User-Made Plugin Links

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This page contains links to plugins created by members of the SRPG Studio Community. Content is organized by creator, with each section providing links to the creator's GitHub/Google Drive/etc. where plugins can be downloaded, and descriptions of the plugins.

Please note any usage restrictions set by the creators (for example, if a plugin is not approved for use in commercial projects).

If you have a problem regarding a script here, please refrain from using the comments section to place a inquiry--you will get a much quicker response if you ask in the Discord server instead.

Some errors may be caused by using multiple plugins at the same time, resulting in code conflicts. It is recommended to test plugins independently before running them together.

2chang's GitHub
https://github.com/2changi/SRPG-Studio-Plugins

Attack Target Conditions
This script adds a custom skill that allows you to create units that are only targetable under certain conditions. Counterattacks are not handled here, so they can still happen.

Random Unit Call
This script allows you to use a line of code in your events to spawn a random unit defined in the event ally/event enemy/bookmark tab of the SRPG Studio enemy/ally unit window. You can even pick player units that are defined in the database.

CeruleanAcorn's GitHub
https://github.com/CeruleanAcorn/SRPG-Studio-Plugins

Spread Penalty
Works like Claris' Distance Accuracy Plugin; this plugin allows you to impose a penalty or boost to a unit's Attack and Hit values depending on the distance between them and their target. You can set the distance that must be exceeded for the effects to begin kicking in. You can also set the values to affect the calculation on a flat or percentage basis (for example, -2 per exceeded tile vs -20% per exceeded tile). '''Plug and play! Custom Parameters Recommended!'''

Weakest Link
This plugin allows the skill owner's damage to be based on their target's defense OR resistance, whichever one is lower. Think of the Vajra-Mushti's Combat Art, Eviscerate, from Fire Emblem: Three Houses! Plug and play!

Claris's GitHub
https://github.com/RogueClaris/SRPGStudioScripts/

Unique Message Voice
A simple plugin that uses two custom parameters on a unit to change the sound that plays when a textbox displays text from them. Think Undertale. Instructions are inside, but the two custom parameters are as follows: {UniqueVoiceId:1, UniqueVoiceRuntime:false} UniqueVoiceId is the ID number of the file you wish to use. UniqueVoiceRuntime is if the Sound Effect is a runtime package file or not. Set those and the rest will take care of itself!

Charchip Mod
This plugin is incompatible with the RTP (base assets) of the SRPG Studio engine. When creating assets to use with it, you need to make them six sprites wide. These are for character chips, or the sprites used to display units.

Custom Animation
This plugin requires custom parameters to use. Mark a Skill with the parameter {CustAnime:#}, where # is the ID of an animation within a motion, and that animation will play when that Skill activates in Real Battle.

Face Front
This plugin is plug and play. It causes units to face forward instead of right when selected on the map.

Mid-Text Face Changer
This plugin enables a new control character, \fc[x], where x represents a number between 0 and 23. It has been upgraded to allow for as many facial expression changes in a single textbox as you can fit, though timing can be slightly wonky.

No Icon Blink
This plugin stops State Icons from blinking. It is plug-and-play.

Speed Charchip
This plugin changes the speed at which Character Sprites ("Charchips") cycle through their animation. The file has an easy to edit line to change this, marked with a comment.

Talking Heads
This plugin requires different resource layout for faces than usual. You must format it so that each "expression" is a new frame of animation for talking. You may use some additional rows to get more expressions, but currently the engine has a hardcoded limit of 24 "frames" available. It is recommended you make each animation 4 frames long; this will get you 6 rows of faces, if the engine allows.

Third Layer
This Plugin creates a layer in the mapchip system that will visually appear over unit sprites. I was able to make this by modifying a plugin created by SapphireSoft, "highlevel-outside.js". It causes terrain with the right custom parameters to be drawn on top of units, so units can hide go "under" tree tops and such. It should be useful for aesthetic purposes, even if it makes units hard to see with certain terrain.

Twin Real Battle Background
This script is plug-and-play, meaning you only need to drop it in to your Plugins folder to use it; doing so will cause the backgrounds in Real Battles, where combat animations are shown, to use the tile background for the tile each unit is standing on, and not just the one of the attacker for the whole screen.

It can be slightly jarring since there is no transition smoothing in the middle.

Display Message Level Up
This plugin builds off the official code by SapphireSoft to display Level Up messages for units. Different messages can be presented depending on the total stat gains a unit receives in the level up (i.e., No Gains, Bad, Normal, Good, Best Gains).

Aesthetics / Parameter Rename Package
This is a pair of scripts. The first, Cust-Param-Names, allows you to customize Stat names such as STR (for Strength) in to POW (for Power). The second is a patched version of the Lvup_1 script that enables these name changes within its custom window.

Please note that only the first script was created by Lady Rena - the second is merely patched for compatibility. Instructions for the first script's use are in-file.

Custom Parameter Names
Hello! This script was created to rename stats with custom parameters. This should work for any stat, even custom ones. This Parameter can be applied to either the Unit or the Class, so you can make it sweeping or specific as you see fit.

Lvup 1
This script enables name changes with the above script within the custom window. Not created by me, simply modified to play nice with Custom Parameter Names and included for that purpose.

Colored Item Names
This nifty plugin allows you to customize the colors of specific item & weapon names! It is also very easy to use - simply add it to your Plugin folder and then create a Custom Parameter on the item {color:"colorhere"} - for example, {color:"blue"} will net you a deep blue, distinct from the item drops, or {color:"red"}, which obtains a hot new crimson coloration!

You can even add custom colors to it yourself quite easily - just get a hex code and add "0x" to the start of it, along with a new if statement to check for your desired color name. Instructions for use are found inside the file.

Custom Color Values
This plugin allows you to modify the color of various texts in the game engine. Color is changed via hex codes; default hex codes for the engine are included in the plugin's notes.

Green Drops
This script changes item drops in an enemy's inventory to have a green name, reminiscent of Fire Emblem. Plug and play.

Skill Description EX
To use this script, give a skill the custom parameter like so: {RS_Desc:"Description here."} If you do this, it will bypass the limit set in the engine.

Slower Scroll
This plugin slows the scrolling of scrolling text in events. Change the 4.5 in line 5 of the script to modify how fast or slow it moves. Plug and play, with mod potential.

UI / Text / Effectivity Recolor Package
This is a pair of plugins to modify the color of Effective weapons in the engine.

Mark Effective Skill
Marks a Sure Attack skill with the custom parameter "EffectiveShowCL:true".

 RS Effectivity Recolor 

This plugin recolors Effective attacks in the engine.

Menu Centered
This script centers the options of the title menu. Instructions for editing the location are in-file, but it is otherwise plug-and-play, requiring no setup beyond dropping it in your Plugins folder.

Menu Horizontal
This script, like the one above, changes the layout of the title menu; it makes the bars appear horizontally instead of vertically. Instructions for shifting the locations are in-file.

Note that this script, while plug-and-play, does not play nice with smaller screen resolutions, and should be used on projects intended for larger resolution settings, if not full-screen play. Using at least 800x600 is recommended.

Title Menu Invisible
This script is for those of you who worked your title in to the background art. It hides the actual menu bars and text, while leaving the cursor alone. It automatically centers the cursor, ala Centered Title Menu, and instructions for moving it are in-file. Further updates to this script can be requested by contacting Lady Rena.

Always Draw Scroll
This script causes the scroll arrow to always be drawn on the inventory. Does not use a call, so may be incompatible with other scripts modifying ItemListScrollbar.drawScrollbar

Durability Gauge
This plugin creates a visual gauge to emphasize weapons' durability values.

Hide Bonus
This script uses custom parameters. Set the parameter {HideBonus:true} on an item and it will not show stat bonuses in the description, keeping those secret.

Hide 0 Avoid
This script hides the Avoid: 0 on terrain that has no avoid bonus and shortens the window appropriately, resulting in a cleaner look. It is plug and play, requiring no setup beyond dropping it in your Plugins folder.

Inv Mark
This script displays an icon next to equipped weapons. Plug and play.

Last Name & Title
This script uses custom parameters. Set the parameters {LastNameCL:"Text", TitleCL:"Text2"} on a unit and they will show up in the unit menus with a last name and title. Both are optional, and nothing will crash if you do not name or title a unit.

Multi-Row Skills
This script creates a second row in the Skill section of the window, displaying Skills in two rows and allowing for twice as many skills to display. Plug and play.

AI Evader
This script is plug-and-play, and causes the enemy AI to favor ranged weapons when counterattacks are avoidable using them.

For instance, if a Bandit has an Iron Ax and a Hand Ax, it will use the weaker Hand Ax to attack a Knight from two tiles away to avoid being hit by a Lance counterattack instead of rushing blindly to its death.

Ally First
This script is plug-and-play, and rearranges the order of the phases. Normally, it is Player > Enemy > Ally. With this script, it is Player > Ally > Enemy. That's all.

Ally Initiates Talk
This plugin allows you to set up Ally units to initiate Talk events with the player.

Cowardly AI
This plugin allows to create "cowardly" enemy units that will avoid the player.

Improved AI Teleports
This plugin causes the Enemy AI to take into account the range of movement of the unit being teleported. For instance, a Thief with 6 movement is being warped by a Bishop with a 5-range Warp staff. The Bishop will check all 5 tiles of Warp plus for enemies within the Thief's 6 movement tiles.

Modular Recovery Score
This plugin affects the AI responsible for weighing targets for healing with a modular scoring function.

Camera Fix 3
This script is a plug-and-play fix for a specific bug. On maps large enough to scroll, reinforcements spawning may force the camera to the upper left. This script should now force the camera to the last-spawned enemy unit.

Gold Fix
This script is plug-and-play, but supports modding. It edits the stringtable to support calls to an Engine's native UI feature for renaming Gold and Bonus to other things.

HP Minus Fix
This script is a plug-and-play fix for a specific bug. When a unit equips a weapon with a negative Health "bonus" larger than their current health pool, they end up with a null health meter and die upon attacking - even if they take no damage. This script fixes that by setting their HP to 1 at the minimum, never allowing it to drop to 0 or below.

Double Dice
This plugin creates a custom skill using the keyword "Double-Dice", without quotes. A unit given the skill, upon levelling up, will roll failed stat-ups again as a second chance mechanic, making them much more likely to gain stats. Twice as much, in fact!

High Healer Half Exp
This plugin halves the EXP gained from using staves if your staff user is a High-Rank class. Plug-and-play.

Normal Bonus Levels
This plugin "fixes" the Bonus EXP Level Up system. In vanilla SRPG Studio, only 3 stats may be raised at most, and it often ignores growth chances. This plugin changes that. It uses the built-in growth chances, including +2s for above-100% growths and not increasing 0% growths, and it offers a chance to increase any and every stat.

Point Buy System
Welcome to the Point Buy System! This script enables levelup management! When in Base or at the Battle Prep screen, you can go to Manage > Customize to spend stat points. These points are granted upon levelup, which can be used to augment your natural levelups with further point gains. The lower your growth is, the more expensive it is to raise the stat.

With a custom parameter, units will gain the combined amount from their own and from their class' custom parameters, so check it carefully! From there, you can setup an optional global parameter to re-enable RNG levelups.

Ammo Script
The Ammo Script works on Custom Parameters. Set {Ammo:true} on a weapon or item, and when used up it will not disappear. Instead, it will be set to Broken. Meant to be used in tandem with the Durability Item Rework to create items that "reload" anything that is "out of ammo", but any durability restoration will work.

Mana System
Written as an English-community accessible replacement to o-to's MP/SP script, this is an "alpha" release of the script. It is certainly missing some features. However, currently, it does not force anything on the user. Setting no parameters will not cause the game to utilize any of the plugin beyond setting a new Unit Bottom Window. This window will feature some VERY barebones Mana information. It will be expanded in due time.

Scaled EXP System
There are two options here, one of which contains a reworked Dynamic EXP Bar in a zip. It is not required, but it is a neat feature to have. I did not create the Dynamic EXP Bar, merely modified it. Now, this script enables a per-level EXP requirement that can be set to anything, as well as a per-level EXP multiplier to make things easier with the static EXP amounts enemies have available. Setup instructions are in-file.

Restore Map
When you run a map chip change that affects much or all of the map, and wish for it to return to how it was, you can use this script. This script has been updated and supports a large variety of new functions to do this with, so please read the instructions inside.

Banish Items
This plugin allows you to create items that can Banish units. You are able to create items with a specific Banish location via custom plugins.

Percent Healing Items
This is a script with some setup required, though instructions are in-file. It allows you to create items and staves that heal based on a percentage of the unit's max health, rather than a fixed value.

Revival Herb
This is a script that requires some setup, but enables you to create an item which will be automatically consumed upon death to revive the unit holding it. Read inside for details. Enemies cannot use it so as to allow them to be dropped as rewards, instead of having to get them from chests.

Summoning Package
This is a script package that requires heavy amounts of setup, but which enables items that can summon endless copies of a designated unit...item durability accounted for, of course. Instructions are in-file.

Alchemy Plugin
This plugin creates a new alchemy function where you can use recipes to combine items in the game.

Broken Tile
Started by Pike, this is the Ledges/Broken Tile script. It prevents units from standing on specific tiles, as they are assumed to be too narrow to keep steady on. However, passing them is no problem.

Deathsell
A script that sells all of a player unit's non-Important items upon their death, generating money for the army. Important items are, as normal, returned to the Convoy.

Elemental Drain
This script works on Custom Parameters. Set {RS_Element:"Fire"} on a unit, and then {RS_Element:"Fire"} on a weapon. Doing this will cause the damage dealt to become health restored instead. A primitive version of an elemental interaction system.

Flash White
This plugin makes a white flash on the screen when a hit occurs in combat. Plug and play.

Return All
If a player unit dies, this script returns all of its held items to the convoy, including Important Items.

Mechanics / New Systems / Misc / Rogue Package
This is a set of six scripts designed to be used in tandem with each other. With the exception of Rogue-Movement, they all require setup, though setup instructions are in-file for each. Rogue-Movement is plug-and-play. These scripts are designed for creating a hybrid SRPG-Roguelike, and should not be taken in to a project lightly. Be aware of what you are after, and be doubly aware that Variance-Level-Setter and Rogue Reinforcements are already coded to depend on each other. You cannot use the latter without the former, as it will cause a crash.

Cooldown Skills
This is a minor-setup-required script with instructions in-file. It enables a Fire Emblem: Heroes-style cool-down system, where Skills with cool-downs will not activate until the cool-down is at 0 and another attack is made.

Extended Class Changes
This plugin allows you to set up units that can infinitely change classes. You can also set up a class that will decrease the class up count after increasing it.

Middle Class
This plugin creates a middle Class for a unit, in addition to the standard Low and High classes.

Damage Variance
Sets up damage variance for weapons. Plug and play, with mod potential. Set the following custom parameters on weapons and/or weapon types - all must be numbers, and decimals are allowed: {minMod:0.5, maxMod:1.25}. The displayed numbers are the default variance, and will kick in without any modification for all weapons.

The default damage values are 50% minimum, 130% maximum, though these can be customized.

Delete Hit
This plugin is designed to be used with Sure Attack skills to create a static accuracy value on a weapon.

Dice Power
This script requires no code editing, but does require other setup. It changes the damage formula to use a D&D-inspired Dice system. If you do not add mechanics to a weapon type or weapon yourself, it will default to 1d4 damage, defense accounted for.

To set up your weapons, give them Custom Parameters like so: {dice:1, damage:4, bonus:0}. Dice determines how many dice are rolled; damage is the cap each dice can add; and bonus is a raw amount added to the end result. Bonus can be omitted and it will be automatically set to a weapon's set Might.

Distance Accuracy
This script costs the user accuracy for every tile between the user and the target beyond the weapon's start range. Default hit loss is -10 accuracy per panel, and a global parameter can be set as follows to change it: {hitloss:5}.

Round Block
This plugin uses Custom Parameters. If you grant the parameter {single:true} to a weapon, no doubling will occur by that unit or the enemy when this weapon is in play.

Weapon Type Power
Welcome to the revised "damage formula by weapon type" script. This script requires no internal editing and incorporates the concept of Goinza's "damage formula by specific weapon" script.

To use, assign custom parameters to the weapon or weapon type (example in script), and remember that weapon formula trumps weapon type formula. If you wish for a weapon to not use its weapon type formula, but to use the vanilla 100% Strength or 100% Magic formula, you may give it the custom parameter "{VanillaFormulaCL:true}", and it will ignore the weapon type's parameters.

Ban Keys
This plugin lets you create keys that cannot be used by certain classes.

Custom Item Trigger Skills
This plugin works on Custom Parameters. Set {SkillTrigger:"Trigger"} on a Skill, and {SkillTrigger:"Trigger"} on an item. Optionally, you may add {EquipOnly:true} if the item is a weapon. If SkillTrigger does not match the other SkillTrigger, the Skill will refuse to activate. If EquipOnly is set, SkillTrigger will not activate if that weapon is not equipped.

Durability Item Rework
This plugin allows you to modify how durability repair items work (Instructions in-file). Using custom parameters, you can set the item to repair via two methods:


 * Static Addition, where a fixed number of durability points will be repaired
 * Percentile Addition, where a specific percentage of the item's max durability will be repaired

Equipment Script
This script introduces Shields and Accessories to your SRPG Studio game! As an upgrade to the Shield script, which enables the creation of Shields, you can...create Shields. You simply make a Custom Item with the keyword "Shield", and set it to a custom item type which has a limit of 1 maximum held.

Further, as stated, this script now introduces Accessories! They are like Shields, but they are not designed to have uses and will not decrease on hit, nor will they be usable, so it's best to make them infinite. Just create an item with the keyword "Armband" and again, you're good to go! Just be sure to create an item type with 1 maximum held, as before, separate from the Shield item type.

Key Extend
Enables the creation of Skeleton Keys/Master Keys that target both chests on the same tile as the user, and doors within 1 tile of the user. Simply create your keys as normal and select both Door and Treasure as options. The script is plug-and-play.

Range-Based Decrement
This script requires minor setup, and it increases the Durability cost of ranged-use items by 1 for every tile between you and your target. For example, if a Physic Staff has a range of 1-8, and you use it from 5 tiles away, you will use a total of 6 durability: base 1, plus 5 tiles.

To use, set an item with the custom parameter {DistanceDrop:true}. That is all you have to do!

Stackable Item System
This script changes how items are laid out in your inventory & convoy. To use, follow the instructions in-file. It will allow you to set items that increase their Durability, even beyond their max based on your settings, by obtaining up copies of that item with a unit. Once the custom limit has been hit, it will start a new stack. A nifty way to stash all those health potions, yes?

Additionally, Amount is a custom parameter that determines how many uses are added when merging copies of the same item. It should usually be equal to the amount of uses the item has at maximum, but you can set it to any number you want, really.

Staff Accuracy
This plugin adds FEGBA style Staff accuracy to Staves. Plug-and-play. The formula is below:

Staff Miss
This plugin makes it possible that Rescue staves have a change of missing/failing to work.

WLv Items
This script allows you to set items to be restricted or usable according to a unit's WLvl rating.

Enable Convoy View
This script is plug-and-play, and adds a View button to the Convoy. This lets you look at your collection of items without being able to remove them from the window you're in.

Eversave
This plugin lets the player save at any time.

Equip Alter
This script enables the creation of skills that, themselves, enable a unit to equip new weapon types. Just create a Custom skill with the Keyword identical to the weapon type's name, e.g. "Sword" for equipping Swords, "Spear" for equipping Spears, and so forth.

Held Weapon Guard
Modifies the Item Stealing system to enable Weapon Theft, but stops thieves from stealing equipped weapons if "Steal Weapon" is enabled in the skill's options. It is plug-and-play.

No Escape
This script makes it impossible to move more than 1 tile if an enemy is adjacent to you. Note that "enemy" is subjective and means "someone you can attack", as this script affects Players, Enemies, AND Allies. Plug-and-play.

No EXP
Welcome to the NoEXP script! In order to use this script, simply create a Custom Skill with the keyword NoEXP. Then, give it to enemy units who will not be giving any EXP for being damaged or slain, and that's it! They give 0 EXP!

Alternatively, you can give the skill to a player-side unit who you do not want gaining EXP...for whatever reason. The effect will remain. Instructions are in-file.

Time-Alter
Welcome to Time Alter - aka, save scumming: the script. This is based on a plugin by ふわふわ, which saved at the start of every turn and let you reload one turn back with a custom command. It was based on an official plugin.

I have edited this script further to introduce a customizable amount of "rewind turns". You can now go back as far as 3 turns by default, and you can save more by adding the following custom parameter to your game's difficulty settings.

Wandguard
This script protects a unit's Staves / Wands from being stolen by Thieves. It is plug-and-play.

Recruit Point System
This plugin creates a system where the player is able to purchase units for sorties.

Mechanics / System Mods / Misc Changes / Singular Funds

This set of plugins modifies units to have individual wallets in which they carry money. These funds can be traded, stolen, and affected by other interactions.

Draw Funds
This script contains graphic modifications for displaying an individual unit's funds in the Singular Funds system.

Gold Steal
This script lets you create units that can steal gold from the player. The amount of gold that can be stolen can be set to a specific range and by certain divisions (i.e., 100s, 10s, or any numeric value).

Gold Trade
This script lets you trade gold between individual units' wallets.

Gold Trade Event
This script allows you to set up gold trade events in the Singular Funds system.

Minor Changes
This file contains edits for the Singular Funds system.

Controllable Allies
This is an incomplete script that enables the control of selected, specially marked Ally units during the Player phase. It does not prevent the turn from ending when no Player units are left to act with Auto End enabled; it does not stop the Ally from acting during their phase; it merely lets you move them to your whims once per turn cycle. Instructions are in-file.

Split Army Sortie
Enables the player to hide some of the units on the Sortie / Battle Prep screen, to enable a project with two paths a la Fire Emblem Echoes: Shadows of Valentia. Give maps meant for another army the custom parameter {Divided:true}, and units meant for the other army the parameter {Army:"text"}. The text can be anything.

If the two armies are to merge at some point, run the following in a Code Execution command during an Opening Event, before anyone shows up on-screen: ArmyControl.Wipe - and then you're good to go! Enjoy your split-path games!

Unit Event Forced Battle
This plugin lets you set up forced battles through Unit Events.

Untouchable
Install this script and give an enemy the custom parameter {Untouchable:true} - you will be unable to attack them with player units, though allies will still target them. Useful for creating immortal bosses without messing with damage guard skills.

Slip Dodge
Create a custom Skill with the keyword "Slip-Dodge" and give it to a unit. When activated, the unit will dodge all attacks after the initial strike, making them slippery against Brave weapons and the like.

Redline Critical
This script enables a +50% critical chance boost at low HP (specifically, if your unit is below 25%). Instructions are in-file. To use, simply grant them a Custom Skill with the Keyword, "Redline-Critical" and go about your day!

Crazy Beat
Crazy Beat is a Custom Skill that increases your damage when your Unit is inflicted with a Bad State. To use it, just create a Skill with the keyword "Crazy-Beat". Hyphen included. Instructions are in file.

Opportunist
Creates the Opportunist skill. Keyword is Opportunist. Add the custom parameter {Bonus:#}, where # is any whole number to be added to the unit's damage. Damage is added when the enemy cannot counterattack.

The damage should be reflected in the combat display on the map. Thus, this skill will not popup in combat.

Redline Slayer
In order to use this plugin, create a Skill with the keyword "Redline-Slayer". When the unit it is assigned to drops below 25% HP, within a variance of +1HP higher, they will gain a 40% damage boost. Instructions are in-file.

Def Swap
Create a skill with the keyword "Force-Mdf" and give it to a unit wielding a physical weapon. It will now deal damage to Resistance. Do the same with magic weapons and a skill using the keyword "Force-Def" and you will deal damage to defense.

Defense Crush
Allows a weapon to bypass a percent of target Defense / Resistance when attacking. Keyword: Bypass / Custom Parameter: {Crush:0.75}

Health Shield
This script enables a 30% increase in defense or resistance when a unit's health is above half. You can, of course, change these values to suit your project's needs. Instructions are in-file.

Range Guard
Instructions NOT in file. Boosts Defense/Resistance when relative skills are equipped. Keywords are Range-Guard and Close-Guard. Each Skill needs a custom parameter {percent:0.5}, where 0.5 can be any decimal 0.9 or below. This will reduce damage by multiplying the damage dealt by that number. This one doesn't actually modify defense but whatever, I don't feel like moving it after typing this much.

Blows/Stances/Riposte Skills
This plugin is a combination of various "Blow"-, "Stance"-, and "Riposte"- type skills seen in the Fire Emblem series.

Skills can be created by modifying the following custom parameters:


 * BonusDamage
 * BonusAccuracy
 * BonusAvoid
 * BonusDefense
 * BonusCritical
 * BonusHits

Use the keyword "RogueBlowCL" to make the skill activate on the unit's own phase. Use the keyword "RogueRiposteCL" to make it activate only on the turn of someone who can harm the unit. Lastly, use the keyword "RogueStanceCL" to make it activate on both turn phases.

You may also lock a skill to particular weapon types with the following custom parameter: WeaponTypeCL:["Lance","Bow"]

Breakers
This script enables Awakening/Fates-style Weapon Breaker skills. The Keyword is your weapon type's name plus "-Breaker" or "-Breaker+", so for example: "Sword-Breaker" or "Tome-Breaker+". You must set a Custom Parameter on the Skill in question, {Bonus:#}, where # is the bonus to be given. Instructions are in-file.

Durasaver
This plugin replicates Fire Emblem's Armsthrift, as well as keeping the engine's default always-save version. Keywords: Lucky / Limitless

Killing Wind
It's Fire Emblem's Galeforce. Kill an enemy to gain an extra turn. Once per turn, though. Keyword: Killing-Wind

Risk Stance
Replicates Life-and-Death from Fire Emblem. Attack given & received +10. Keyword: Risk-Stance

State Block
To use this script, create a Custom Skill and make the keyword "No" plus the name of the State you are blocking. Instructions are in-file. Additionally, you may block several states based on their option type - the keywords are as follows for those:


 * Calm: Blocks Berserk
 * Manual: Blocks Auto Action
 * Willful: Blocks No Action
 * Omnisafe: Blocks all three

True Miracle
Changes the Survive skill in the engine to function like Miracle from Fire Emblem. Plug-and-play.

Skills / Commands / Command Pack
Hello, and welcome to the Skill Command script suite! This set of scripts contains the following additions to your project:

A Master Command
Inserts a new command called "Skills" in to your unit's command list. No setup is required for this one.

Berserk Strike
Enables an attack dealing +50% damage at the cost of one-third of your unit's current health, and a 15% accuracy penalty. Instructions on creation are found in Berserk-Strike.js!

Defend
Enables the addition of a state-granting skill which will reduce damage intake in exchange for the unit's turn. Setup instructions are found in Defend.js!

Rest
Enables a unit to inflict themselves with a state. Setup instructions are found in Rest.js!

After Combat Unit Summon
This plugin creates a "Zomblade" skill, where a hostile "zombie" clone of a player unit is summoned if they are killed by an enemy with the skill.

Combat Penalty
Welcome to the Penalty script. This script deals damage to a unit after combat via the custom parameter "PenaltyCL".

Growth Skills
Create a Parameter Up skill with the bonuses you want to add to your Growth Rates. The bonuses will be neutralized in the unit's stats and added as growth bonuses instead.

Healthy Vantage
Creates a skill where the defending unit is able to attack first if their HP is above a certain threshold.

Payday
This skill makes it so the unit receives gold upon defeating an opponent.

Omnicounter
Creates a skill that allows a unit to counter attacks regardless of their range or type. "One Way" weapons are not countered.

Stealth
Create a custom skill with the keyword "Stealthy". Equipper's chance of being attacked goes down, as the targeting score for hitting them with a weapon is reduced by 75%.

Wallskill
This skill has the following effects:


 * Unit can be attacked by any army.
 * Unit does not display any info when you press option or hover over it.
 * Unit does not counterattack if equipped with a weapon. Setting to Wait > Wait Only ensures it never attacks.
 * Unit cannot be passed through even by its own army.
 * Unit does not display range panels when highlighted.
 * Unit is not selected when cycling through units on the map.
 * Unit is not selected when cycling through units in the unit menu.
 * Units individual range is not displayed when you cancel on it.
 * You cannot miss when attacking a unit with this skill.

This skill can allow you to create destructible objects and terrain on the map.

Plugins Derived from Other Scripters' Plugins
These are plugins built from other creators' plugins. Some of these plugins may be found under other sections of this page, and some may have limitations on their usage in commercial projects. Please read the readme files for these scripts, and please be aware that some scripts were highly experimental and may not be usable with the current version of SRPG Studio.

Custom Unit Menu Window Ver. Claris
Plugin built from Goinza's Custom Unit Menu Window plugin (Version 2.3). Additions to the base plugin include:


 * Supports the Equipment Script, adding Shields and Accessories. Read z-Equipment-Script for usage details.
 * Supports a split inventory. Read z-RS_InvSplit for usage details. In short, creates a separate item and weapon window.

Splash Damage
Plugin reverse-engineered from plugin made by Japanese scriptmaker "o-to". Due to the sheer complexity of this plugin, it has its own page, found here.

Please do not use this script for commercial purposes unless you are able to acquire permission from o-to. Claris has expressed openness to the idea of other users using this version of the plugin commercially or building off it, but it is strongly recommended to also receive permission from her after speaking with o-to.

Weapons & Items as Original Data Ver. Claris
Plugin built from Goinza's Weapons and Items as Original Data plugin (Version 2.1).

Ephraim225's GitHub
https://github.com/Ephraim225/SRPG-Studio

Absorb HP Modifier
This one is simple; it allows you to customize the Absorb HP effect to absorb a custom amount of health. On either your weapon or skill that absorbs HP, enter the custom parameter "absorbrate" to set a percentage of damage inflicted to increase the attacker's HP by. (Make it a decimal value, as in 0.5 means 50%). Another customparameter is "absorbflat". This will restore a flat amount of health instead. If you input both, you absorb whichever value ends up higher.

Akaneian Growth Patterns
This plugin recreates a phenomenon in the original Akaneia Fire Emblems. Due to a technological limitation at the time, during a level up, the game rolled one random number for the first stat and then added a constant value for every stat thereafter. The result is that there is a consistent pattern of stats gained based on whatever that first random number is.

Though originally a necessity due to limitations of the old systems, this could be preferable to pure, chaotic random level ups. Change the "constant" variable to whatever you want the constant added to the initial random number to be. Then put the plugin in your plugin folder and see how it works.

Basic Armor Penetration Skills
Based on Goinza's example. This very simple script lets you make a skill that penetrates a fixed amount of DEF or RES. To make it work, make a skill with the keyword 'ExtraDamage'. Then fill in ONE of these three custom parameters:


 * "defpen" to make it penetrate defense
 * "respen" to make it penetrate resistance
 * "allpen" to make it penetrate either

Only use ONE at a time unless you want to add a percentage of multiple stats to the damage amount at once.

Copy Enemy Skills
This plugin adds a custom skill that allows the user to use an enemy's skills while in combat with them. The user of that skill will have the enemy's skills in combat with them. If they negate skills, so will the user. If they negate criticals, so will the user. If they have a % chance to activate a skill, the user will also have that same chance to activate that same skill. To make this skill, simply create a custom skill with the keyword "CopySkills".

Note that it seems enemies can't copy YOUR skills at this time. Also, not all skills will be copied (such as Parameter Bonus.) I will continue to work on this in the future.

Fusion Mod
Literally the only thing the first part of the plugin does is comment out the bit of code that prevents CPU units from being able to do Fusions. The AI won't do it naturally, but they can do Fusions in events.

NEW: You can make skills that leave you or your opponent at one health and add a State when killed.

Use the keyword "DefeatEnemy" for a skill that adds the state to your foe when defeated. Use "KilledByEnemy" to add the state to yourself when you are defeated instead. To determine which state, set the custom parameter "addstate" to the ID of the state you want. You can use this to trigger an event on the unit when they have whatever state you specified.

Guns and Ammo
This makes it so weapons such as bows use ammo. Here's how it works. First, create your bow and create an ammo item. Create a new item type for the ammo and remember what you named it. Make it so the user must have ammo in their inventory to use the bow. Then make the following custom parameter for the bow:


 * "ammo" will tell this plugin what item type to look for when deducting ammo. Enter the name of the item type you made earlier in "quotation marks". If this parameter is not present the item is presumed to not use ammo. Now, when you attack with the bow, both the bow and ammo will lose durability.


 * However, if a unit possesses a custom skill with the keyword "Infinity" the ammo deduction is not done.

You can make different types of ammo. If for example you want a poisoned arrow, make an ammo item that adds a skill that inflicts poison. Any skills on such items will only apply if you are using the correct type of gun in a fight. Also, make sure your ammo item type transforms into useless junk when it breaks. It doesn't get removed automatically unfortunately.

Now it's probably annoying to move the ammo you want to the top of your list so I recommend LadyRena's (Claris's) equipment script since it takes care of that annoyance (see Claris's section on this page).

Map Command (Tile Select)
This plugin allows the user to trigger a global switch when the player selects a certain tile, rather than a unit. This allows for events such as a prompt for selecting what unit to summon to the selected tile, which is how you build units in Advance Wars, for example. It starts with selecting the tile, rather than issuing a command to a unit.

To use this plugin, place it in your project's plugin folder. Then go to the Terrain tab in the Database and set the following custom parameters to the terrain type you want to use:


 * triggerswitch - the ID of the global switch you want to set
 * variabletable - the variable set to store the X and Y coordinates of the tile for later use
 * variablex - which variable to store the X coordinate
 * variabley - which variable to store the Y coordinate

For example, you could put:  Which would cause global switch 0 to be set to true and the tile's coordinates would be stored in the first two variables of the second variable set. You could then create an Auto Event with the trigger condition that global switch 0 is set to true. The actual event could have whatever you want, just be sure to set the global switch back to false so it doesn't trigger again when you don't want it to. Note that if the tile selected is occupied by a unit, the game will assume you're opening the start menu and will not run the event.

Examples of events you could create:


 * Summoning a unit to that tile a la Advance Wars
 * Creating a static, automatic "unmanned gun turret"
 * Manually detonated bomb or mine
 * Player-controlled terrain shifting

This plugin's functionality doesn't require you to edit it directly. UPDATE: I have updated the plugin with a new function. It will now store the cursor's coordinates into variables of your choice (and you WILL need to edit this file to change which variables) whenever you select a unit. This means the game can now remember the starting coordinates of a unit you're moving, which can help if you want to refund a player's move when a command "fizzles out" or the event made a mistake.

Poker Damage
Based on the sample plugin by Goinza. The idea here is that you can create a custom skill with the keyword "PokerDamage". When it activates, it will check your damage, hit and crit, and examine the digits contained in these numbers (if any go over 100 it counts as 99.) Bonus damage will be added if you have a certain number of digits.

Use these custom parameters:


 * "checkdigit" is the number you're checking for
 * "requirement" is how many of that number you need
 * "bonus" is the amount of extra damage

So for instance, I can set checkdigit to 6 to check for sixes, requirement to 3 to require three sixes, and then if hit is 66 and damage is 6, bonus damage is applied.

Reverse Mode
FE12 had a game mode in which all enemies attacked first regardless of whose turn it was. This plugin recreates that game mode.

First, create a global switch that will represent whether or not the plugin is enabled, then go to line 14 of this file and change the variable to the ID of the switch you created.

Save File Window
This lets you display additional data about your save file when loading. It's simple. Make a custom function like the one below, then add it to the drawWindowContent function. Edit this plugin as much as you wish for the purposes of your own project.

Status Staff Accuracy
This changes the staff accuracy to work like the GBA games (including a penalty to hit based on distance to the target) with a minor amount of customization possible. Without the plugin, you have three options for items that inflict a state: Absolute, HP Drop Rate, and Stat. Only the latter of the three is altered by the plugin.

Originally, the formula was, where the user would define what stat is used and what the coefficient is. With the plugin, the formula is now

To use this plugin, place the file in your Plugin folder. Then create an item that inflicts a state, and choose a stat and set the coefficient to whatever you want. In addition, you can add custom parameters to your items to alter the formula somewhat on a per-item basis.

Here are the parameters:


 * "base" The base accuracy for the item, default 30.
 * "penalty" The distance penalty multiplier, default 2.
 * "bonus" Adds the stat defined by this parameter to the accuracy. Default is SKL.
 * "enemystat" Defines which enemy stat resists the item. Default is RES.
 * "jugdral" Defaults to 0. If it's anything but 0, staff accuracy will always be 100 if UserStat is greater than TargetRes, like in FE4.
 * "addluck" If this parameter is present, the luck stats of both units will be added to the defined stats for Jugdral-style calculations.

Track Item Uses
This will increment a variable of your choice each time an item is used. This is run alongside the function for giving a unit EXP for using items, but it'll work regardless of whether the item gives any EXP at all.''' '''

Goinza's GitHub
https://github.com/Goinza/Plugins-for-SRPG-Studio

Goinza's Plugins for SRPG Studio Website
https://goinza.github.io/srpg-plugins/

This site contains a list of all Goinza's plugins with descriptions and instructions, Help information, and Tutorials on making plugins in SRPG Studio. Contact and donation links are also provided.

Automatic Stats for Enemy Units
This plugin sets the stats of every "Mob" enemy on the game automatically. You only need to add a custom parameter on each class for the class growths, and a optional global parameter for random variance, if you choose to add that to your game. Note that 'Subleader' and 'Leader' enemy units will have to be set up manually.

Combat Art
This plugin allows you to use Combat Arts, which are attacks with special effect at the expense of more weapon uses per attack. For example, you can make an attack that deals more damage but cost 2 weapon uses instead of 1. This system also allows for adding effects from skills to the attack, and restrict the combat art to a specific weapon or weapon type.

IMPORTANT: This plugin only works for player-controlled units. AI units can't use combat arts.

Cover System
This plugin adds a cover system for ranged attacks. It comes with two types of cover: Note that if an unit is standing in a wall or cover tile, it may not work as intended. It is recommended that those tiles are not passable by any unit.
 * Walls: This type of terrain blocks line of sight between units, so units from opposite sides of the wall can't attack each other.
 * Cover: This type of terrain allows for attack to be done, but provide some bonus to the unit next to the cover. For example, it can help reduce the hit rate and/or damage of the other unit.

Custom Unit Menu Window
This plugin allows to change the default bottom window of the unit menu screen, so you can show data from the unit that is not available by default. You can also add more windows, with each window showing different data of the unit. The data that will be displayed will be chosen by the user from the list of data that was added to the plugin.

You don't need to use custom parameters and you don't need to know about programming. To modify the window, you only need to change some options (more detailed instructions below). For example, you can make windows show things like races, states, class type, among other things.

Damage Formula for Weapons
This plugins changes how the damage of weapons is calculated. By default, weapons use the Strength and Magic stats for physical and magical attacks, respectively. But with the use of this plugin and some custom parameters on the weapon, you can change which stats are used for each weapons. For example, you could make a Dagger use Skill instead of Strength, or use 50% of Strength and 50% of Skill.

To make this work, you have to add the custom parameters to the weapon that you want to modify: {alternative:true}, this is necessary to change the formula, you also have to add more parameters depending on the stats that you want. Using the same example, it would be {alternative:true, skl:50, spd:30}. Details on how to use each stat are on the script.

Double Attack Command
This plugins adds a custom skill, which allows a unit to attack twice in one turn. It works similar to a normal attack, but once you select the weapon and the target, you can choose again for a weapon and a target.

Both the weapons and the targets can be repeated, or you can choose to change either of them (For example: first attack is with Iron Sword to Enemy A, and second attack is with the same Iron Sword against Enemy B).

Enemy Range Display
This plugin adds two features regarding the display of enemy range:
 * First, it adds an individual enemy range, which keep tracks of certain units' range. Each individual range is activated or deactivated by pressing the select button while the cursor is over that unit.
 * Also, you can now edit the color and transparency of the enemy range. You can also assign a different color and transparency to the individual enemy range.

Exploration Mode
Note: This plugin is not on Goinza's GitHub, but Google Drive. Click for here the script.

This script allows for making maps without combat that work similar to the exploration part of a regular JRPG. You control an unit and can move it around, interacting with objects and other units. Details on how to use the system are in the readme.

FE GBA Battle Formula
This plugin changes the battle formulas used by the engine to match the ones used in the Fire Emblem games for the Game Boy Advance. To use it, you just need to drag this folder into the Plugin folder of your project.

Fog of War
Note: This plugin is not on Goinza's GitHub, but Google Drive. Click here for the script. Created by Goinza and Lady Rena (Claris).

This plugin allows you to create a "fog of war" effect on the map screen, with a default vision range of 3. You are also able to customize each unit's range of vision.

HP Cost for Weapons and Items
With this script, you can make weapons and items cost HP to use. You need to use the custom parameter "lifeCost" on the weapons/items and write as value the HP cost of each attack of that weapon. For example, a weapon with {lifeCost:5} costs 5 HP for every attack, even if the unit misses.

It is important to notice that if the unit doesn't have enough HP to use a weapon that costs life, it can't initiate an attack. The unit also won't be able to counterattack. On the other hand, if the unit had another weapon available in its inventory, it will use that second weapon to counterattack.

If the unit can make two attacks during a round of combat, but doesn't have enough HP to make the second attack, it won't do it, even if it has other available weapons. This also applies to counterattacks: if the unit has enough HP to wield the weapon, but receives too much damage before being able to counterattack, it won't counterattack.

IMPORTANT: This script does not work for items with the Custom type. For those items, you need to find the script that created that specific custom item type modify it to make it work. Because this requires modifying another script, it is impossible to give the exact instructions, so I included a generic explanation and provided an example of a script I made that creates a new Custom item.

Hybrid Weapons
This plugin allows to create "hybrid weapons", which behave as different weapon types depending on the range of the attack. For example, you can make a "Wind Sword" which acts as a Sword weapon during melee and acts as a Wind weapon during ranged attacks. In this example, you can even make the melee attacks deal physical damage, while the ranged attacks deal magic damage, or make all attacks do physical or magic damage.

This script allows to make hybrid weapons in two different ways: one is making a weapon that changes the weapon type according the the range attack (Wind sword that attacks like sword at melee and like wind at range), and the other way is to make weapon have two or more weapon types at the same time--for example, a magic tome that is both dark and fire type. Details on how to apply one or both of this effects on weapons are in the readme file.

Learnable Skills by Class
This plugin allows to make a units learns skill at a specific level and class. (Awakening and Fates style). By default, SRPG Studio already lets a unit learn a skill based on its level, but not in its class. Instructions on how to use this plugin are included inside the file.

To make this, you need to assign a custom parameter 'skills' to the class. Note that you don't have to assign the skills to the Learned Data of each unit. Ignore that part of the editor and just use the class custom parameter.

Neutral Faction
This plugin allows you to create a new faction of units, which will be hostile to all other factions (player, ally and enemy). This faction will also have its own phase that starts after the ally faction ends its turn. The faction will be controlled by the AI.

NOTE: Sample assets are provided. Assets created by SapphireSoft and edited by BlueLeafy. These assets can only be used on SRPG Studio projects.

Range Modifiers
This plugin contains a group of skills that allow to increase the range of a unit when using a weapon, staff and/or item. It also comes with a way to make the range of a staff or item depend on the Mag stat of the unit.
 * Extended Range Skills
 * Dynamic Magic Range

Restricted Weapon Attack Count
This plugin changes how the Attack Count option works for weapons that use the custom parameter 'brave'. Basically, an unit with a "brave" weapon will only attack once if it is the defending unit.

For example, a "Brave Sword" with an attack count of 2 will attack twice if the unit is the attacker, and it will attack once if the unit is the defender.

Skills Pack
This plugin contains a collection of custom skills. All of the skills are compatible with any other plugin, so even if you don't use some of them, they won't be a problem.

General Skills

 *  Live to Serve : When healing an ally, the skill's user recovers the same amount of HP
 *  Critical Factor : Normally, the critical multiplier is the same for all the critical hits of all the units. With this skill, a unit can have a different critical multiplier that the rest of the units.
 *  Wary Fighter : A unit with this skill can't double or be doubled. The exception are weapons that can attack more than once for round, like the Brave weapon from FE.
 *  Extra Healing : A healer unit with this skill has bonus to all healing done. You can choose to make this skill work on all items or staves only.

Movement Skills
All these skills work similar, they all involve the skill user being adjacent to another unit and changing the position of both or one of them. This skills only work for interacting between player's units, not for enemies or allies.
 *  Shove : A unit can move another adjacent unit one space away from it.
 *  Swap : Swaps the position between the skill user and another adjacent unit.
 *  Smite : A unit can move another adjacent unit two spaces away from it.
 *  Draw Back : Moves the skill's user one space away from the other unit. The other unit moves one space too, in the direction that makes both units keep being adjacent.
 *  Pivot : Skill's user moves to the opposite side of target unit.
 *  Reposition : The target unit moves to the opposite side of the skill's user.

Other Skills

 *  Sacrifice : The skill's user can sacrifice its own HP to heal an adjacent unit. The amount of healing depends on the custom parameter. If the unit doesn't have enought HP to sacrifice, it heals as much as possible, staying at 1 HP
 *  Buff on Staff : A staff user with this skill can give a buff (state) to the units, when using staves over them. You can choose which type of staff give this boost. For example, make healing staves and staves that cure states give the buff.

Support System
NOTE: This plugin is not located on the GitHub; the script may be found on Google Drive here. This plugin is not currently being updated, and may have issues with more recent versions of SRPG Studio.

This script introduces support conversations that trigger whenever two units are together for a amount of turns. JtheDuelist has created a tutorial video on using the plugin on YouTube.

Trait System
This plugin allows you to add "traits" to units and classes, similar to how the "Races" option works. The main difference is that races can only be assigned to classes, while traits can be assigned to individual units, classes, and items.

This system includes making weapons be effective against units with a certain trait, restricting the use of weapons and items to units with a certain trait, and making the traits a possible requirement for a class change. Instructions on how to add traits are on the readme file.

In order to display the traits that an unit has, a new window has been added to the unit menu screen.

Weapon Rank
This plugin allows you to make individual ranks for each weapon type, without having to edit anything on the code itself.

One of the main features of this script is that it doesn't require any editing to work, it just needs custom parameters, so you can use it without needing to know how the code works. The ranks work like the GBA games, going from E rank to S rank. To make the units have the appropriate ranks, you must use custom parameters. This parameters allows you to write the rank of each weapon for the unit, as well as making additional rank through the parameters of the classes, weapons, items, skills and states.

This script also lets you specify a minimum and maximum rank for each weapon type for each class, as well as making the requirement and experience gained for every weapon. Finally, there is the possibility to add stat boosting items that can increase one or more ranks of a certain weapon type, or even make a unit learn a new weapon type without needing to change class.

Weapons and Items as Original Data
This plugin allows the creation of Original Data entries that act as weapons or items. This means that you can, for example, make a magic system where the magic is not in the inventory, but instead it is from Original Data entries.

How to Support Goinza
PaylPal: https://www.paypal.com/paypalme/Goinza

Kirby5790's Google Drive
https://drive.google.com/drive/folders/1sGiMuIxro4xsD7hwpNsAy5vndvfMrizM

Double Move
Some tabletop RPGs allow you to double move instead of move and attack; this means you can move a unit twice as far as they normally could in one turn, at the expense of forfeiting any other action with that unit that turn. This plugin aims to recreate that.

Growth Range
A simple add-on to the growth function so that each parameter has more varied growth potential than x with a chance of x+1.

MarkyJoe's GitHub
https://github.com/MarkyJoe1990/SRPG-Studio

Trade AI
This plugin creates AI for foes to trade for weapons if they are unequipped, and HP-restoring items if they are low on health.

When Unarmed Go Shopping
If a foe lacks a weapon, they'll scan for the nearest shop and buy one there. Foes are treated as having infinite funds.

Name Entry
It's a custom event command that opens up a window and prompts the player to put in a new name for the specified unit.

Key button graphics created by CardCaph (Discord: CardCaph#0588).

Selector Event Commands
In this folder are 8 custom event commands usable in SRPG Studio. Each prompt the player to select from a list of either items, skills, units, classes or states. The resulting selection is stored as an ID variable that can be used for other event commands.

Let's say you wanted an NPC villager on the map whom - when talked to - would offer the player a choice between one of his inventory items. With the "Unit Item Selector" event command, you can have a menu pop up that shows every item in the villager's inventory, and let the player choose which item they want. Then you could use the "Increase Item" event to give that item to the player using whatever ID variable the Unit Item Selector command modified.

Let's say you wanted a unit with the ability to copy the skills of enemies. You could create a Unit Event Command called "Mimic", select a target using "Extract Map Pos", select which skill to copy from the enemy using "Unit Skill Selector", then add the skill to the Mimic user using "Increase Skill" and the ID variable provided by "Unit Skill Selector".

Let's say you wanted to make a staff that can inflict one of two status effects. You would make the staff a switch item, have an auto event check for the switch, select the enemy target using "Extract Map Pos", select what state to inflict on them using "State List Selector", then use the ID variable and "Inflict State" to inflict the chosen status.

Screw it, let's throw the kitchen sink at them! Let's say you wanted to make a tower defense map where each turn, you spawn a unit whose location, class, inventory, and skills are all selected by you.

Aside from me, you can thank Goinza since I looked at his Combat Arts plugin a lot to figure out how to make the window appear and have you select something.

Damage Item Uses Strength or Magic
This plugin allows items with the "Damage" effect to factor the user's strength or magic stat into the damage formula.

Crowd Control
This allows your game to accept crowd control commands made by users on fecentral.org. These commands include setting unit HP, and adding/removing items, weapons, status effects, skills and combat arts (if they are installed).

Made by MarkyJoe1990 with help from PurpleManDown & Piketrcechillas.

Enemy Kills Influence Level Ups
This adds a new system to your game where killing enemies will influence the stats you gain on level up based on their class.

Unit Event Sub Menu
This plugin takes unit events and consolidates them into a sub-menu similar to how the Attack command brings you to a sub-menu of weapons to select.

It also adds numerous additional functionality, such as:
 * Option to make unit event not waste a turn
 * A skill that makes all unit events not waste a turn
 * Ability to have "global" unit events that apply to all units
 * Long descriptions
 * Ability to check if unit event "costs" something
 * Ability to apply that cost to the unit

Weather Effects
It implements weather and other effects in SRPG Studio. You can finally have effects such as rain, snow, and more in your games!

1 Percent Always Crits
If you or the enemy has a 1% chance of landing a critical hit, they will automatically land it.

Global Unit Events
This plugin allows you to have unit events that can be used by any unit, not just the one who has the unit event. This allows for a tremendous number of possibilities, including fully customizable rally skills.

Half RN System
Normally, when determining if an attack will hit, the game generates an RN, or Random Number between 0 and 99. If that value is less than your hit rate, then the move connects. In a 2RN system, two RNs are generated, then averaged before being compared to your hit rate. 2RN has the effect of making higher hit rates much more likely to hit than what the game displays, and lower hit rates much less likely to hit than what the game displays.

However, this script creates what I'll call a "Half RN" system. It makes high hit rates LESS likely to hit than what is displayed, and low hit rates more likely. Whereas 2RN increases the "consistency" of hit rates, this system decreases it, which might make it the perfect mechanic for games designed to frustrate the player.

Magic Doubles as Resistance
This function removes the Resistance stat, and uses Magic to determine magical defenses instead.

Disable Enemy Supports
With this plugin, you get the option to disable certain kinds of enemy support bonuses. Specifically, enemies will not get support bonuses obtained from their allies via support skills. The only exception is if those allies are sub leaders, or leaders.

This is important, because the greatest cause of lag in SRPG Studio is from calculating enemy support bonuses, which is done every time you check an enemy's stats, or hover your cursor over an enemy you're about to attack. Since it's generally bad design to give enemies support skills, and since this causes such a substantial amount of lag when lots of enemies are on the map, this feature is generally a nuisance more than it helps.

Character Swipe In
When the battle preview/battle forecast shows up on screen, each unit's character illustration will swipe in on screen.

Character Swipe In Config Menu
Adds a config menu option that allows the player to turn off the character illustration swipe in animation.

Made by HeyItsKyo.

Command Smooth Swipe
When you call the command menu, it swipes in instead of blinking into existence.

Cursor Slide
Your cursor will smoothly slide from tile to tile instead of just teleporting to the destination tile.

Damage Preview
This plugin makes it so you can see how much HP you and your target will have left should you choose to initiate the current battle. It assumes all attacks will hit, and does not distinguish multiple hits from each other. It simply shows how much your total damage will be.

Player Phase Scroll
When the phase change animation plays, the screen will scroll to your team's leader.

Scroller
This is a scrolling object meant to handle map scrolling when the player has control of the cursor. It only works if you have smooth-map-scroll.js (Smooth Map Scrolling) in your plugins as well.

Smooth Map Scrolling
This makes the map screen scroll smoothly when you are using a keyboard. While this does not apply to enemies, the game already has a config option that allows it for them. Look for "Scroll Speed" and set it to normal or slow.

Movement Interpolation
This plugin interpolates movement during battle animations, making them significantly smoother and allowing them to display at 60 FPS without extreme effort. This is achieved by positioning the unit and their weapon based on the current animation frame's coordinates, the upcoming animation frame's, and the time it takes between the two.

Player Phase Scroll
During phase change, the camera will smoothly scroll over to the player team's leader.

Scroller
This is a scrolling object meant to handle map scrolling when the player has control of the cursor. It only works if you have the Smooth Screen Scroll plugin as well.

Targeting Lines
This implements enemy targeting lines similar to Fire Emblem: Three Houses. Compared to the Japanese script, this version has significantly higher performance, but no further bells and whistles.

Unit Menu Smooth Swipe
When you check a unit's stats, the windows will swipe in instead of just appearing.

Rally
This plugin adds the Rally skill from the Fire Emblem series. It also adds the effect of rallies as an item you can use. If you have a skill with the custom keyword "Rally", you gain a command that allows you to inflict one or multiple status effects on units that fit your skill's affiliation criteria.

This plugin also adds AI implementation for Rallies, which means that if an enemy has a Rally Skill or item, they can and will use it. While the enemy doesn't have access to features such as rally comboing, it's easy enough to work around this by creating enemy exclusive rallies that fill the same role.

Multiply Weapon Triangle
This script adds a custom skill that - when equipped - multiplies the bonuses the user gets when they have weapon advantage. The amount it gets multiplied is determined by the custom parameter "amount".

With this in mind, you can create the "Reaver" weapons from the GBA Fire Emblem games that reverse the weapon triangle, or the "Gem" weapons from Fire Emblem Heroes.

Blows Riposte
This script adds two separate skills. Blow Skills and Riposte Skills. Blow Skills give bonuses to your battle stats when you initiate battle. Riposte skills do the same thing, but when someone initiate battle on YOU.

Instead of a pre-defined list of bonuses, you define the bonuses yourself using custom parameters.

Made by MarkyJoe, inspired by Claris/LadyRena's Blow and Riposte Skills Scripts.

Enable Self Crit
Normally, in a game where critical hits are not enabled automatically, being able to land critical hits on an enemy requires a skill with the "Allow Criticals" effect. This skill, instead of enabling crits against enemies, enables crits on the user. This might be useful for certain harmful status effects.

Free Counter
This script adds a skill that allows the user to counter attack depending on how far or close the opponent is. You can set the exact distance range by setting the custom parameters startRange and endRange.

This script also allows you to utilize the "effective targets" field in the skill editor. In other words, you can make the counter activate depending on more specific circumstances.

Made by MarkyJoe, inspired by HeyItsKyo's Close and Omni Counter scripts.

Lonewolf
This script adds a new custom skill that gives the owner bonuses to their attack, hit, avoid, critical, critical avoid, defense and resistance, but ONLY if there aren't any allies nearby them.

Partial Accost
This plugin adds the "Accost" skill from Fire Emblem: Thracia 776. If the user's HP is higher than 50%, they will go a second round of combat against their target.

It's not quite perfectly accurate, however. Particularly, the ordering of attacks: Another issue is that Accost activates based on what your HP was at the start of the battle. If the enemy lowers it below this threshold, Accost will still activate. Conversely, if you start the battle below 50%, Accost will not activate even if you heal mid-battle.
 * If you initiate combat, the order is: You, Them, You, Them, then you two more times if you double
 * If the enemy initiates combat, the order is: Them, You, Them, You, then you two more times if you double

Revenge Pursuit
This adds a new skill called "Trick Room", based on the move from the Pokemon series. When a unit has this skill, the follow up formula is reversed: if you are slower than your opponent, you will attack twice instead of them.

While this skill doesn't overwrite any functions, it may bypass the limitations of other plugins that calculate round count, particularly if the unit has the Trick Room skill.

Special Recoil
This script adds a new skill that heals, hurts, or inflicts the user if they either hit, or kill their opponent, depending on what you set. This effectively allows you to implement skills such as Lifetaker or, to a lesser extent, Bloodthirst.

Take Only 1 Damage
This adds a new skill called "1DMG". Units that equip this skill can only take 1 damage, even if the attack is a critical hit.

Count Down State
This plugin allows states to have additional effects after their timer runs out, whether it be dealing damage to the inflicted unit, giving them a separate status effect, or even running an event set up by the user (see readme file).

If this status effect is removed before its countdown is complete, the exit effects will not occur.

Disable Healing Status Effect
This plugin allows for status effects that prevent healing of all kinds, whether it be from healing tiles, or from healing items. Units with the status effect CANNOT be targeted as healing partners.

Taunt
This plugin allows the creation of "taunt" status effects. Units inflicted with the taunt status will prioritize attacking the unit that taunted them.

How to Support MarkyJoe
If you like what you see, consider sending me some dough over at https://www.paypal.me/markyjoe.

McMagister's GitHub
https://github.com/McMagister/srpg-studio-stuff

Enemy Range Display
This is the Enemy Range Display script by Goinza, modified by me to add red outlines around the enemy range and also add a visual indicator of marked units.

Requires the UNIT STATE ANIMATOR plugin to work!!! It is available from this repository as well. Make sure that !unit-state-animator.js is loaded before any other .js files. As long as you don't remove the exclamation mark from the filename, that should be the case.

Movement UI Options
This plugin is created by me to provide several Quality-of-Life UI enhancements when moving a unit around the map. It is built on the Movement Arrows plugin created by Cube, a Japanese scripter.

There are 4 config options that can be toggled in the config menu in-game. All four features are independent so please pick and choose whichever combination you like.


 * Display Movement Arrow: When selecting a unit to move, displays a blue movement arrow between target and destination like in the GBA Fire Emblems.
 * Display Ghost Preview: When selecting a unit to move, displays a translucent version of the unit at the destination location like in the 3DS Fire Emblems.
 * Display Remaining Movement: When selecting a unit to move, displays the remaining movement points, allowing you to easily figure out the movement cost of different types of terrain.
 * Display Targeting Lines: When selecting a unit to move, a line wil be drawn between your unit and all enemies that are in range of that unit, similar to FE: Three Houses except that the AI is not taken into effect. Targeting lines will be drawn for every enemy in range regardless of whether that enemy will actually attack your unit on the next enemy phase. (Two options are provided, straight arrows and curved arcs. The difference is merely aesthetic.)

Multiple Level Ups
What this plugin does is remove the EXP cap of 100 per battle, allowing a unit to level up multiple times in a single battle.

Unique Select Animation Plugin
What this plugin does is display a unique charchip animation when a unit is selected. In order to use this plugin, all the charchips you use must have a new row at the bottom for the select animation, otherwise the unit will be invisible when selected.

Unit State Animator Plugin
The Unit State Animator is a plugin that serves as a framework to display icons over enemy units without the use of states, like for example the exclamation icons that appear over enemy units with effective weapons or high critical rates in the later Fire Emblems. Or the support levels of your allies, or to display which units have talk events. Or display an icon for your custom implementation of pair-up, or display an icon over bosses... the list goes on and on.

''Example of a script using this plugin to draw icons over units with critical hit warnings and talk events. It is by Repeat, check it out!''

https://github.com/TheRepeat/SRPG-Studio/tree/master/Repeat%27s%20QoL%20Enhancement%20Pack/Markers

piketrcechillas (Pike)
 

piketrcechillas' GitHub
https://github.com/piketrcechillas/Scripts-for-SPRG-Studios

Blademail
This plugin allows Blade Mail skill that reflects the damage to the attacker. You can specify which weapon types and damage types are deflected in custom parameters.

Claris' Zone
Welcome to Time Alter - aka, save scumming: the script. This is based on a plugin by ふわふわ, which saved at the start of every turn and let you reload one turn back with a custom command. It was based on an official plugin.

I have edited this script further to introduce a customizable amount of "rewind turns". You can now go back as far as 3 turns by default, and you can save more by adding the following custom parameter to your game's difficulty settings.

NOTE: This plugin may also be found in LadyRena's plugin section under the name "Time-Alter".

Coordinate Range
The script will make the game only highlight attackable targets! Just plug it in and use.

Custom Menu
This plugin creates a custom menu similar to that found in the Final Fantasy series.

Disease
The Disease state prevents all kind of healing from working on the afflicted unit.

Full Weapon Range
This scripts will display the full range of the weapon, instead of only attackable targets like before. Just insert it in the plugin folder.

Local PvP
This plugin allows for local PvP gameplay.

Online Multiplayer Core
This plugin allows for online multiplayer.

PIKE Barrack
This plugin creates a barracks where you can buy and summon units.

PIKE Dynamic Theme
This plugin allows for dynamic map music, similar to the "Blazing" music style in Fire Emblem games. The music track continues between the Map and Combat screens, with the latter being a more aggressive, energetic version of the tune.

The setup for this plugin requires the use of the Voice channel/function in the SRPG Studio engine. Also, it is recommended to use WAV file for battle music if its track is lengthy, or else the game will freeze a bit when loading OGGs or MP3s. A performance - filesize tradeoff :D

PIKE Inverse HP Enemy Bar
This plugin makes the HP bars drop symmetrically to each other on the combat screen, similar to many 2D fighter games.

PIKE Mid Combat Skills
This plugin allows for the creation of combat skills that activate in combat.

PIKE Speed-Based Combat
This plugin creates a turn system based on each units' speed (SPD), similar to the system in Final Fantasy Tactics. At the end of every unit's turn, each unit will gain Charge Time (CT) equal to their SPD.

For example, a unit with 9 SPD will gain 9 CT at the end of any unit's turn. Whoever gets to 100 CT first will be the next to act.

Stacked Status
This plugin affects how status effects work when applied to a unit already under its effect. You can have the status effect extend its turn countdown instead of refreshing to the default count, or it can be upgraded to a stronger version of the effect.

Tetrakarn and Makarakarn
This plugin allows a status that erects a barrier to reflect the damage to the attacker ONCE (like Persona). The barrier's effect can be customized (for example, reflecting physical, magical, or both types of damage).

How to Support piketrcechillas
PayPal: https://paypal.me/phuongbuingoc

TheRepeat's GitHub
https://github.com/TheRepeat/SRPG-Studio

Alternative Controls
Normally, button 2 (CANCEL) does 5 things. Five! Show enemy range, fast forward, fast cursor, unit menu, and cancel are all mapped to the same key. Insanity. This plugin separates those commands.


 * CANCEL (BTN2): show enemy range and cancel.
 * OPTION (BTN3): unit menu, as usual. What's unique is that it is now the only key that does this.
 * SYSTEM (BTN7): handles fast forward like default, but now also handles fast cursor.

Base Tile Info
Will not use the terrain data of the transparent layer if that terrain has this custom parameter: {showBaseTileData:true}

The effects of this plugin on the defined terrain include but are not limited to:


 * The terrain window displays the base layer's data
 * The terrain's battle background is ignored
 * The terrain's stat changes are ignored
 * The terrain's HP recovery value is ignored
 * The terrain can't grant skills

All of these use the data from the terrain on the base layer instead. TL;DR: this plugin removes almost all functionality for the defined terrain and makes it purely visual. An important exception is that movement costs will still check the transparent layer, not the base layer! You'll need to make duplicate transparent-layer tiles with the correct movement costs.

I've also received reports of Terrain Groups sometimes still using the top layer instead of the bottom layer. This also seems to be internal. My recommended solution is praying to the deity of your choice that it works for you.

Ignore Avoid Plus
A weapon with custom parameter {althit:true} will ignore the opponent's Avoid stat. A skill with the keyword "althit" will provide the same effect.

Magic Avoid
This plugin separates Avoid and Magic Avoid. Default value is Spd+Luk, like Gaiden.

Show Recollection Description
Shows descriptions for recollection events even if they have not been unlocked yet. Plug and play.

Song Unlock
Unlocks all music in the sound room immediately.

Trick Room
This plugin adds functionality to terrain that changes combat in a similar manner to Pokemon's Trick Room. That is, during combat, if either unit is standing on this "trick room" terrain, then the slower unit will be the one that can follow-up attack, rather than the faster unit.

There are two variants: the default Trick Room, and the alternative that I'll call "Super Trick Room."


 * Trick Room: The normal one that takes the Pursuit threshold into account; that is, just like how a unit may need to have 4 extra Speed to be able to double in normal circumstances, the slower unit would in this case need to have 4 LESS Speed in order to double.
 * Super Trick Room: Ignores the Pursuit threshold, so if a unit is slower AT ALL, then that unit will double. I figure, since this plugin will likely be used as a one-chapter gimmick for most kinds of projects, this could make the gimmick suitably threatening and memorable. :)

Repeat's QoL Enhancement Pack
This quality-of-life enhancement pack contains several plugins that improve various functions of the SRPG Studio engine and layout.

Better No-Animation Combat
Displays combat stats when animations are off.

Danger Skills
Shows icons for an enemy's dangerous skills in the combat forecast. See the file for more info

Detailed Unit Window
This plugin changes the Map Unit Window from two sizes to four: Small, Medium, Large, and Extra Large. The small size is the same as vanilla.

In the in-game Config, the size of the unit window can be changed under Map Unit Window. The larger the setting, the more information is displayed. The numbers shown DO take supports and terrain into account, e.g. forests giving extra Avo, or a support giving extra Def/Res.

Easy Battle Pauses
Lets you customize the length of time to wait between each attack when combat animations are off (the vanilla pause time is really short!).

Intuitive Seals
Before battle, if a unit's attacks will be sealed by the other's skills/equipped weapon, that unit's battle stats will not display in the battle forecast.

If you're using the Effectivity Recolor plugin, then make sure this one is LATER in the load order!

Item Drop Indicators
This Plugin draws a still icon over units that will drop an item when defeated (also offers a config menu option that lets the player disable this if they find it distracting).

By Repeat, using McMagister's Unit State Animator. This plugin will not work without the Unit State Animator plugin.

Objective Window
This plugin gives the map window the functionality of a GBA Fire Emblem game's map window. Along with the unit window and terrain window from vanilla SRPG Studio, this adds an Objective window as well.

Player Phase Animations
Adds a third choice to the Real Battle config option: show full animations only on player phase, and show map animations on other phases. Also lets user reverse the config option by holding Cycle (A/S keys, LB/RB buttons). Think "Hold L to Skip" from 3DS Fire Emblem games.

Show Weapon Type
This plugin adds new "WeaponType" object to ItemSentence. That is, the weapon's type is displayed alongside its stats when checked.

This is plug and play, but there are a few values you can edit based on your preference.

Terrain Details
This plugin hides Avoid on terrain when it equals 0 and displays the terrain's recovery/damage value. Edit the constants at the top to change the displayed string for recovery/damage values.

By Repeat, inspired by Claris. Modified from Claris's Hide 0 Avoid script.

Unit Roster
Adds new options to the map commands that allow you to view the full rosters of player, enemy, and ally units on the field, including plenty of information about all of them and allowing you to snap your cursor to a unit by selecting them in the menu.

Visualize Sortie
If a unit is not selected in battle prep, their name and charchip will be grayed out in Manage Items.

Warning Markers
This plugin allows for warning markers like later FE games and many GBAFE romhacks use. When a player unit is selected, the following units have a marker put over their heads:


 * Enemies with a dangerously high critical rate
 * Enemies with a weapon effective against the player unit (e.g. an armorslayer)
 * Enemies that will seal the selected unit's attack
 * Any unit that the selected unit is able to have a conversation with
 * Specific enemy units or weapons with the custom parameter {warning:true}
 * Allies that grant support bonuses to the selected unit

In addition, units who can participate in a Talk event will have an icon next to their name on the unit selection screen during battle preparations.

Rescue Staff AI
This plugin enables basic AI allowing enemy units to use Rescue/Entrap staves.

Rescue Staff Miss
Allows Rescue/Entrap staves to make an accuracy check.

Plugin originally by Claris, modified by Repeat.

Selection Actions
This plugin makes things happen when a player unit is selected. Currently, there are two functionalities of this plugin:


 * When a blue unit is selected, a particular sound is played. Similar to games like Fire Emblem Heroes where units play a particular voice line when selected.
 * When a blue unit is selected, an event will play where they speak custom dialogue. Similar to the endgame of Fire Emblem Echoes, where each unit has a special final chapter speech when selected.

Brave as Skill
Creates the Brave effect (guaranteed follow-up attack) as a skill. Can be controlled to work either in both phases or just during initiating combat.

Ignore Avoid Plus
A weapon with custom parameter {althit:true} will ignore the opponent's Avoid stat. A skill with the keyword "althit" will provide the same effect.

Powermove
When a unit has a skill with keyword "Powermove", the unit will gain attack power based on how much movement it spent to reach the target. By default, the power boost is equal to how many spaces the unit moved.

Use custom parameter {weaponcategory:n,weapontype:n} if you want this skill to only work with one weapon type. NOTE: This plugin allows either ALL weapon types or ONLY ONE weapon type, nothing in between. You can make multiples of the skill with different custom params if you want it to behave more specifically.

If you don't want all weapons to use Powermove, then give a weapon the custom parameter {noPowermove:true} to prevent it from taking advantage of the Powermove skill.

Weight Power
This plugin creates a skill that adds the weapon's weight to attack power.

Walkies
A collection of translated Walkies plugins.

The instructions are all inside the files, at the top of each. I recommend opening them with an editor like Notepad++, VS Code, or Sublime Text. "character-walking.js" in particular is the one you're probably here for.

Creator, original author: 名前未定（仮） / name TBD (tentative)

Character Walking
By specifying custom parameters on the map, you will be able to create a map that allows you to move a unit with the arrow keys. Translated to English with a couple of new features.

This plugin has support for the Fog of War plugins. However, the fog will be scrolled "in the case of a walking map, taking into account the scrolling state of the map". (Because the original background scrolling process does not consider the map scrolling state, it makes the fog drawing feel strange when scrolling the map.)

Repair Workshop
Script to place a repair shop.

Unit Direction Control
Script to change the orientation of the unit. You can change the way a unit is facing via an Execute Script event. This plugin is also used by character-walking.js