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SRPG Studio News

SRPG Studio 1.281 Update Released!

Hello, everyone!
We have now released version 1.281.

New Features:
  • Added highlevel-customscene.js to official plugins.
    Please refer to it when creating a custom scene with a plugin.
  • Added ability to set "Item Effects" for Again items.
    Like the Again skill, you can choose between 'One Unit' and 'Surroundings'.
  • Added EQUIPWEAPON to IconDecorationType in scripts.
    Weapons currently equipped by units on the map can now be displayed.
  • You can now display map symbols on moving objects as well.
    In something like SetupControl.setup, call root.getCustomizationOptionsManager().enableMovingObjectSymbol(true);
  • Added enableRenderUnitsBasedOnPosition method to root.getCustomizationOptionsManager object.
  • Added root.setRandomNumberSeed method to give seed to root.getRandomNumber method.


Bug Fixes:
  • Fixed a bug that circles were not displayed in Database/Terrain when using large map chips.
  • Fixed a display error in the event command "Command Jump".
  • Fixed a bug where fusion attacks rarely failed.

Celebrating 8 Years!

Hello, everyone!

As of April 10th, SRPG Studio is celebrating its 8th year since release. It's all thanks to you--the creators and the players. SRPG Studio wouldn't have made it this far had it not been for everyone's overwhelming support. We intend to continue pouring our energy into development so that one day we can celebrate 10 years, and even more!

As usual, 12 new motions have been added. Here's this year's lineup.

[Fighters]
Shroom
Mandrake
Kong
Golem

[Archers]
Bee
Scorpion
Dark Stalker
Artemis

[Mages]
Ghost
Spooky Mage
Witch
Treant

The motions will be added sometime between August and September. Keep an eye out for them!

https://steamcommunity.com/sharedfiles/filedetails/?id=2960614450

Add Your Own Message Layouts!

Hello, everyone!

As of this update (1.279), you can now add as many message layouts as you like. By creating multiple message layouts, you can switch which message layout is used during your game whenever you want.

You can switch layouts using the official plugin scriptexecute-changemessagelayout.js. When you want to change the layout, put the following code in the event command "Execute Script / Execute Code". The function's second argument is the layout ID you want to change to.

changeMessageLayout(MessageLayout.TEROP, 5);

To return the layout to its original setting, use the following code. Specify -1 for the second argument.

changeMessageLayout(MessageLayout.TEROP, -1);

New Features:
  • Added "Horizontal Auto Adjustment" to Animations/Animation Information/Boundary Settings. If the checkbox is disabled, the sprite's x coordinate will not change.
  • Added a script method to change the zoom mode of software full screen. Call root.setSoftwareFullScreenInterpolationMode(InterpolationMode.NEARESTNEIGHBOR);
  • Added "New Game Plus" to Database/Config/Difficulties. The "New Game Plus" screen can only be displayed when starting the game on a specific difficulty level.
  • Added "Shop Layout Width" to Tools Menu/Options/Size. The longer width is safer when using a lot of control characters.


Bug Fixes:
  • Fixed a bug where the "Distance" tab in Event Conditions was not working properly in Dark Mode.
  • Fixed a bug when the text box in the "Script" tab of Event Conditions was blank.
  • Fixed a bug in the official plugin skill-scout.js.

We've added customizable map colors! Color your maps in style!

Hello, everyone!

Until now, there were only three map colors for daytime, evening, and night. But now from version 1.278, you can add your own map colors. When you select "Map Color" from the Tools menu, a new dialog window will appear where you can create new map colors. For example, if you make a map color called "Darkness" and set this color in the Map Information dialog window, you can make a map of darkness.

New Features:
  • Added a reverse version of the "Range" field to Event Conditions/Distance.
    If you enter 3, the condition is satisfied if you are more than 4 tiles away.
  • For example if you are using scriptexecute-emptycustomparameter.js
    You can write scriptExecuteCode(unit, 'deleteCustomParameter');
  • Added root.setSystemSettings to the script method.
    Use like root.setSystemSettings(SystemSettingsType.Marking, false);
  • Added skill-scout.js to official plugins. Targets destroyed by units become friends. The "Dead" unit event doesn't allow you to use the "Unit Affiliation", so this plugin helps.
  • The official plugin battle-changemotion.js can now reference animeId.
  • Added skill activation rate determination to the official plugin skill-forcecapture.js.


Bug Fixes:
  • Fixed a bug that the HP gauge did not change color when the "Change Stats" command was used.
  • Fixed a bug that the screen would flicker when the getCanvas method of the script was used for the first time.
  • Fixed a bug in the official plugin window-criticalavoid.js that did not display "Crt Avo".


You can subscribe to the official plugin at the link below.
https://steamcommunity.com/sharedfiles/filedetails/?id=1471107160

The Mod Feature has Arrived!

Hello, everyone!

This version comes with a mod-like feature where players can use their own images. In other words, the unit face images in your games can be replaced with images of the player's choice. Of course, this is only possible if you enable the Mod feature for your game. Check out the official plugin highlevel-mod.js if you're interested!

New Features:
  • Added "Parameter Condition" to "Effective Targets". You can refer to it by equipping weapons, activating skills, invading terrain, event commands, etc.
  • Image files with the name "editoronly" are no longer displayed in the game.
  • Added battle-changemotion.js to official plugins. Change the real battle motion to another motion when the skill is activated. It is not possible to change Fighters motion to Archers motion.
  • Added battle-easyactionmsg.js to official plugins. It is neither a battle event nor a death event, but an event occurs during battle.
  • Added battle-backgroundanimation.js to official plugins. Animate the background of the real battle.
  • Added a function to change attributes to custom-unit.js of the official plugin.


Bug Fixes:
  • Fixed a bug that could cause a c0000005 error when playing BGM in cases where PC memory usage is extremely high. In the version from this time, processing continues even if memory cannot be allocated. If a memory error occurs, a dialog will appear, but if you want to hide it, set MemoryErrorNotify to 1 in game.ini.
  • Fixed a bug that caused a c0000005 error in some cases when loading a save file. For example, the error would occur if a class that existed at save time was later deleted in the project.
  • Fixed a bug where the alligator character chips were misaligned. The fixed version will be included in the Official Pixel Art in the workshop. But it will be fixed automatically during the 8th anniversary update.
  • Fixed a bug that "Players/Details/Char Chip Position" could not support large images.
  • Fixed a bug when selecting "Not Equals to" in "Event Conditions/Variables".
  • Fixed a bug where the quest map "Test Difficulty" referenced the main map difficulty.
  • Fixed map tree bug when "Sort resources" is enabled.


You can subscribe to the official plugin at the link below.
https://steamcommunity.com/sharedfiles/filedetails/?id=1471107160