1. SRPG Studio
  2. News

SRPG Studio News

Special News to Mark the 10th Anniversary!

Everyone, thank you for always supporting SRPG Studio!

We would like to inform everyone that we have started a new project in celebration of 10 years--SRPG Studio EX. While keeping in line with the current SRPG Studio, we hope this will help you to develop not only fantasy settings, but also a variety of others as well.

The release date is yet to be determined, but the store page already exists, so why not check it out from the link below?

https://store.steampowered.com/app/3891020/

SRPG Studio 1.317 Update Released!

Hello, everyone!
We have now released version 1.317.

New Feature:
  • Added script methods to set/get values in game.ini. Use them as follows.
    root.setGameIniValue('ConfirmGameExit', 0);
    root.getGameIniValue('HardwareAcceleration');
  • Added changeUnitSetOffset(dx, dy); to root.getCurrentSession(). It is called right before drawUnitSet.
  • Added variable-dynamiclevel.js to official plugins. Gets the player's maximum level or average level.
  • Added skill-stock.js to official plugins. Units possessing skills can access the stock.
  • Added battle-unskippable.js to official plugins. Disables turn skipping in important battles.
  • Added state-followleader.js to official plugins. Units inflicted with states will move toward the leader unit.
  • Added skill-debuffafterbattle.js to the official plugins. Debuffs will be added after battle ends.
  • Added skill-nofusionattack.js to the official plugins. It disables fusion attacks from targets.
  • The console window can now be resized horizontally.


Bug Fixes:
  • Fixed a bug where item usage count would decrease when canceling a "steal" item.

SRPG Studio 1.316 Update Released!

Hello, everyone!
We have now released version 1.316.

New Feature:
  • We've modified the system to store voice folder contents from the Material folder in localization.dat.
    Previously, in games with voice acting, voices were unconditionally stored in data.dts.
    However, when localization is enabled, voices for each language are now stored in localization.dat.
    This change helps prevent data.dts from becoming excessively large as multilingual support expands.
  • Added getParameterValue and getConditionValue methods to the script's Aggregation object.
    In addition to "Effective Targets" data, you can now retrieve "Parameter Conditions".
  • Added character illustration changing functionality to the official plugin face-changeclass.js.
  • Added WEAPONTYPE to the script's IconDecorationType.


Bug Fixes:
  • Fixed a bug where deleting map chips from "Look Up Resources" would leave residual data in the map tree.
  • Fixed a bug where "Crt Direct Finisher" in "Cut-in" wouldn't activate when "Battle Motions" were missing.
  • Fixed a bug where drawUnitSet method could only accept indices up to a maximum of 4.
  • Fixed a bug where getCurrentMapInfo().getMapColorIndex() couldn't return values greater than 2.
  • Fixed a bug in the official plugin custom-itemcolor.js where color changes weren't being applied.
  • Fixed a bug where the GraphicsDecoration object's setLargeSize method ignored the second argument.

12 New Pixel-Art Characters to Celebrate the 10th Anniversary!

[p]Hello, everyone![/p][p][/p][p]This year marks the 10th anniversary of SRPG Studio![/p][p]To celebrate, we' ve created 12 brand-new pixel-art characters for you to enjoy.[/p][p]Just grab the latest update and you can start using them right away![/p][p][/p][p][/p][p][/p][p][/p][p]Samurai (M)[/p][p]Samurai (F)[/p][p]Rune Fighter (M)[/p][p]Rune Fighter (F)[/p][p][/p][p][/p][p]Civilian (M)[/p][p]Civilian (F)[/p][p]Civilian Middle-aged (M)[/p][p]Civilian Middle-aged (F)[/p][p][/p][p][/p][p]Unicorn[/p][p]Winged Unicorn[/p][p]Vampire[/p][p]Seraph[/p][p][/p][p]We' ll keep polishing SRPG Studio and rolling out new features, so stay tuned.[/p][p]Thank you for all the support you’ve given us over the years—and we hope you' ll keep cheering us on![/p]

A plugin has been added to enhance the real battle effects!

Hello, everyone!
We have now released version 1.313.

From this version onwards, a new feature called WorldMatrix has been added to the Script API. The new worldmatrix-zoom.js automatically zooms in on the target when approaching it. The new worldmatrix-vibration.js shakes the screen when a critical attack occurs. The image below is a screenshot of these two plugins in use. By combining it with composition-vibration.js, you can also blur the background.



New Feature:
  • Added get(set)Matrix to the Script API's GraphicsManager. Calling this method allows you to apply a matrix to calls of draw methods. As a sample, worldmatrix-helloworld.js has been added.
  • Added worldmatrix-turnovertransition.js to change the transition for starting real battles. This applies a special transition that doesn't use picture images.
  • For games planned to support multiple languages, we've added functionality to output a JSON folder upon release. For example, let's say you have a "japanese" folder within the project's "Localization" folder. When you release the game, a folder named "japanese" will be created, containing "localization.dat". When you launch "game.exe", the text will be in English, but if you copy the ".dat" file from the "japanese" folder and place it in the correct location, it will switch to Japanese. This new feature is particularly useful when you have many folders in the "Localization" folder, such as "schinese", because it allows you to output all the "localization.dat" files for each language in a single release.
  • Changed the "Doubles Exp" setting in "Difficulties" to be applied after considering the value of the "Experience Up" skill.
  • Added system-extraclippingoff.js to the official plugins. This prevents the extra screen from becoming narrow when opening it if the map size is smaller than the game resolution.
  • Added skill-penetrating.js to the official plugins. When skills with specific custom parameters are activated, the effect of the Immortal skill is ignored.
  • Updated skill-parameterbonus.js in the official plugins. If a skill's activation rate is fixed at 100%, the bonus will already be reflected in the PosAttackWindow.


Official plugins can be subscribed to from Steam Workshop.
https://steamcommunity.com/sharedfiles/filedetails/?id=1492146955