Tactics System 1.2.1 (Tactical Battle System)

● ARCHIVED · READ-ONLY
Started by arleq1n 475 posts Page 6 of 24 View original ↗
  1. Hi,

    Is it possible for different actors to have different basic attacks? Meaning, when I choose attack for my archer can the range for the skill be larger than choosing attack with my swordsman? I've installed Yanfly's Weapon Unleash which replaces the attack skill, as expected, but still draws the range info from the plugin parameter, action range.

    Is that something that's available now or can/will be added in a future update? Fingers crossed. This tactics system is basically perfect for my game and I don't want to cut the archer.:kaojoy:
  2. @NesliK hi! the plugin is not compatible with many other plugins because it rewrites the battle manager. also because i write all my scripts myself for my game so I don't pay attention. i'll try to rewrite the battle manager to make it compatible with more external plugins. but you have to wait 2 to 3 weeks for that.

    @imaginaryrose hi! it seems to me that you can add the tag <range:diamond 1> for a specific weapon to the database in note section.
  3. The weapon! Of course it was a simple (and obvious) solution.:kaosigh:

    Thanks!

    Edit: Are there any plans for a victory scene add on? Even a simple one to tell the player about enemy drops?
  4. imaginaryrose said:
    Edit: Are there any plans for a victory scene add on? Even a simple one to tell the player about enemy drops?
    you get the basic end message if you are not using the ExpSystem add-on. else the rewards (gold and drop items) will be added when killing an enemy in the future.
  5. This plugin seems really cool! Really ideal for my project. I have a couple of questions, and forgive me if they are too basic:
    1- Is this compatible with parallax mapping?
    2- Is there a way to add actor animations to the on map battle, that is, have the actor move in a certain way instead of only showing the battle effect (e.g. slash)?

    Thanks!
  6. rafaelleon said:
    This plugin seems really cool! Really ideal for my project. I have a couple of questions, and forgive me if they are too basic:
    1- Is this compatible with parallax mapping?
    2- Is there a way to add actor animations to the on map battle, that is, have the actor move in a certain way instead of only showing the battle effect (e.g. slash)?

    Thanks!
    1) i don't know! i've never tried, so he might be in trouble.
    2) unfortunately no. you need to extend the Sprite_BattlerTs class in javascript.
    thanks!
  7. This is a plugin thread but I have to say, I got in the demo expecting tactical battles and got my wig snatched at the really moving writing and that minigame. The story is a classic trope, but it's so well written I was. not. expecting. that. Bravo, amigo!
  8. This is a fantastic plugin, and EXACTLY what I've been looking for, for ages!

    However I have 2 massive problems, that everyone else don't seem to have for some reason!

    My problem is that the whole <mvp:int> doesn't work at all for me. I can't for the life of me find out what the problem is, so everyone is stuck at moving the Default amount.

    The other problem is; I want to have a new actor appear in the middle of battle. However any event I create will appear at the start of battle right after the whole "Battle Start" sequence, even if they need switches (that aren't On, and don't ever get turned on) to appear!

    Please help me cause I would REALLY REALLY love to work with this plugin!
  9. Taria said:
    My problem is that the whole <mvp:int> doesn't work at all for me. I can't for the life of me find out what the problem is, so everyone is stuck at moving the Default amount.
    normally mvp only works for the note section for actors and events but not for classes. i thought i solved this problem but apparently i didn't. anyway i will fix it for 1.2 as i rewrite all the movement params. apology! you can download the demo for 1.1 here. if you can't solve your problem, you can send me your project with exclude unused files in pm.


    Taria said:
    The other problem is; I want to have a new actor appear in the middle of battle. However any event I create will appear at the start of battle right after the whole "Battle Start" sequence, even if they need switches (that aren't On, and don't ever get turned on) to appear!
    unfortunately you can't get allied reinforcements. it only works for enemies as in the basic rpg maker battle system. it'll be a long time before I can update this.
  10. *deleted -- answered my own question*
  11. arleq1n said:
    1) i don't know! i've never tried, so he might be in trouble.
    2) unfortunately no. you need to extend the Sprite_BattlerTs class in javascript.
    thanks!

    Thanks for your response! Unfortunately the system doesn't seem to work properly with TDDP's BindPicturesToMap for parallax. Not that it's a must for me at this point. :) I might test it with Yanfly's Doodads at some point.

    Meanwhile, I just tested the plugin and the demo as a whole. Fantastic work indeed. Super easy to use even for a complete programming newbie like me. I'll probably use it and experiment more with it in a project.
  12. Been using your battle system so far and am loving it!

    I am wondering, is it possible to do counter attacks right now?
  13. Great plugin!
    It would be really neat if it was possible to change the amount of movement per turn with states as well.
    To make like a slow or a hasten spell.
    And maybe if it could be compatible with YEP Battlecore.
  14. how do i make random battles with this? like it takes you to a separate map where 4 random enemies spawn, and then when the battle's over it takes you back to where you were?
  15. omfgkevin said:
    I am wondering, is it possible to do counter attacks right now?
    you can use the default counter attack in traits of the database (ex-parameter). if you want a counter attack like in fire emblem, you have to rewrite in js the counter attack of rpg maker.
    Spoiler
    hyRKQzX.mp4

    Taria said:
    It would be really neat if it was possible to change the amount of movement per turn with states as well.
    To make like a slow or a hasten spell.
    And maybe if it could be compatible with YEP Battlecore.
    it will be in the next update. you can use items, classes or states for buff/debuff (addition or subtraction) move with a tag in the note section. an example with the celerity skill that adds a buff move state. otherwise, no compatibility with yep battle core.
    Spoiler
    2o2rWOV.mp4

    Mooshry said:
    how do i make random battles with this? like it takes you to a separate map where 4 random enemies spawn, and then when the battle's over it takes you back to where you were?
    no it isn't possible to make random battles. otherwise create multiple battle map or the player is randomly teleported to one of the battle map.
  16. great plugin! One question - Is there a way to get enemies to use skills/spells? I gave an enemy the use of a spell, but it only walks up and uses regular attacks. Just wondering if that is an advanced feature that you did not put in, or if I am something wrong. Thank you. :)
  17. Greetings!

    This is an absolutely wonderful plugin, and I've been having a lot of fun messing around with it. I have a few questions I'd like to ask, though.

    1.) I've been trying to make a Fire Emblem-type game with this plugin, and I'd like to know if there is a way to enable counterattacks, so the player's units can deal damage during enemy phase and vice versa.

    2.) Can I disable the adjacent enemy/ally display in the side view battler? I've gotten a plugin to allow actors to be enemies, and it's rather difficult to see an actor behind something like a bat.

    3.) Is there a way to make effect tiles, such as a tile that increases Defense and Resistance when standing on it, or a heal tile that restores x amount of HP to a unit? Sorry if this is something in the base game, it's been a bit.

    Again, this plugin is awesome, thank you!
  18. omfgkevin said:
    Thanks, I've been trying to use https://forums.rpgmakerweb.com/index.php?threads/counter-after-hit.51946/ with it to no avail however, even though it only modifies the counter properties.
    maybe try to replace BattleManager into BattleManagerTS of your counter script. in the next version 1.2, i've replaced battlemanagerts into battlemanager for more compatibility with other scripts. but not sure if it works because this script rewrites battle manager.

    jonthefox said:
    great plugin! One question - Is there a way to get enemies to use skills/spells? I gave an enemy the use of a spell, but it only walks up and uses regular attacks. Just wondering if that is an advanced feature that you did not put in, or if I am something wrong. Thank you.
    normally enemies can use the skills unless the version is broken? it's the same way to assign skills to enemies with the database. the only new condition is the skill range. so check that you have assigned a range to the skills and that they have a high score in action pattern of enemy.

    VermillionSon said:
    1.) I've been trying to make a Fire Emblem-type game with this plugin, and I'd like to know if there is a way to enable counterattacks, so the player's units can deal damage during enemy phase and vice versa.

    2.) Can I disable the adjacent enemy/ally display in the side view battler? I've gotten a plugin to allow actors to be enemies, and it's rather difficult to see an actor behind something like a bat.

    3.) Is there a way to make effect tiles, such as a tile that increases Defense and Resistance when standing on it, or a heal tile that restores x amount of HP to a unit? Sorry if this is something in the base game, it's been a bit.
    1) you can use the default counter attack in traits of the database (ex-parameter). if you want a counter attack like in fire emblem, you have to rewrite in js the counter attack of rpg maker.
    2) i'm currently working on it. but it seems to be more complicated than i thought and i'm not using it for my game. so it's a waste of my time and i'm thinking about abbort on rewriting the combat scene.
    3) no, there are no terrain properties. i might write an add-on for my game but right now i'm on other priorities.
  19. OMG! Im a huge fan of the FE series! And I cannot wait to see what I can tinker with using this plugin! Thank you so much for sharing your work! ^_^ <3 :)

    Btw, if I use the Combat Scenes to get the FE look, will I also be able to use Action Sequences? (is it compatible with Yanfly's plugins?) Sorry if its been asked already.