Tactics System

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Started by arleq1n 296 posts Page 13 of 15 View original ↗
  1. exel.exe said:
    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
    solve was a problem whit another pluging, it changes the faces in menu for the sd battler, after remove it works again
  2. Is there anyway to turn this into a 1v1 game?
    that would be cool
  3. https://forums.rpgmakerweb.com/inde...lem-and-fft-style-battles.109908/#post-976394

    Self promo....a demo made with this battle system. Still using the old version though.

    -----------------------------------------------------------------------
    When I was playing with the system, I kinda hope there will be scripts for moving a character.
    For example, a character shoots an arrow, and the character step one step back (due to recoil.)
  4. i found a error when i disable "Combat Scene" script, i have this error when i kill a monster:

    error.png
  5. TheEmpressDescends said:
    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)
    Thank you very much for the report. It is fixed in the next update not yet released. I know it takes you time to clearly explain bugs and make videos and it has been very useful to me. Thanks.

    EpicNES said:
    Is there anyway to turn this into a 1v1 game?
    that would be cool
    If you mean playing against another "human" player I think it's difficult even with a plugin that changes the system.

    rrrllll said:
    Self promo....a demo made with this battle system. Still using the old version though.
    I wanted to try the game to see what changes I could make to the system. Unfortunately my windows pc is "dead".... So what is you feedback on this system ? What are the difficulties encountered and the major features missing ?

    rrrllll said:
    When I was playing with the system, I kinda hope there will be scripts for moving a character.
    For example, a character shoots an arrow, and the character step one step back (due to recoil.)
    This feature will not be integrated into the system later. You can use Lecode tactical battle system for this but that's not what I want for the Tactics System.

    Andrews said:
    found a error when i disable "Combat Scene" script, i have this error when i kill a monster:
    I think the error has already been fixed in the last one. Thanks anyway.

    I am currently working on the 0.6 of the system that will soon be released. I worked on the whole system. I felt "heartburn" when I read some of the code that was really ugly. Now the code is really clear. I also rebuilt the move system. Now the move is considered as an action. If you know a little bit programmed, you can for example create a plugin for the move to use a tactical point. That's what I use in my game.
    unloved game
    grFnFAp.mp4

    Apologies if you think it's not getting better fast enough but I'd like to get the demo out of my game at the same time as the 1.0 out of the system. Also, currently the system is a draft. That's why we are in the development forum. The system will be fully usable when the 1.0 is released.
  6. Hello everybody ^^

    I'm new using this plugin and I really want to use it because is wonderful (thanks embxii :3) but I have a little question... How can I make a fusion skill? (Dragon ball z style) I want two (or more) actors fuse when they'll be side to side but I don't know how make that, maybe with a common event, but could you help me with a little orientation? In my game this is a very Important system for the story :c

    When I try skill that call a common event with a change of members (actor 1 and actor 2) for other actor (actor 3) the sprites in battle disappear but the actors (actor 1 and actor 2) continue in battle "invisible" and actor 3 never appear in battle.
  7. Suggestion to add:
    Could you make a system that when starting a battle teleport to another map?
    For Example: When you are on the "Map A" and you hillside on an enemy, makes the transition effect and teleports to "Map B" that has the battle itself.
  8. First of all this plugin is fantastic! I do have a question though. I finally figured out how to initiate the battle and everything, but now that it's working whenever I start the fight all of the characters and enemies are invisible. I checked the database and everything and it all seems like it should be working.
  9. Like Eliaquim from earlier in this thread, I am a huge fan of Shining Force, and this plugin is the closest to that series in my opinion. The only major difference I can see is the enemy/player phase. How hard would it be to convert your system to one where each unit takes their turn based on a stat score, with the enemies and players all interspersed instead of phases? I would love to use it to make Shining Force 2 style games. This is almost exactly what I need :D

    One other note in regards to Eliaquim's post about monster aggro, one other feature the SF series has is aggro zones. You can basically set event zones on the map so that if a player unit moves into it it turns that specific enemy aggro. this can be very helpful for controlling enemies in tight areas, or maps with lots of walls, where proximity based aggro can be an issue. You don't want enemies aggroing through walls. So instead you paint in a trigger zone in the area the player would have to move through in order to get near the enemy, then it only aggros when they enter that zone. One thing SF did was to paint large sections of a map with zones so that different groups of enemies go aggro as you move across the map. This penalizes players who try to rush to fast, and can cause you to have a unit that gets too far out on it's own to be swarmed and killed. It can add a lot of flexibility to the flow of combat when used in clever ways.
  10. To OP:
    "
    I wanted to try the game to see what changes I could make to the system. Unfortunately my windows pc is "dead".... So what is you feedback on this system ? What are the difficulties encountered and the major features missing ?
    "

    I figured I made the game too difficult, also I would like to renew my tileset. Maybe you can play it later when your pc is revived LOL.

    By comment is:
    1. After pressing the character, there should be a "beep" sound, but there is NO any kind of visual change unless you move around the cursor to see the fixed moving boundary of the character. I would suggest some color change or keep varying the opacity of the blue moving boundary before the character is chosen.
    2. I just want to move the action menu around with some kind of code because I chose 16:9 with other plugins.

    Thanks.
  11. I have one problem. When I set the skill target to "ally" and the skill is executed, the image continues on the screen. So, when I try to select another skill, I can't see, because the selection of the previous skill is there. :(
  12. 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.

    uesvuNS.mp4

    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.

    zfvpc3l.png

    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 :
    1. is battle starting : if the battle has started;
    2. is player phase : if it's the player phase;
    3. 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
    :
    1. current phase : 1: startPhase, 2 : playerPhase, 3 : enemyPhase, 4 : battleEnd (can't to be use yet)
    2. current player phase : 1: explore, 2 : select, 3 : target
    3. current enemy phase : 1: start, 2 : move, 3 : action, 4 : turnEnd (can't to be use yet)
    4. 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.

    iWo0lgo.mp4
    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.
  13. i like your system because its more simple to use, the other one is very complex to set up, im been messing with it and is a lot simpler to use this one, i can order the battles with current order of the party so i can put 4 slots for the first 4 actor, it's more simple for the player hope you can end this the way you want :D
  14. There is also Lecode's System, which is more in line with Final fantasy tactics or Shining force with each unit taking its turn individually (you can choose whether your units have fair turns like shining force or have unfair turns like FFTs where a fast character can have multiple turns before a slow one)
    It in the midst of a rewrite though, but the internal code is basically finished, with lecode now doing some testing to make sure everything works.
  15. So far I love the system except for some UI problems.
    And yes, like the second reply above said, the plugin is simple and easy to use.
    It is also different since it is more like FFT than Fire Emblem.
    Since it is close to finish, I think its still worth working on it.

    And somehow I cannot use Area AOE attack in that plugin, which is a huge difference...

    My recommendations are:
    Learn from the good things from their system's UI,
    1. Their movement blue(move) and red(attack) range.
    2. Battle menu stay close to the cursor, not at the right bottom.
    3. Allow character movement through commands: (e.g. shooting a cannon and the character step one step backward)
  16. Zahirovx said:
    How can I make a fusion skill?
    Hi, no this isn't possible with the current events system. You must create a script for this.

    Andrews said:
    Could you make a system that when starting a battle teleport to another map?
    You can make by events. Just transfer the player before and start the battle in the new map. You can make an automated system with common events and variables.

    RoyalNidoking said:
    First of all this plugin is fantastic! I do have a question though. I finally figured out how to initiate the battle and everything, but now that it's working whenever I start the fight all of the characters and enemies are invisible.
    Thanks. Have you tried the demo on the first page? It is now outdated but functional.

    Arisilde said:
    The only major difference I can see is the enemy/player phase. How hard would it be to convert your system to one where each unit takes their turn based on a stat score, with the enemies and players all interspersed instead of phases?
    I made a system to modify the flow and propose a system on agility a few months ago. I tried to make the two systems coexist in the same script and choose which one you want to use with a switch. Unfortunately, as they are two completely different systems, it made the code very ugly. It's not really difficult to do it as a plugin but it takes time and I don't have that time. Time won't let me go...

    Drogazy said:
    When I set the skill target to "ally" and the skill is executed, the image continues on the screen.
    Which version do you use? The last one seems to me functional (0.6) but has a lot of changes. Maybe wait until 0.7 for the new demo.

    rrrllll said:
    1. Their movement blue(move) and red(attack) range.
    2. Battle menu stay close to the cursor, not at the right bottom.
    3. Allow character movement through commands: (e.g. shooting a cannon and the character step one step backward)
    1. The system displays the blue cells but not the red ones at first. I keep that in mind.
    2. Yes, I will work on the interface in 0.7 of system to offer something more adapted for t-rpg and resolution change.
    3. It is too complex offer a complete system on action movements. Currently an action have an attribute movement that corresponds to the movement route. But I hate to tinker and I don't use that in my game. Not really time for that.
  17. I tried it, but when the battle started, this message just appeared and i came back to the map.
  18. So I am trying .6 and I cant get the battle to even start what is the Plugin that I have to use now?
  19. Hi Embxii, I need help, the add-on "MouseSystem" stopped working in version 0.6, I need it, because in my game, only mouse is used for all actions. How soon will the update addon? So far, the plugin works only on the keyboard.
  20. My friend told me he wants a smoother camera movement when cursor is switching among the enemies.