Tactics System 1.2.1 (Tactical Battle System)

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Started by arleq1n 475 posts Page 23 of 24 View original ↗
  1. Hi! I've been using this and it's great but I'm having a problem with counterattacks. I want certain enemies to be able to do ranged counters. Currently counters only use the normal attack skill (Skill #001), which works fine for player units as the attack range can be set through weapons, but enemies always use the skill's range.
    Does anyone know how I would be able to override the default attack range or counter skill per enemy? I've been messing around in the scripts but I'm not sure where it checks or sets these

    EDIT:
    I found a solution! Replacing the code that starts with Game_Action.prototype.extractRangeData = function (object, battler) { with this:
    JavaScript:
    Game_Action.prototype.extractRangeData = function (object, battler) {
        var data = object.meta['Range'] || TacticsSystem.actionRange;
        if (!battler.isActor()) {
            data = $dataEnemies[battler._enemyId].meta['Range'] || data;
        }
        return data.trim().split(' ');
    };

    will let you set enemy Normal Attack ranges in the enemy's database notes.
  2. korbytracker said:
    i dont use other plugins, and it only happens in this project
    Can you show a screenshot of the item that's causing the problem?
  3. turbobumblepuppy said:
    Can you show a screenshot of the item that's causing the problem?
    every item, if i use them out of battle, they cause an error
  4. I'm going to fiddle around with this plugin at some point, but I'm not sure if there is a plugin or would it be able to combine this with action point system? No mana for spells etc, but skill and all would cost action points.
    Does anyone have ideas?
  5. Hi! I love the system and I've been toying with it for over a year now and will finally use it for my next project. My question is:

    Is there any way I can change that mech's portrait on the left? I'd like for it to be a portrait I have of a character. When you approach the mech and select them, I want the pilot's face to show, so you know which pilot you're attacking. Is this possible? Currently, it only shows the mech sprite I've drawn in the portrait. Thank you!
  6. How do I set victory conditions? I want make a fight with a "Defeat the Enemy Commander" objective.
  7. korbytracker said:
    every item, if i use them out of battle, they cause an error
    Sorry I didn't reply to this earlier, but I couldn't see anything in the TBS that would affect using items out of battle. The sections seem separate, so I'm not sure why one would be affecting the other, but it is entirely possible. Anyone got any ideas? Have you added common events which use conflicting variables or something?
    Settezin said:
    Hi! I love the system and I've been toying with it for over a year now and will finally use it for my next project. My question is:

    Is there any way I can change that mech's portrait on the left? I'd like for it to be a portrait I have of a character. When you approach the mech and select them, I want the pilot's face to show, so you know which pilot you're attacking. Is this possible? Currently, it only shows the mech sprite I've drawn in the portrait. Thank you!
    I don't know if there's a way of showing the portraits of different characters when you select them, but you might just have to set up separate mech enemies for each character and change the Enemy image to their portrait. Could be one workaround, but I'm not exactly sure if it'd look right. There might be an option in the plugin itself that can do this - check the info in the plugin's header.
    LordEdmundGod said:
    How do I set victory conditions? I want make a fight with a "Defeat the Enemy Commander" objective.
    On the battle map start a Parallel Process event with the name 'Victory Condition'. Set a conditional command that activates 'If: #6 is affected by knockout' (or whichever enemy number the commander is in the troop you're using for this battle). Then you can display some victory text and play a bit of music, then use the following Plugin Commands:
    Plugin Command: TacticsSystem.ProcessVictory
    Plugin Command: TacticsSystem.ClearAll On

    (I'm not sure if the second is always necessary, but it wipes the system in preparation for the next battle)
    Then transfer the player to a regular map and it should work.
  8. turbobumblepuppy said:
    Sorry I didn't reply to this earlier, but I couldn't see anything in the TBS that would affect using items out of battle. The sections seem separate, so I'm not sure why one would be affecting the other, but it is entirely possible. Anyone got any ideas? Have you added common events which use conflicting variables or something?

    I don't know if there's a way of showing the portraits of different characters when you select them, but you might just have to set up separate mech enemies for each character and change the Enemy image to their portrait. Could be one workaround, but I'm not exactly sure if it'd look right. There might be an option in the plugin itself that can do this - check the info in the plugin's header.

    On the battle map start a Parallel Process event with the name 'Victory Condition'. Set a conditional command that activates 'If: #6 is affected by knockout' (or whichever enemy number the commander is in the troop you're using for this battle). Then you can display some victory text and play a bit of music, then use the following Plugin Commands:
    Plugin Command: TacticsSystem.ProcessVictory
    Plugin Command: TacticsSystem.ClearAll On

    (I'm not sure if the second is always necessary, but it wipes the system in preparation for the next battle)
    Then transfer the player to a regular map and it should work.
    Thank you! May I also ask, is it possible to have multiple commanders?
  9. turbobumblepuppy said:
    Sorry I didn't reply to this earlier, but I couldn't see anything in the TBS that would affect using items out of battle. The sections seem separate, so I'm not sure why one would be affecting the other, but it is entirely possible. Anyone got any ideas? Have you added common events which use conflicting variables or something?

    I don't know if there's a way of showing the portraits of different characters when you select them, but you might just have to set up separate mech enemies for each character and change the Enemy image to their portrait. Could be one workaround, but I'm not exactly sure if it'd look right. There might be an option in the plugin itself that can do this - check the info in the plugin's header.

    On the battle map start a Parallel Process event with the name 'Victory Condition'. Set a conditional command that activates 'If: #6 is affected by knockout' (or whichever enemy number the commander is in the troop you're using for this battle). Then you can display some victory text and play a bit of music, then use the following Plugin Commands:
    Plugin Command: TacticsSystem.ProcessVictory
    Plugin Command: TacticsSystem.ClearAll On

    (I'm not sure if the second is always necessary, but it wipes the system in preparation for the next battle)
    Then transfer the player to a regular map and it should work.
    Thank you. One more question

    The plugin command [TS.battleProcessing OFF] doesn't work. I've tried it running parallel in the map, I've put it as a plugin before an Action Button trigger, etc. It goes straight back to Tactics. I would like two alternate between the two combat systems as my game is centered around both.
  10. whenever i start a battle it just says "was defeated"
  11. I've been trying to get this plugin to work, and whenever I use a an HP Drain skill it says 'undefined'
    in the information window.

    1690997199650.png

    Don't know if that's a plugin bug or I'm doing something wrong.
  12. I've been awaiting an answer since June, hoping to get help with this.

    TS.battleProcessing OFF isn't working at all anymore. I've used a parallel event with this plugin command and it hasn't worked all year. It used to when I tried this around when it came out, but this is no longer the case. It just goes straight to a tactics battle and is an instant loss.
    Any fixes for this? I want to use this engine as I've used it for a long time and don't want to switch to another one and have to configure everything all over again.
  13. Settezin said:
    I've been awaiting an answer since June, hoping to get help with this.

    TS.battleProcessing OFF isn't working at all anymore. I've used a parallel event with this plugin command and it hasn't worked all year. It used to when I tried this around when it came out, but this is no longer the case. It just goes straight to a tactics battle and is an instant loss.
    Any fixes for this? I want to use this engine as I've used it for a long time and don't want to switch to another one and have to configure everything all over again.
    This isn't a direct solution to your problem, but maybe an alternative solution. I've found that Synrec is a developer that's actively working on a tactical battle plugin. Since he is active in the community still, it may be worth looking into his plugin. Good luck, friend!
  14. GeneralIroh said:
    This isn't a direct solution to your problem, but maybe an alternative solution. I've found that Synrec is a developer that's actively working on a tactical battle plugin. Since he is active in the community still, it may be worth looking into his plugin. Good luck, friend!
    Thank you, I'll give that a try. I also tried SRPG but it's a little too complicated at the moment. I tried it before, and it misplaced the enemies when doing front view.

    I see that this dev no longer responds and it's kind of frustrating. I'm currently trying out his 1.1 version and now my screen just shakes. I tried another old version, and it placed the enemies in vanilla combat really high. I love this engine, but if I can't switch between tactics & vanilla then there's no point.
  15. I couldn't find version 1.0, so I went with 1.1. It does exactly what I need it to do except the screen shakes violently during Tactics mode. Insane.
  16. Settezin said:
    Thank you, I'll give that a try. I also tried SRPG but it's a little too complicated at the moment. I tried it before, and it misplaced the enemies when doing front view.

    I see that this dev no longer responds and it's kind of frustrating. I'm currently trying out his 1.1 version and now my screen just shakes. I tried another old version, and it placed the enemies in vanilla combat really high. I love this engine, but if I can't switch between tactics & vanilla then there's no point.
    I hear you. I had a pretty neat idea using this plugin too, and was disappointed when the creator disappeared. Sadly, that's just kind of a hazard of the RPG Maker community. I don't blame the plugin creators for getting busy with other stuff, but it sure does leave the rest of us hanging.
  17. The only workaround I've found that allows me to switch between Tactics and otherwise is v0.5, but this is what it does to my enemies lol it places them way up here.

    Edit: I have found a somewhat decent workaround. If you're using Front View like me, go to the CombatScene note and change the values in var center x&y to the following:


    Sprite_Enemy.prototype.setHomeEnemy = function(index) {
    var max = $gameTroop.members().length;
    var centerX = Graphics.width / 2.0;
    var centerY = Graphics.height / 1.6;
    var span = 100;
    var slide = 200;
    this.setHome(centerX - (span * (max - 1)) + (slide * index), centerY);

    You might need to tweak it some. I had to change my sprite size a little to accommodate.
    1693876812222.png
  18. I keep getting the error code: "Reference error: battler is not defined", but I'm pretty sure I defined all of my battlers. Anyone else getting this? Does the plugin work for people or is it broken as someone said before?
  19. I just found this plugin and I wanna use it. But I wanna know since I don't see agility anywhere mentioned. How does it work here?
  20. I recently downloaded this program, followed the instructions in the video and this has been constantly happening, every time i start up the game. I have no idea what i'm doing wrong. I use the <party:id> like in the video.
    was i supposed to set up <actor:actorld> in a separate event because the video doesn't tell me.
    Screenshot 2023-11-18 103502.png