Tactics System 1.2.1 (Tactical Battle System)

● ARCHIVED · READ-ONLY
Started by arleq1n 475 posts Page 5 of 24 View original ↗
  1. QuietPenguin said:
    Great plugin! I'm going to use it in a project I'm working on.

    Is there an easy way to disable the "nearby units appear in combat scene" feature? I like the idea in theory but, for whatever reason, in practice it is a little hard to tell that that is deliberate (as opposed to a bug). So I'd like to just have 1-on-1 combat scenes, if possible. Thanks!
    at the beginning it was a bug that stayed because it looked like a form of support (for a next add-on maybe). i wrote that the actors and enemies that appear are the ones present in the action range. i'm going try to send you a little script that appears only the subject and the targets when i have more time.


    Squall363 said:
    I managed to fix the issue. It was YEP_CoreEngine Lines 2753-2774. I deleted these lines from Yep_CoreEngine and now it works. Not sure if there is a better way or not.
    it seems to me that you can set in this order to make it work: TacticsSystem.js > YEP_CoreEngine.js > CombatScene.js
  2. arleq1n said:
    at the beginning it was a bug that stayed because it looked like a form of support (for a next add-on maybe). i wrote that the actors and enemies that appear are the ones present in the action range. i'm going try to send you a little script that appears only the subject and the targets when i have more time.

    That's awesome -- very much appreciated. Thank you for the great plugin!
  3. arleq1n said:
    it seems to me that you can set in this order to make it work: TacticsSystem.js > YEP_CoreEngine.js > CombatScene.js

    Thank you!!!

    Now if there was only a way to fix the screen from shaking and mouse becoming unusable due to a change in game resolution from 816x624 to anything higher like 1280x720.
    7CVMWSD.png

    NA7eMGR.gif
    I really love your Plugin its awesome :kaoluv:.
  4. Squall363 said:
    Now if there was only a way to fix the screen from shaking and mouse becoming unusable due to a change in game resolution from 816x624 to anything higher like 1280x720.
    try to replace the following code (untested) in TacticsSystem.js. this will be fixed for 1.2 if it works. also it may have some display problems with SceneCombat.js

    JavaScript:
    TacticsSystem.Game_Map_updateScroll = Game_Map.prototype.updateScroll;
    Game_Map.prototype.updateScroll = function() {
        if (this.isDestinationValid()) {
            var x = Math.max(this._displayX, 0);
            var y = Math.max(this._displayY, 0);
            if (y < this._destinationY) {
                var d = Math.min(this._destinationY - y, this.scrollDistance());
                $gameMap.scrollDown(d);
            }
            if (x > this._destinationX) {
                var d = Math.min(x - this._destinationX, this.scrollDistance());
                $gameMap.scrollLeft(d);
            }
            if (x < this._destinationX) {
                var d = Math.min(this._destinationX - x, this.scrollDistance());
                $gameMap.scrollRight(d);
            }
            if (y > this._destinationY) {
                var d = Math.min(y - this._destinationY, this.scrollDistance());
                $gameMap.scrollUp(d);
            }
            if (x === this._destinationX && y === this._destinationY) {
                this.clearDestination();
            }
        } else {
            TacticsSystem.Game_Map_updateScroll.call(this);
        }
    };
  5. arleq1n said:
    try to replace the following code (untested) in TacticsSystem.js. this will be fixed for 1.2 if it works. also it may have some display problems with SceneCombat.js

    JavaScript:
    TacticsSystem.Game_Map_updateScroll = Game_Map.prototype.updateScroll;
    Game_Map.prototype.updateScroll = function() {
        if (this.isDestinationValid()) {
            var x = Math.max(this._displayX, 0);
            var y = Math.max(this._displayY, 0);
            if (y < this._destinationY) {
                var d = Math.min(this._destinationY - y, this.scrollDistance());
                $gameMap.scrollDown(d);
            }
            if (x > this._destinationX) {
                var d = Math.min(x - this._destinationX, this.scrollDistance());
                $gameMap.scrollLeft(d);
            }
            if (x < this._destinationX) {
                var d = Math.min(this._destinationX - x, this.scrollDistance());
                $gameMap.scrollRight(d);
            }
            if (y > this._destinationY) {
                var d = Math.min(y - this._destinationY, this.scrollDistance());
                $gameMap.scrollUp(d);
            }
            if (x === this._destinationX && y === this._destinationY) {
                this.clearDestination();
            }
        } else {
            TacticsSystem.Game_Map_updateScroll.call(this);
        }
    };


    I did as instructed and teseted it in 1280x720. Worked perfectly. You are awesome :kaoluv:
  6. hello, first i wanna say thank you for this. you are appreciated. I wanted to ask if it was possible to have custom animations play for attacks and magic casting and such for characters and enemies?
  7. aston00 said:
    hello, first i wanna say thank you for this. you are appreciated. I wanted to ask if it was possible to have custom animations play for attacks and magic casting and such for characters and enemies?
    hi and thanks! no this isn't possible. you must extend the Sprite_BattlerTs class to create animations with javascript. rpg maker mv doesn't implement a method to play animations of event.
  8. Hi! Love this script a lot, I've been playing around with it the past day or so.

    I think I ran into a bug? or maybe I'm not using it right. Whenever my party wins the battle, I get a game over screen. Is there something I'm missing? Let me know if I should post most information!
    event
    blip.png
    notes: Battle processing is 3 bandits, which have all been placed on the map alongside party. Battle is able to run smoothly & normally until win condition has been met. It then says that the party has won, but then goes to the game over screen.
  9. SmolSorceress said:
    Hi! Love this script a lot, I've been playing around with it the past day or so.

    I think I ran into a bug? or maybe I'm not using it right. Whenever my party wins the battle, I get a game over screen. Is there something I'm missing? Let me know if I should post most information!
    hi! i've never encountered this problem before... do you use other plugins outside the system and its add-ons? deactivate all and check if yes. i notice you set TS.clearALL in event instead of TS.clearAll. but that won't solve the problem. besides the condition of clear all is enabled by default so it's useless.

    also download the latest version of the system. old ones had a lot of problems.

    else if you don't mind, you can also send me your project with just the battle map and without all unused assets as a private message. thanks.

    i currently have time to write 1.2 that change a lot of things. you can see commits in github [branch 1.2]. I'm finally gonna update also the combat scene for 1.2.
  10. arleq1n said:
    hi! i've never encountered this problem before... do you use other plugins outside the system and its add-ons? deactivate all and check if yes. i notice you set TS.clearALL in event instead of TS.clearAll. but that won't solve the problem. besides the condition of clear all is enabled by default so it's useless.

    also download the latest version of the system. old ones had a lot of problems.

    else if you don't mind, you can also send me your project with just the battle map and without all unused assets as a private message. thanks.

    i currently have time to write 1.2 that change a lot of things. you can see commits in github [branch 1.2]. I'm finally gonna update also the combat scene for 1.2.

    Hmm tried your suggestions. (took out all plugins unrelated to tactic system, updated script) It doesn't seem to change anything.
    I'll send you the project file! Thanks a bunch :yhappy:
  11. Hello, tactics system is the most perfect war chess plug-in we have seen so far. It's great, but I have several questions:
    1. Now it can show the number of turns? For example, new enemies appear in the third round.
    2. I want to make localized works. What English content do I need to modify? Make it the language I need?
    3. Investigate nearby boxes or articles, activate the event and stop fighting
  12. huoixn said:
    Hello, tactics system is the most perfect war chess plug-in we have seen so far. It's great, but I have several questions:
    1. Now it can show the number of turns? For example, new enemies appear in the third round.
    2. I want to make localized works. What English content do I need to modify? Make it the language I need?
    3. Investigate nearby boxes or articles, activate the event and stop fighting
    hi!
    1. Yes you can with events. You can use event of map but it's more easy with battle condition of game troop. example by images.
    Spoiler
    Capture d’écran 2020-05-31 à 11.17.48.png
    Spoiler
    Capture d’écran 2020-05-31 à 11.18.30.png

    Note: The \V[4] is the variable of turn count per default. in the second image, it's the 2nd turn of the battle. For reinforcement, just set condition variable turn count > 2 of enemy's event.

    2. all english terms of tactics system is in the plugin manager. others english terms can to be set in terms section of database. you can let me know if i've forgotten any terms.
    Spoiler
    Capture d’écran 2020-05-31 à 11.20.53.png

    3. if you want stop battle processing you can use plugin command TS.battleWin (TacticsSystem.ProcessVictory in 1.2) or TS.battleLose (TacticsSystem.ProcessDefeat in 1.2). but you can't just stop the battle processing without state of battle (maybe escape in the next version).
  13. Hello, i saw in the demo that there was a battle that did not transition into the side view or vanilla battle. It was just on the same map. how do you set that?
  14. aston00 said:
    Hello, i saw in the demo that there was a battle that did not transition into the side view or vanilla battle. It was just on the same map. how do you set that?

    You can turn off the CombatScene Plugin and that will allow you to battle without side view animation.
  15. hello there, is there any command to add a new battle in the middle of combat? i was trying to make a summoning ability and i need know this to make it work
  16. arleq1n said:
    at the beginning it was a bug that stayed because it looked like a form of support (for a next add-on maybe). i wrote that the actors and enemies that appear are the ones present in the action range. i'm going try to send you a little script that appears only the subject and the targets when i have more time.

    Would it be possible for me to get help with this to. I to don't like the multiple actors in battle thing. Really awesome plugins though. I like how smooth everything feels. Are you taking any requests for features? Commissions? ect.

    I would like the support option if it allowed your current in battle support members to attack with you or something if they are the correct support. If not then they don't show at all. This would be cool. Something like that anyway.

    *Edit for the level up experience bar, maybe consider adding a sound effect to it. I'm not sure if its just me but it like bugs me for some reason haha
  17. huoixn said:
    Thank you for your reply. I will use your plug-in in my project. I've seen other game plugins before. It has a range kill spell. Maybe you can refer to it.
    thanks, what do you mean by range kill spell. if it's area of effect, unfortunately i have no time to implement this in the system.

    itaznorb said:
    hello there, is there any command to add a new battle in the middle of combat? i was trying to make a summoning ability and i need know this to make it work
    hi! no it's not possible for the moment. i may suggest that you look at other tactical combat plugins in this forum that may be better suited to your needs.

    Dungeonmind said:
    Would it be possible for me to get help with this to. I to don't like the multiple actors in battle thing.
    finally this should be updated with the 1.2. there will also be the possibility to define the battlebacks with region id. and deactivate the combat scene for some skills/items with tag command in database.

    Dungeonmind said:
    Really awesome plugins though. I like how smooth everything feels. Are you taking any requests for features? Commissions? ect.

    I would like the support option if it allowed your current in battle support members to attack with you or something if they are the correct support. If not then they don't show at all. This would be cool. Something like that anyway.
    you can always suggest features that you feel are basic to the system. here some basic system features that are in my list:
    • improve intelligence artificial;
    • trigger event touch player of unit;
    • follow move path with arrow;
    • buff move points (in 1.2).
    for "gameplay system" like "support between units", "ally turn", "area of effect", "summoning ability" and others I add them in the list of add-ons which are not a priority. i would have appreciate to write an add-on support or you can improve the relationship of the units like in fire emblem but maybe for later. i am open to commissions for tactics system but only when the whole list of basic features have been implemented.

    Dungeonmind said:
    *Edit for the level up experience bar, maybe consider adding a sound effect to it. I'm not sure if its just me but it like bugs me for some reason haha
    it should be updated later (also add the level-up window and others) but before i stop.
  18. arleq1n said:
    finally this should be updated with the 1.2. there will also be the possibility to define the battlebacks with region id. and deactivate the combat scene for some skills/items with tag command in database.

    Okay sounds great! The battleback region id thing would be good for sure. I really wanted to use this system in a new project idea. However, sadly it could not work with yanflys battle engine and enemy side view battlers. If it could work with those so the enemy can attack as side view character too, that would be the game changer for me! :)

    Anyways, I know it can be tough to do these things on your free time and what not so I don't expect anything, only appreciate what you have done so far! Thank you sir.
  19. Hello! :kaohi:

    First off sorry if this has already been reported.

    I've been testing and playing around with the system for a few days now, and I encoutered some compatibility problems with some of the Yanfly's plugins, more especifically YEP_BattleEngineCore.

    Error message screenshot
    This but for every possible action.
    Capturar.PNG
    Capturar.PNG

    Disabling battle core makes everything function normally.

    Another error I encountered was when I tried to use VE_BattleMotions alongside CombatScene. The battle motions are properly set up (They function normaly when TaticsSystem is turned off) but otherwise crash when all of them are together.

    Screeshots
    When using a buff skill:
    Capturar.PNG

    When selecting "Defend"
    Capturar.PNG

    It might be a load order error or me messing up somewhere, probally me messing up :kaoswt:, but I figured that it was important enough to post here.

    Since it might help, these are my current plugins:
    Scripts and Load Order
    Capturar.PNG

    Thank you for this script, it already helped me a lot making this game that I've wanted to for a while.
    Cheers.