Tactics System

● ARCHIVED · READ-ONLY
Started by arleq1n 296 posts Page 12 of 15 View original ↗
  1. Embxii said:
    No, that's not possible now. I'm trying to implement this feature at the next update.


    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.


    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.


    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.


    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

    Awesome, thank you for the reply and I look forward to your updates. :D
  2. Edited: i totally missed #201 for the change of range code.
    Btw, hope i can really finish my own game this time.
  3. Hi there, I'm new to these forums and RPG Maker in general, and am a really big fan of this format, and I'm glad that you're still working on it. From what I've tried of your plugin, it seems really great. I just have one issue, and it's probably all my fault that it's happening,since I'm the only one here with it as far as I can tell. I downloaded the most recent version of the plugin from the GitHub link (v0.4.2.4 based on the .js file) and it is the only plugin that I am currently using in my project. I cannot get the Enemy Phase to work properly. It goes like this: The Player Phase begins, and I am able to act as normal and intended based on the demo on the first page of the thread. Once my turn is finished, the Enemy Phase text pops up, and the selector goes over my enemy, who then does nothing (this repeats for each enemy on the field) and the Player Phase instantly begins again. I have made sure that the enemy event is exactly the same as the enemies in the demo, and that the enemy data is the same as well. I have also tried with the <aggro:x> code that has been recommended earlier in the thread. I have ensured that my units were properly labelled and were in range of the enemy's movement range, and that Attack was labelled in the same way as well. I tried to use the new .js file in your current demo as well, and then the enemies are labelled as waiting, and do so even when I have units in their range of movement. I would really like to use this plugin, as it would allow me to make an RPG styled after some of my favorite games. What I can get to work does work perfectly however. Thanks for putting so much effort towards this. Until I can bypass this issue I'm having, I'll just stick to the v0.3 of the plugin from the demo map, which does work, but I'd love to know a fix if there is one, since nobody else seems to be having my issue.
  4. Ready-To-Roll said:
    Hi there, I'm new to these forums and RPG Maker in general, and am a really big fan of this format, and I'm glad that you're still working on it. From what I've tried of your plugin, it seems really great. I just have one issue, and it's probably all my fault that it's happening,since I'm the only one here with it as far as I can tell. I downloaded the most recent version of the plugin from the GitHub link (v0.4.2.4 based on the .js file) and it is the only plugin that I am currently using in my project. I cannot get the Enemy Phase to work properly. It goes like this: The Player Phase begins, and I am able to act as normal and intended based on the demo on the first page of the thread. Once my turn is finished, the Enemy Phase text pops up, and the selector goes over my enemy, who then does nothing (this repeats for each enemy on the field) and the Player Phase instantly begins again. I have made sure that the enemy event is exactly the same as the enemies in the demo, and that the enemy data is the same as well. I have also tried with the <aggro:x> code that has been recommended earlier in the thread. I have ensured that my units were properly labelled and were in range of the enemy's movement range, and that Attack was labelled in the same way as well. I tried to use the new .js file in your current demo as well, and then the enemies are labelled as waiting, and do so even when I have units in their range of movement. I would really like to use this plugin, as it would allow me to make an RPG styled after some of my favorite games. What I can get to work does work perfectly however. Thanks for putting so much effort towards this. Until I can bypass this issue I'm having, I'll just stick to the v0.3 of the plugin from the demo map, which does work, but I'd love to know a fix if there is one, since nobody else seems to be having my issue.


    The enemy has to be able to see you. Rule of thumb best to set the <aggro:x> to like <aggro:55> I know that seems high, but the <aggro> is only the creatures line of sight to an enemy aka you. And since this is designed in a sense of the fire emblem games, you would always want to have the enemy trying to come at you. Since the system is grid based, what you can do is start up a battle on the map and check how many blocks away you are from an enemy and also how many in total on the map. But agrro 55 is going to cover most maps as your battle maps hopefully won't be 60 wide and 60 tall or bigger. :D

    Edit* Don't forget in your database to label the enemy with a <move:x> even though there is a default value, it gives variety to label them slighty different.
  5. Hello there! Thank you for creating an amazing plugin. I have scoured this forum and the instructions included in the plugin but am unable to solve my issue. I have the most updated version of the plugin. I am having trouble with the battle system initiating but not giving me options to move, select players, or bring up the menu. Any ideas for how to fix this? Thanks again! (PS I am using SumRndmDde's character creator EX plugin and his SuperToolsEngine, but those are the only other major plugins I am using thus far)
  6. CalebW said:
    The enemy has to be able to see you. Rule of thumb best to set the <aggro:x> to like <aggro:55> I know that seems high, but the <aggro> is only the creatures line of sight to an enemy aka you. And since this is designed in a sense of the fire emblem games, you would always want to have the enemy trying to come at you. Since the system is grid based, what you can do is start up a battle on the map and check how many blocks away you are from an enemy and also how many in total on the map. But agrro 55 is going to cover most maps as your battle maps hopefully won't be 60 wide and 60 tall or bigger. :D

    Edit* Don't forget in your database to label the enemy with a <move:x> even though there is a default value, it gives variety to label them slighty different.

    Hey, thanks for this. I started up a new project and tried again and it worked perfectly this time. Not quite sure why it wasn't working last night. Probably used a semicolon instead of a colon somewhere.
  7. Good afternoon. I wanted to reach out and see if allowing Background music was an upcoming implementation. Currently I can't get music to play during the battles.
  8. Hey I am having a little trouble where when the enemy is near me on the what i can do screen their event name pops up above before the attack button. what can I do to change this?
  9. YbanezKien said:
    Hey I am having a little trouble where when the enemy is near me on the what i can do screen their event name pops up above before the attack button. what can I do to change this?
    Just setup event trigger of enemies in parallel and not in action button.

    CalebW said:
    Good afternoon. I wanted to reach out and see if allowing Background music was an upcoming implementation. Currently I can't get music to play during the battles.
    Currently, the system plays battle music. I will try to add all the features that make up sound management later.

    Modeko said:
    I have the most updated version of the plugin. I am having trouble with the battle system initiating but not giving me options to move, select players, or bring up the menu. Any ideas for how to fix this? Thanks again!
    Oh, I suggest you try the demo that just came out without the other plugins. After trying with the plugins you want to add. If this does not work, try to change the order of the plugins in the plugin manager.
    Unfortunately, it is possible that there is an incompatibility between plugins and there is nothing I can do.

    Version 0.5 :
    Several miscellaneous fixes. For example, you can use <party:id> to define an actor as a member of the party.
    Actor and enemy events appear only if they respect the conditions of the event. This allows, for example, to create an enemy that appear during the battle like reinforcement.
    I also worked on all the add-ons bringing new features. Experience gain system has been added to the list of add-ons. It is still very simple, I will make changes later.
    The selection of actors at the beginning of the battle should wait a little longer. I have some problems with this feature.

    New documentation is available. It is still raw but it will be easy for me to bring updates.
    There are some important changes so read carefully

    "


    I had really busy these last weeks. Good news, I currently have a month of free time. I will enjoy this month to fully work on this plugin. So, I do not know yet if I will reach the end of the plugin soon but I will try to bring new features to it. Thanks.
  10. Awesome new update, i'm digging it!

    Ever think about merging the addons into a main plugin, and perhaps have to options to turn off features instead of individual plugins.

    Just seems alot of overhead, if not..then perhaps a naming scheme so as to recognize the plugins easier for people that have lots of plugins (i.e. TS_Main, TS_CombatScene, TS_XPSystem, etc...)
  11. Yes!!!
    This is great news!!
    Using <party:id> we now can set a select member to put in the battle, even if we don't have a specific scen to do that, we can do with events before enter in the battle!
    Amazing!! *_____*
  12. Since I dont need battle scene...
    how to use only the Tactic System??

    because everytime I turn off the battlescene plugin... it's like this
  13. IndraChan said:
    Since I dont need battle scene...
    how to use only the Tactic System??

    because everytime I turn off the battlescene plugin... it's like this

    An error that occurs when you don't activate the combatScene plugin. I fixed this in version 5.0.1 available on github. Just replace your TacticsSystem.js file with the one available on github.
  14. The update is pretty impressive!
    I really appreciate all the hard work you are putting into this.

    I only seem to have one problem.
    When I complete my first battle, everything is fine, however, once I start another battle, I get this error:
    4.png 2.png 3.png

    This happened in my own game, so I thought I'd try out your demo, and see if this still happened, and it did.
    I made a very little map and placed down the same actors/enemies that were placed in the first map you made, and this error occurs.
    It seems like it only happens when the battle uses events with the [party:x] tag.
    I can fight normally when I use [actor:x], but when I try fighting more than one battle using the [party:x] tag, the error pops up.

    Oh, and I don't know if this is intentional, but let's say you have 4 party members, and you complete a battle that only allows 3 party members to participate, once you're done, your 4th party member that didn't participate will disappear.

    These could be a silly error on my end, but I thought I'd bring it to your attention just in case.
    Thanks again for all your hard work!

    :3
  15. I love the new update! One issue I'm having; If there are more people in the party than those involved in combat, after the combat is over, they are no longer in the formation screen. Not sure what's going on there...
  16. @Embxii Combat Scene is not compatible with Yanfly's Battle Engine Core and Animated Side-View Enemies:
    Spoiler
    upload_2019-6-10_16-49-29.png
  17. OP embxii, I just posted my demo game in the "Games in Development"
    The post is still awaiting approval though.
    But so far I love the plugin.
    Thanks.
  18. TheEmpressDescends said:
    The update is pretty impressive!
    I really appreciate all the hard work you are putting into this.
    Thanks for your message.

    TheEmpressDescends said:
    I only seem to have one problem.
    When I complete my first battle, everything is fine, however, once I start another battle, I get this error:
    I fixed this problem. Thank you for bringing it back to me. I didn't have time to test the possible configurations. There must still be many other problems, even if I try to do as little as possible. Feel free to bring them back to me!

    TheEmpressDescends said:
    Oh, and I don't know if this is intentional, but let's say you have 4 party members, and you complete a battle that only allows 3 party members to participate, once you're done, your 4th party member that didn't participate will disappear.
    KarateKidMcFly said:
    One issue I'm having; If there are more people in the party than those involved in combat, after the combat is over, they are no longer in the formation screen.
    I fixed that too. It was not intentional.

    JtheDuelist said:
    @Embxii Combat Scene is not compatible with Yanfly's Battle Engine Core and Animated Side-View Enemies:
    Spoiler
    View attachment 117201
    Yes, I know. A few weeks ago I tested for enemies as "animated actors". I managed to make some small changes to make it compatible. But this requires that the vanilla battle system no longer work. I would try to find a solution but it's not my priority.
  19. Excellent plugin I've been using this and it's great but I have a problem when I try to use skills sometimes work and sometimes crash
    96437-597064112e93f2f4917895dd024b121d.jpg

    heres whats happening

    giphy.gif
  20. Thank you for fixing the previous issue.
    I have discovered one other issue though.

    If I fight a battle with 5 Player Units and go into another battle with 6 Player Units, I will an error (screenshot available below)

    I've learned through a lot of testing that this seems to occur if the last battle you fought, had less Player Units than your current battle.
    So for example, if Battle 1 lets you control 9 Player Units, and Battle 2 lets you control 10 Player Units, you'll get this error.
    However, this only seems to happen if you use the [party:x] tag.

    Here is a small 30 second video demonstration:

    As you saw, in the first battle, I had 5 Units that used the [party:x] tag.
    The second battle had 6 Units that used the [party:x] tag, which is why the error occurred after I exited the preparation menu.
    If the first battle also had 6 Units that used the [party:x] tag, the error wouldn't have occurred.
    Hopefully I explained everything well enough.
    Sorry if I made this sound confusing.

    :3