Tactics System 1.2.1 (Tactical Battle System)

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Started by arleq1n 475 posts Page 10 of 24 View original ↗
  1. The video cannot be watched :kaodes:
  2. yes i put the video in private. version 1.2 changes the tags for a better match to RPG Maker MV. you can see the tags on the doc. but in fact the system is used in the same way. I can put the video back if you consider it useful even if it brings confusion.
  3. Yup. I hadn't capitalized the T in teleport. That's embarrassing.
  4. Is it possible to have the player phase last until "End Turn" is selected? I want players to have possible actions after all the characters have acted. I have rooted through the master thread but I didn't find anything.

    Also, is it possible to reactivate a player through plugin commands or something? I was thinking something like a haste ability could give a character another action during same player phase. Again, if I missed this in the other thread, that's on me.
  5. Hello, thank you for this superb pllugin. I was wondering if there was a way to change where the player and enemy sprites and their status bars show up during the combat scene? i looked through the files but I could not find anything that made it obvious. Thank you for support.
  6. Hello! thank you so much for that amazing plugin! i was wondering : Is there a way to make a sort of knockback effect when using a certain skills or weapon for example ? This would be such an amazing feature !
  7. DragonDancer said:
    Is it possible to have the player phase last until "End Turn" is selected? I want players to have possible actions after all the characters have acted. I have rooted through the master thread but I didn't find anything.
    no but it should not be difficult to add. i will try in the next few days.

    DragonDancer said:
    Also, is it possible to reactivate a player through plugin commands or something? I was thinking something like a haste ability could give a character another action during same player phase.
    same answer as above.

    Kerthil said:
    I was wondering if there was a way to change where the player and enemy sprites and their status bars show up during the combat scene?
    the windows used in the combat scene are the same as those in the basic system. so look at the Window_TacticsStatus class of Tactics_Basic.js.

    Hyperion13122 said:
    i was wondering : Is there a way to make a sort of knockback effect when using a certain skills or weapon for example ?
    no even if the move are considered as actions. you should look at this instead: https://forums.rpgmakerweb.com/index.php?threads/lecode-tactical-battle-system-0-77-2b.71572/
  8. arleq1n said:
    no even if the move are considered as actions. you should look at this instead: https://forums.rpgmakerweb.com/index.php?threads/lecode-tactical-battle-system-0-77-2b.71572/
    Thank you for you quick answer ! in that case i'd like to know if there is a way to identify a specific enemy during battle using script. I'm basically trying to detect if an enemy is affected by a certain state in order to apply the knockback "manually". But i can't figure out the right command, and as the number of enemies is not limited to the usuall 8 of RMMV, i cannot reliably use the features of the editor.
    i've tried to put the following code into a conditionnal branch but it doesn't seem to work :
    $gameTroopTS.members()[0].isStateAffected(36) === true
    I am sorry to bother you with that, i've check the link you shared me, but i really prefer your system for numerous reasons :D
  9. arleq1n said:
    no but it should not be difficult to add. i will try in the next few days.


    same answer as above.


    the windows used in the combat scene are the same as those in the basic system. so look at the Window_TacticsStatus class of Tactics_Basic.js.


    no even if the move are considered as actions. you should look at this instead: https://forums.rpgmakerweb.com/index.php?threads/lecode-tactical-battle-system-0-77-2b.71572/

    Thanks so much for your work on this!
  10. Hyperion13122 said:
    hank you for you quick answer ! in that case i'd like to know if there is a way to identify a specific enemy during battle using script. I'm basically trying to detect if an enemy is affected by a certain state in order to apply the knockback "manually".
    use $gameTroop instead of $gameTroopTs (v.1.2 else $gameTroopTS) because $gameTroop contains the enemies of the current action while $gameTroopTs contains all the enemies of the battle. but you need to iterate the $gameTroop.members() because the targeted enemy is not necessarily at position 0. The script should look like this:

    JavaScript:
    for (var i = 0; i < $gameTroop.members(); i++) {
        var enemy = $gameTroop.members()[i];
        if (enemy.isStateAffected(36)) {
            // knockback effect
            var event = enemy.event();
            // you can play with (x, y) event of enemy
        }
    }

    @DragonDancer
    i've added a parameter in the manager plugin to automatically end the player's turn. you can set it to false if you want.

    on the other hand i can't add the "dance skill" to reactivate a unit. it takes me several hours of work that i can't do.
  11. DragonDancer said:
    Thanks so much for your work on this!
    if you need to change de windows disposition i warmly recommand you to check SRD super tools engine
  12. arleq1n said:
    use $gameTroop instead of $gameTroopTs (v.1.2 else $gameTroopTS) because $gameTroop contains the enemies of the current action while $gameTroopTs contains all the enemies of the battle. but you need to iterate the $gameTroop.members() because the targeted enemy is not necessarily at position 0. The script should look like this:

    JavaScript:
    for (var i = 0; i < $gameTroop.members(); i++) {
        var enemy = $gameTroop.members()[i];
        if (enemy.isStateAffected(36)) {
            // knockback effect
            var event = enemy.event();
            // you can play with (x, y) event of enemy
        }
    }
    wow thanks ! i'll be working on this ;)
  13. arleq1n said:
    use $gameTroop instead of $gameTroopTs (v.1.2 else $gameTroopTS) because $gameTroop contains the enemies of the current action while $gameTroopTs contains all the enemies of the battle. but you need to iterate the $gameTroop.members() because the targeted enemy is not necessarily at position 0. The script should look like this:

    JavaScript:
    for (var i = 0; i < $gameTroop.members(); i++) {
        var enemy = $gameTroop.members()[i];
        if (enemy.isStateAffected(36)) {
            // knockback effect
            var event = enemy.event();
            // you can play with (x, y) event of enemy
        }
    }

    @DragonDancer
    i've added a parameter in the manager plugin to automatically end the player's turn. you can set it to false if you want.

    on the other hand i can't add the "dance skill" to reactivate a unit. it takes me several hours of work that i can't do.
    That makes sense! Thanks a lot for all your work again.
  14. I like the idea of this system a lot. I'll see what I can come up with using it.
  15. Ever think of adding a range buff/debuff parameter like you have with

    <Ts-Parameter:Move int>

    unless it is already capable of this.

    Also I seem to not have states be applied when using them from like weapons ( i.e. State Rate ).


    and....if you are planning anything else, perhaps the option to use battler/charset for status window instead of character face.
  16. Is it possible to have a town map where you can walk freely and interact with NPCs and only have the battle system on other maps? My main char is always hidden and can't move (i guess)
    I only can do maps where a battle is active x.x
  17. FrozenGames said:
    Is it possible to have a town map where you can walk freely and interact with NPCs and only have the battle system on other maps? My main char is always hidden and can't move (i guess)
    I only can do maps where a battle is active x.x

    You should be able to do that, just don't activate battle on map where you want to walk freely, and interact with NPCs..
  18. Mojo907 said:
    Ever think of adding a range buff/debuff parameter like you have with

    <Ts-Parameter:Move int>
    i don't have much time left for this plugin and adding this feature is going to take me too much time.

    Mojo907 said:
    Also I seem to not have states be applied when using them from like weapons ( i.e. State Rate ).
    thanks for reporting this. it would be fixed in next few days.

    Mojo907 said:
    and....if you are planning anything else, perhaps the option to use battler/charset for status window instead of character face.
    okay! i'll try to add a parameter to display a charset instead of a faceset.
  19. arleq1n said:
    i don't have much time left for this plugin and adding this feature is going to take me too much time.

    Aww, dangs would've love that buff/debuff, but still the love the fact you still fix, and add things!
  20. I may be doing something wrong or miss reading the fourm here.. But I remember on one project using this plugin I could switch between "classical" RPG combat and "Tactical" a BattleProcessing: ON/OFF or something like that..

    With this new update, is it still a thing or is it just one or the other?