Tactics System

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Started by arleq1n 296 posts Page 11 of 15 View original ↗
  1. Halcyon said:
    Hi Everybody! First of all, thanks so much for making this and sharing. I am having a lot of fun imagining the possibilities for this system.

    When I try to run the latest version of the plugin, I get an error as soon as it starts that says:
    TypeError
    Cannot read property 'ForEach' of undefined

    I've looked at the documentation and the sample over and over again, and I'm not sure what the problem is. It works fine on version 0.3, however. Am I not meant to use the latest version? (If so, apologies in advance. I have a poor understanding of how GitHub works).

    Thanks very much!
    Hello, I tried the last demo with the current tactics system version and the only incompatibility is the definition of the range. You must add square brackets at the beginning and at the end.
    Code:
    old version : <range:[x-1,y],[x+1,y],[x,y-1],[x,y+1]>
    new version : <range:[[x-1,y],[x+1,y],[x,y-1],[x,y+1]]>
    You must bring me more information so that I can help you. When does the problem occur ?

    kyogre0903 said:
    Hi! I'm new to RPG maker and this system as well. I have three questions about this.
    1. Is it possible for the player phase and enemy phase text to last for a shorter time and for the text to be replaced with an image or a different font/color?
    2. Is it possible for the battle scene to fade out after it ends?
    3, Is there a way to implement double attacks from fire emblem (if character speed is higher by a certain amount than the enemy, then character attacks twice)

    Hi, the system is in development, so several features are missing.
    1. You can easily change the duration time of the sprites phase in parameters of Plugin Manager. However to modify the text by an image you will need to modify the code. But this can be done easily.
    2. I think that can be achieved with events. But a more adapted transition to tactical battle will be integrated in the future.
    3. No, only an actor can have a "action time +" trait that allows him to attack several times. But not a system similar to Fire Emblem with agility stats.
  2. Embxii said:
    Hello, I tried the last demo with the current tactics system version and the only incompatibility is the definition of the range. You must add square brackets at the beginning and at the end.
    Code:
    old version : <range:[x-1,y],[x+1,y],[x,y-1],[x,y+1]>
    new version : <range:[[x-1,y],[x+1,y],[x,y-1],[x,y+1]]>
    You must bring me more information so that I can help you. When does the problem occur ?

    Thank you for the help! I made sure to add the new version to each skill, but I still have the error. The error happens as soon as I start the battle, without even showing the map or giving me any options to move, etc.
  3. Halcyon said:
    Thank you for the help! I made sure to add the new version to each skill, but I still have the error. The error happens as soon as I start the battle, without even showing the map or giving me any options to move, etc.
    Well, did you make sure that the default range in the script is valid?
    Don't forget to put the extra "[ ]" in there as well.

    And if that isn't working, try getting rid of the script from your script list (don't delete the actual script from the folder, just delete it from your list) then adding it back in, and then try making sure everything is as it should be.

    That's all the things I could think of that might help you.
    Hope you figure it out somehow.

    :3
  4. Halcyon said:
    Thank you for the help! I made sure to add the new version to each skill, but I still have the error. The error happens as soon as I start the battle, without even showing the map or giving me any options to move, etc.

    If it still does not work, can you paste the message displayed by the Developer Tools?
    When the error message appears, press f8 and take a screenshot or copy paste the message in red in the new window.
    Thanks.
  5. Hello and thank you for this great plugin!
    I just downloaded it and I wondered if it was possible, thanks to a skill, to move an ally or an opponent, a system of teleportation and skill that can push and pull,
    thank you in advance !
    (sorry if my english is bad I'm french)
  6. ariomaru said:
    Hello and thank you for this great plugin!
    I just downloaded it and I wondered if it was possible, thanks to a skill, to move an ally or an opponent, a system of teleportation and skill that can push and pull,
    thank you in advance !
    (sorry if my english is bad I'm french)
    Hi, I'm bad myself so no problem for your english. Skills can't move units. I suggest you look at the "Lecode Tactical Battle System" in which skills can move units if you're not interested in the Fire Emblem side. Maybe an action "to shove" will be integrated into the system but nothing is certain.
  7. no problem !
    I know this famous plugin, and from the little that I saw, I think it need a certain ease with the code that I don't have, and in any case, I prefer yours, I don't know why, I feel more comfortable with,
    especially since I just noticed that you speak french, alors soyons solidaire entre francophone haha !
  8. Hey, are you still working on this? The post's last update is from February, but you still seem to be active in the replies
  9. Koitsune said:
    Hey, are you still working on this? The post's last update is from February, but you still seem to be active in the replies

    Currently, I am working on version 0.5 of the system. This should take time as I am working on a website for documentation and a new demo.
    But that's not my priority right now. The system is only a small part of my work. I'm developing a little game and I thought it was cool to share the core of the game with the community. It takes time to ensure that the system is easy to use and offers a neutral view.

    I'm late on the other features of my game. My game is a learning project, so I develop all the plugins myself.
    Apologies if you're waiting for the new features but I don't have much time to spend at this time.
    The most difficult work has been done, so version 1.0 will come one day.
  10. No no, it's fine, take your time. I just wanted to know to have an idea of how long it'd take until the next update. Good luck with this little game you're developing!
  11. Koitsune said:
    No no, it's fine, take your time. I just wanted to know to have an idea of how long it'd take until the next update. Good luck with this little game you're developing!
    Thanks! The code is already ready. The next features are the battle preparation, command plugins and several fixes. The documentation takes time as it is the first time I do it this way. I also want to make a new video to illustrate the new features. So I have trouble estimating how much time it will take me.
  12. I just wanna say, this plugin is amazing. Embxii is an absolute legend. Cheers to you mate. Also I read that your favourite Fire Emblem is Path of Radiance, that's awesome dude. My favourite is Radiant Dawn.

    Here is what I think you should add:
    1) Ability to end your turn without moving everyone.
    2) When you select a unit, there should be an indicator that the unit is selected. The selector could change colour and stay on the selected character.
    3) When you have finished moving a unit, that unit should changed colour to indicate that the unit cannot be moved until the next turn.
  13. Thank you so much for this, I really needed a simplistic fire emblem like TBS. Looks like your documentation is cleaner too. Thanks again.

    Edit * Is there a way to have a character summoned mid battle? I was able to set up an event that made them invisible until a trigger... the only problem was that the <actor:x> note tag persisted at the top of the event thus making the character usable being visible or not. Thanks in advance.
  14. TheEmpressDescends said:
    Well, did you make sure that the default range in the script is valid?
    Don't forget to put the extra "[ ]" in there as well.

    And if that isn't working, try getting rid of the script from your script list (don't delete the actual script from the folder, just delete it from your list) then adding it back in, and then try making sure everything is as it should be.

    That's all the things I could think of that might help you.
    Hope you figure it out somehow.

    :3

    Thank you for the help! I tried it with both "diamond 1" (the default) and "[diamond 1]" in the default range, but neither worked, unfortunately. I also took your other advice and no luck as far as I can tell.

    Embxii said:
    If it still does not work, can you paste the message displayed by the Developer Tools?
    When the error message appears, press f8 and take a screenshot or copy paste the message in red in the new window.
    Thanks.

    Sure thing, and thank you so much for the help! Here's the error message I got from the developer tools:

    rpg_managers.js:1618 TypeError: Cannot read property 'forEach' of undefined
    at Spriteset_MapTS.loadTiles (TacticsSystem.js:2424)
    at Spriteset_MapTS.createTiles (TacticsSystem.js:2401)
    at Spriteset_MapTS.createLowerLayer (TacticsSystem.js:2390)
    at Spriteset_MapTS.Spriteset_Base.initialize (rpg_sprites.js:2118)
    at Spriteset_MapTS.Spriteset_Map.initialize (rpg_sprites.js:2251)
    at Spriteset_MapTS.initialize (TacticsSystem.js:2382)
    at new Spriteset_MapTS (TacticsSystem.js:2375)
    at Scene_BattleTS.createSpriteset (TacticsSystem.js:153)
    at Scene_BattleTS.createDisplayObjects (TacticsSystem.js:143)
    at Scene_BattleTS.create (TacticsSystem.js:139)
  15. After using the battle system for a while, I would recommend two little thing:
    1. would it be convenient to add third(or fourth) party allies/enemies, which are controlled by AI, but not really in our party?
    2. Can I count the "Turn passed" ? For example, if I want certain characters to appear at 3rd turn, is it possible now?

    Thanks anyway.
  16. Ran into an error while using the Plugin, and it appears that with the Plugin Enabled, it doesn't allow Player Followers to be shown, is there any fix?
  17. Found another bug, no idea what went wrong, but there are now white boxes on the left of the Health Bar when a battle starts, is there a way to fix that?
  18. @Embxii I did have a side question for you.

    Right now when you add in the note actor or enemy ID they are selectable in battle even if you can't see them from making the event transparent. Is there a way to make them auto wait until you "Summon them?" I wasn't sure if having an event run each time it came to their turn to Force action them to wait would be that efficient. Hope to hear your input. :)
  19. I found an error. To anyone using this system, make sure that any auto run events are ended before starting a battle. Other wise the battle will start but you won't be able to move or access the menu.

    So make sure when an event is going to transfer a player to the battle map, that it is the last line in the event.
  20. CalebW said:
    Is there a way to have a character summoned mid battle? I was able to set up an event that made them invisible until a trigger... the only problem was that the <actor:x> note tag persisted at the top of the event thus making the character usable being visible or not. Thanks in advance.
    No, that's not possible now. I'm trying to implement this feature at the next update.

    Halcyon said:
    Sure thing, and thank you so much for the help! Here's the error message I got from the developer tools:
    You may use it for the movement of a unit. The tag for moving the unit is <move:5> whose shape is automatically a diamond. If it's not that, I advise you to download the demo and don't forget to update the plugin and tags. This way, you can see how the system works.

    rrrllll said:
    After using the battle system for a while, I would recommend two little thing:
    1. would it be convenient to add third(or fourth) party allies/enemies, which are controlled by AI, but not really in our party?
    2. Can I count the "Turn passed" ? For example, if I want certain characters to appear at 3rd turn, is it possible now?

    Thanks anyway.
    1. There will be an automatic battle for units later but no ally faction.
    2. Probably in the next update with more control over events.

    SKBrook said:
    Ran into an error while using the Plugin, and it appears that with the Plugin Enabled, it doesn't allow Player Followers to be shown, is there any fix?
    Found another bug, no idea what went wrong, but there are now white boxes on the left of the Health Bar when a battle starts, is there a way to fix that?
    Thank you for reporting it to me. I'll fix it.
    A white box on the left of the health bar? Can you send a picture. Do you use other plugins? Maybe an incompatibility with other plugins. Try to disable the other plugins to see if it is that.

    CalebW said:
    @Embxii I did have a side question for you.

    Right now when you add in the note actor or enemy ID they are selectable in battle even if you can't see them from making the event transparent. Is there a way to make them auto wait until you "Summon them?" I wasn't sure if having an event run each time it came to their turn to Force action them to wait would be that efficient. Hope to hear your input. :)
    As a reinforcement of the enemy ? I experiment with many features with events and give access to battle variables such as turn, number of remaining enemies, etc. So I think it will be possible in the next update.... But a plugin command for this will integrate the system much later in the development