Tactics System 1.2.1 (Tactical Battle System)

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Started by arleq1n 475 posts Page 24 of 24 View original ↗
  1. If I set one unit to <Actor:#> or <Party:#> tag and set the rest to <Start>, then it causes another unit to be locked in formation during the Set-Up screen with each battle. I'll start a battle and be able to change the formation of each party member except the one with <Actor:#>, which is what I want. But then in the next battle, I won't be able to change Party member 1 or 2. And then in the next, I won't be able to change 1, 2, or 3.

    Also, if I set them all up using <Actor/Party:#> then when I move a unit, Actor 1 and 2 will switch positions in formation. This only happens for the first battle though. It also completely prevents me from switching formations in the Set-Up screen for the next battles. I've been trying for over an hour to fix this but can't figure it out.
  2. TortuDragon said:
    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.

    View attachment 271960

    Don't know if that's a plugin bug or I'm doing something wrong.
    You have to go, to the plugin manager, and in the parameters of this plugins change this things to say whatever you want. 1707282572122.png

    I now came with a new question. I have a skill that damage all enemies around an actor, The animation for this ability is a single slash that should surround the user, but it does not.
    If i choose the animation to place on screen, it plays it in the middle of the screen, no matter where is the user. But if i choose center, up or down, the animation plays on all the targets.
    Can somebody help me? please.
  3. How to switch the combat system to vanilla? TacticsSystem.BattleProcessing OFF dont work. First, I wrote the command that was written in the video tutorial, but it didn't work at all, then I tried to rewrite it with the same syntax as other available commands.
    309357840-54f5564a-9aad-4ded-90cd-6eb8e635b05e.png
    309357929-5b997337-5369-4004-8b5a-379947e6d618.png
  4. Is it possible to implement a system of buffs and debuffs, depending on which region the character or enemy stands in?
  5. Is it possible to make a Skill that changes the battler position? For example: I would cast Teleknesis in an enemy, and then I could select another area within a range to move the enemy to that space.

    metallic_emperor said:
    Is it possible to implement a system of buffs and debuffs, depending on which region the character or enemy stands in?
    Maybe you can achieve it by using the Auto Passive States by Yanfly. You could make a passive state that has the condition:
    • character.regionId() === "your region ID"
    The buff would only be active if the character is in the specific region.
  6. Can you port this on MZ, please?
  7. So, I am just checking in with you. I see that it has an MIT license, would it be okay for me to create my own based on the original code? I want to make sure.
  8. IDK if it has been talked about already, but how do I fade in the screen after a battle is complete? I can't seem to use any commands or events...

    (This is also my first post on a forum, ever)
  9. Hi!

    First of all, I love your plugin and it perfectly fits the type of game I want to make.
    However, I have a problem. The battles take a very long time before they actually start and I'm wondering if there is a way to make the fade-in and fade-out shorter? Because as it is it takes like 8 seconds to start a battle and it really kills the pacing. Thanks in advance for your help!
  10. metallic_emperor said:
    Is it possible to implement a system of buffs and debuffs, depending on which region the character or enemy stands in?
    Have you had any luck creating a similar system?
  11. hey guys I got interested in using this plugin but first would like to know if you guys can help me see if its possible (and how to, cause at the moment I got no clue where to start) to make a Possession skill, like a ghost taking control of an enemy, hiding the main actor while using the enemy instead. is it possible?
  12. Breno Gregory said:
    hey guys I got interested in using this plugin but first would like to know if you guys can help me see if its possible (and how to, cause at the moment I got no clue where to start) to make a Possession skill, like a ghost taking control of an enemy, hiding the main actor while using the enemy instead. is it possible?
    Good question! I haven't tried it myself, but sounds cool, like from Shadowrun, right? Raven seems to have got a sort of 'cheat' version working, check out post #13. Not exactly sure how you'd do it, but setting up some kind of character version of the enemy to activate once the enemy is 'possessed' looks like how they did it: https://forums.rpgmakerweb.com/inde...1-tactical-battle-system.117600/#post-1038271
  13. Greetings! I seem to have a problem implementing your plugin. I try to set everything up exactly like the demo, but I run into this: 1756158113887.png

    This happens immediately when I try starting the combat. Any idea what I need to do?

    EDIT: I have now fixed the issue. Apparently, it's case sensitive and I gotta provide proper text.

    But Now I got a new issue. Enemies are not moving whenever my turn ends. Any possible fix?
  14. Veggiebad said:
    Greetings! I seem to have a problem implementing your plugin. I try to set everything up exactly like the demo, but I run into this: View attachment 348307

    This happens immediately when I try starting the combat. Any idea what I need to do?

    EDIT: I have now fixed the issue. Apparently, it's case sensitive and I gotta provide proper text.

    But Now I got a new issue. Enemies are not moving whenever my turn ends. Any possible fix?
    Hi there!

    I don't know the plugin, but it's best if you can provide more information for anyone being able to help you. Just "Enemies are not moving whenever my turn ends. Any possible fix?" is too little information.

    Try put some screenshots of how you setup the plugin. Like, it needs you to use the plugin parameter? Show a screenshot of the plugin parameter related to the issue.
    Need a plugin command? Event note or comment? Show a screenshot of how did you put them on the event.
  15. Eliaquim said:
    Hi there!

    I don't know the plugin, but it's best if you can provide more information for anyone being able to help you. Just "Enemies are not moving whenever my turn ends. Any possible fix?" is too little information.

    Try put some screenshots of how you setup the plugin. Like, it needs you to use the plugin parameter? Show a screenshot of the plugin parameter related to the issue.
    Need a plugin command? Event note or comment? Show a screenshot of how did you put them on the event.
    Sure thing, so here is my setup for initializing and classifying enemies:
    Screenshot 2025-08-25 201211.pngScreenshot 2025-08-25 201423.pngScreenshot 2025-08-25 201523.pngScreenshot 2025-08-25 201825.pngScreenshot 2025-08-25 201931.png

    And here is the issue I have. The battle goes as expected, I make my move:

    Screenshot 2025-08-25 202049.png
    However, when I can't reach the enemy, I hit "wait":
    Screenshot 2025-08-25 202115.png
    And then it just automatically skips to my turn instead of the enemies attacking. I know I have the enemies in the database as enemy 6.
    Screenshot 2025-08-25 202152.png