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SRPG Studio News

Dark Mode has been implemented.

Hello, everyone!

We've implemented dark mode as an experimental feature in the latest update. It might not be as "dark" as other software, but we hope its tone is easy on your eyes.

To enable dark mode, go to:
Tools menu/Options/Enable dark mode

Our Past and Future

Hello, everyone!

We looked back at the features added to SRPG Studio in 2022, and we realized there were so many interesting ones! Let's take a look at a few.

・The Localization feature. This allowed games to be played in different languages just by switching folders. No longer do we have to set up project files for each language.

・The official plugin: scriptexecute-videoplayer.js. This allowed not only one but multiple vidoes (mp4, etc.) to be played asynchronously anywhere on the screen.

・The method for getting unit sortie positions getSortiePosX(Y) was wrapped in _getDefaultSortiePosX(Y). This may seem trivial, but it allowed unit sortie positions to be altered dynamically by changing _getDefaultSortiePosX(Y).

・The Composition API. This allowed for effects like Gaussian blurs. In particular, composition-bursttransition.js is quite nifty for epic fights against tough enemy leaders!

・The debugging method: root.writeTestFile. Up until now, debug data could only be written to the console with root.log. But with the addition of root.writeTestFile, debug data can now be written to external files.

・The official plugin: scriptexecute-blankplayer.js. Have you noticed monster motions are often added in our big updates? And have you ever wanted to spawn such monsters infinitely? Now you can easily with this plugin!

・The High Resolution Pack. Map chips (48*48) and face images (144*144) have been released as a part of the pack on the workshop. We also plan on releasing indoor map chips this year.

April 10th marks the day SRPG Studio became available to the public. As always, we would like to introduce the new motions that will be added on that day.

We hope you will continue to support SRPG Studio in 2023, too!

SRPG Studio 1.274 Update Released!

Hello, everyone!
We have now released version 1.274.

New Features:
  • Made it possible to use the event command "Change Scene / Battle Result" in the Battle Prep scene.
    Players can return to their base at any time when they are unprepared for battle.
  • Custom skills now have animations that can be set in the skill dialog.
    The groupbox was visible even when "Display skill activation as animation rather than text" was disabled.
  • Added skill-groupstate.js to official plugins.
    Add multiple states to adjacent units.
  • Added skill-quickex.js to official plugins.
    The unit can act even after using the Again skill.


Bug Fixes:
  • Fixed a bug when adding a mov decreasing state to a unit.

SRPG Studio 1.273 Update Released!

Hello, everyone!
We have now released version 1.273.

New Features:
  • The data registered in the shortcut is highlighted on the list.
  • Added "Not Equala To" condition operator.


Bug Fixes:
  • Fixed a bug that specific commands were not output in "Localization / Output Data in JSON Format".
    "Steal Skill", "Again Skill", "Transform Skill" and "Fusion Settings" are output.
  • Fixed a bug with very high values for "Mov Consumed".
  • Fixed a bug in the script's getMoveCombination method and the plugin's ai-multiplegoals.js.
  • Fixed a bug where "Weapon Types / Items / Broken Item" would return weapons.

SRPG Studio 1.272 Update Released!

Hello, everyone!
We have now released version 1.272.

New Features:
  • The order in which units are drawn on the map can now be position based.
    root.enableRenderUnitsBasedOnPosition(true);
    Larger classes are drawn first. The order is LL > L > M > S.
  • Added "ID management" to the pop-up menu when right-clicking the map. You can change the data's ID, but it cannot be duplicated with another data's ID.
  • Added support for setting custom parameters to TurnState objects in scripts.
  • Added ai_multiplegoals.js to official plugins. Multiple goals can be set for enemy units in the Move Action Pattern.
  • Added simulation_cost.js to official plugins. It is now possible to dynamically decrease terrain 'Mov Consumed'. Set the terrain group for the terrain. Also, the terrain group must specify a keyword that can be linked with the plugin.
  • Added system_itemcap.js to official plugins. You can set the maximum number of items you can own.
  • Added scriptexecute-blankplayer.js to official plugins. You can create an infinite number of units without setting up databases or bookmarks.


The official plugin can be subscribed from the Steam Workshop.
https://steamcommunity.com/sharedfiles/filedetails/?id=1471107160