable more appropriate actions. Example: a counterattack that triggers only when receiving a physical attack from the enemy).

- Added the script command this.removeUnit(eventId); to remove actors/enemies from battle. Unlike incapacitation, this completely removes them from SRPG battle. If it’s an actor, they will also leave the party. (MZ)This will also be added to plugin commands.

- Added the ability to change the status window colors for actors/enemies in SRPG_UX_Windows (changeable via plugin parameters).

- Added the tag to skills, which prevents receiving rewards (experience points, money, drop items) when set with .

- Improved two-attack (follow-up attack) based on agility difference, allowing judgment based on the absolute value of the difference instead of the ratio (changeable via plugin parameters).

- Improved two-attack (follow-up attack) based on agility difference to allow changing whether attacks occur based on probability if the set ratio/value is not met (changeable via plugin parameters). Setting it to OFF will disable two-attacks if the set value is not met.

- Corrected the judgment of whether skills/items can be used in two-attacks (follow-up attacks) based on agility.

- Improved the "Change Actor Image" event command so that changes in walking graphics are reflected on the map units.

- Improved behavior for mouse operations (especially when the cursor follows the mouse) (MouseOperation.js).

- Fixed an issue where some description texts were overflowing from windows in the English version sample game.

- Fixed the cellTarget issue in SRPG_PositionEffects.js (unable to select on bridges, or selectable on non-movable objects).

- Fixed an error in SRPG_AuraSkill when trying to make a target unable to act with an aura (state) within the aura’s range.

- Improved the application timing of aura skills to better respond to auras that change movement power.

- Improved the display position (Z-coordinate) of actor sprites in battle scenes.

- Fixed an issue where the number of activations increased excessively when using multi-activation skills in map battles.

- Added a touch button for switching actors to the top left of the screen (MZ).

- Improved to allow using Time Progress Battle in non-SRPG battles (SRPG battles remain turn-based) (MZ).

- Fixed an issue where the display position of the actor command window would shift if the screen size and UI size were different (MZ).

- Fixed an issue where the display of actors and backgrounds would shift in battle scenes when using AoE skills if the screen size and UI size were different (MZ).

- Fixed an issue where the state change log window would be displayed repeatedly in battle scenes (changed to perform clearResult after an action) (MZ).

5/12/2024 Ver.1.15Q :

・Supported both Japanese and English plugin helps. (Special Thanks to: Gotcha Gotcha Games)

・Integrated AoE_Animation.js.

 →In the older versions, AoE skills were executed for each target with battle scenes repeated as many times. Since this version, they bring just a battle scene with the user against multiple targets.

・In conjunction with AoE_Animation.js integration, the processes of map battles are now the same as those of scene battles.

・Added a metatag which enables a counterattack by all friends within the area.

・State, buff and debuff changes are now displayed on the map battles.

・Improved the direction adjustment of characters at the battle starts.

・Moves, ranges and AoE areas are now initialized at the battle ends. (battle end calls, such as common events, are now supported.)

・The player display, such as invisibility or follower display, is now recorded before the battle starts and restored after the battle ends.

・SRPG UX Windows_MZ.js can now show how long the result window is displayed.

・Fixed an issue that the value of the EXP shown at the end of the battle was unintentionally offset.

・Fixed an issue that units were unintentionally able to pop at unpassable tiles when their coordinates were the same as those of other units.

・The positions of units at the battle scene are now adjusted with the UI size.

・Fixed an issue that if the app window size was extended and there was an area outside of the game display, it crashed if it used SRPG_ShowPath_MZ.js and players moved the cursor outside of the game area.

・Fixed an issue that for SRPG_MouseOperation_MZ.js, if the screen size and the UI area size were different, cursor movement was could be uncontrollable.

・Improved some touch operations.

 *It is reported that it does not work well on some tablets. If it won't work, try making SRPG_MouseOperation_MZ.js OFF.

System Requirements

Windows
macOS
    Minimum:
    • Additional Notes: System supporting RPG Maker MZ
    Recommended:
    • Additional Notes: System supporting RPG Maker MZ
    Minimum:
    • Additional Notes: System supporting RPG Maker MZ
    Recommended:
    • Additional Notes: System supporting RPG Maker MZ
* Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.

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