Version 0.6 :
Battle processing command :
I completely rewrote the system.
Several major changes have been made.
To call the battle process, you must use the
battle processing command.
You can disable the system at any time to use the vanilla battle system with the command :
TS.battleProcessing [ON/OFF]
Why this choice? You can now indicate that the player
can lose the battle.
If the player loses the battle, you can easily manage this situation with events.
Soon it will also be possible
to escape a battle and manage this case.
Troop in database :
As the battle processing command requires a troop id,
battle events can be created from the troops section of the database.
For example, you can start an event if an enemy has less than 30% life.
You have access to the first 8 enemies you created on the map (sort by event id). I would later implement a system to change the index of enemies.
As you can see, you can also use the conditions on turn count and all the others. Small precision, turn 0 takes place before the start battle message. The start message displays the name of the troop. I removed player phase sprite and the enemy phase sprite.
It may come back later as a window but not sure.
Anyway, you now have access to the switches and variables of the system.
Switches and variables :
The system now allows you to choose the id of switches and variables reserved for the system.
I will present them according to their default id but you can of course modify this in the plugin manager.
Switches :
- is battle starting : if the battle has started;
- is player phase : if it's the player phase;
- is enemy phase : if it's the enemy phase.
You can create an event in troop that test each turn if it is the player's phase to display a message or image.
Variables :
- current phase : 1: startPhase, 2 : playerPhase, 3 : enemyPhase, 4 : battleEnd (can't to be use yet)
- current player phase : 1: explore, 2 : select, 3 : target
- current enemy phase : 1: start, 2 : move, 3 : action, 4 : turnEnd (can't to be use yet)
- turn count : the turn count of battle.
Unfortunately, the management of battle events in troop is very limited by conditions.
Then you can always use events on the map for the battle.
You can by example test the variable with ID #2 >= 2 to start an event when the player chooses a move destination
Other variables will have to be available in future versions. If you have any ideas, suggest!
Action Times + :
Actors can now act twice if the
action times + line is activated. Also, the attack times + is still functional, I think it's easy to create a plugin that allows you to attack twice if the agility is greater than the target.
Plugin commands :
Other commands plugins are currently available.
You can use the plugin commands
TS.battleWin or
TS.battleLose to create your own victory and defeat conditions.
You can use alose the plugin commands
TS.selectorMoveTo x y and
TS.selectorTransfer x y to move selector as in video above.
Effect type :
I started the sprite effect system again. It's based on the vanilla system.
A collapse effect is started when a battlers dies in the map. You can choose this effect for enemy in traits.
The actors have a boss collapse effect. Other effects are visible on enemies such as blinks when attacked.
Move as an action :
Now moves are considered as actions. This facilitates the implementation of smart path, forcing a movement or aborting a move.
Cannot be used :
All add-ons are no longer compatible at the moment. Weapons range and restricted action will be available for the 0.6.1.
In the future :
I think the system is soon ready to be released on version 1.0. even if there are still a lot of fixes.
I have worked a lot on the code to make it as clear as possible. This should facilitate the creation of extensions for this system.
I updated the first page with the features I want to see before 1.0.
If you have any suggestions that you find important for the basic system, let me know.
SRPG Engine :
Recently, you have a plugin very similar to this one that you can find here:
https://forums.rpgmakerweb.com/inde...for-creating-turn-based-strategy-game.110366/
It is much more complete and takes the same direction as this system, namely to propose a system inspired by fire emblem that is easy to use and extensible by plugins. I think it is pointless to offer two systems that are very similar.
So answer honestly, do you see a reason to use the tactics system that the one?
Anyway, I use the system tactics to make my game but it takes me a long time to make it a public version.
When I started this system, there was no tactical battle system inspired by fire emblem and that's why I proposed a public version of my system. But now it's different.
Thank you for your answers.