Tactics System

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Started by arleq1n 296 posts Page 2 of 15 View original ↗
  1. Mojo907 said:
    I think perhaps you can rotate the weapon sprite ( or flip it ) based on the character facing, so perhaps you wouldn't need four different animations.
    Yes, that's what I wanted to do but I'm afraid that the result is not satifaisant. I would integrate it into the system if the result is good.
  2. Not sure how hard it's to code, but perhaps a little bit of a note tag friendly skill range tag...[x+1,y],[x-1,y],[x,y+1],[x,y-1]....seems little involved than [range: 1].

    Still i love how not to much overhead in this battle system, perhaps can make the characters face the base direction of the enemy when using an attack or skill (slight cosmetic showmanship)
  3. Mojo907 said:
    Not sure how hard it's to code, but perhaps a little bit of a note tag friendly skill range tag...[x+1,y],[x-1,y],[x,y+1],[x,y-1]....seems little involved than [range: 1].

    Still i love how not to much overhead in this battle system, perhaps can make the characters face the base direction of the enemy when using an attack or skill (slight cosmetic showmanship)


    Okay so this is kinda cheating... but Lecode actually uses a similar range setup for his TBS. If u go to his site, there is a range creation thing, and you can copy paste that output into notepad, do a find and replace and remove all the "c"s from it and that will plug and play to this battle system.
  4. God bless you sir, creating a new battle system is no easy task, and sharing it with everyone for free is simply generous.
  5. ShellFlare said:
    Okay so this is kinda cheating... but Lecode actually uses a similar range setup for his TBS. If u go to his site, there is a range creation thing, and you can copy paste that output into notepad, do a find and replace and remove all the "c"s from it and that will plug and play to this battle system.
    yeah, i had looked at that before, and played around exactly as you were suggesting...heh great minds.....however it seemed as if the program was broekn, perhaps i'll need to look at it again.
  6. Mojo907 said:
    yeah, i had looked at that before, and played around exactly as you were suggesting...heh great minds.....however it seemed as if the program was broekn, perhaps i'll need to look at it again.
    use chrome as the browser.
  7. Hey, so I'm a complete novice at coding and haven't done so for at least 3 years. Would it be a good idea for me to try and edit this code to the best of my abilities or should I wait for further updates and bug fixes? I'm a huge fan of Fire Emblem and I've been designing a game of my own that is inspired by F:E. Great stuff, keep up the good work.
  8. Mojo907 said:
    Not sure how hard it's to code, but perhaps a little bit of a note tag friendly skill range tag...[x+1,y],[x-1,y],[x,y+1],[x,y-1]....seems little involved than [range: 1].

    Still i love how not to much overhead in this battle system, perhaps can make the characters face the base direction of the enemy when using an attack or skill (slight cosmetic showmanship)

    Thanks, I add this in the list of features. It will be possible to use a tag like diamond, rectangle or line to define the range.
    The direction of the characters is included in the weapon animations.

    MoonWalker said:
    Hey, so I'm a complete novice at coding and haven't done so for at least 3 years. Would it be a good idea for me to try and edit this code to the best of my abilities or should I wait for further updates and bug fixes? I'm a huge fan of Fire Emblem and I've been designing a game of my own that is inspired by F:E. Great stuff, keep up the good work.

    I think you can try to edit this code now. I suggest you use a new file for editing. That's what I do for my game. Just copy the features you want to edit into the new file. This will allow you to update the system without losing your changes.
    Not forget to load you new plugin after TacticsSystem in plugin manager.

    Note : some changes may no longer be compatible with the system after an update.
  9. How goes the process with this plugin so far? Any new features lately?
  10. Hey, so something tactics has that I think would be cool (If it's not in there already) is the ability to have win conditions that are not limited to just smacking down every enemy. Is this possible, in the current version?

    For example, being able to kill only one of the enemies, or reach a treasure they've been guarding, or perhaps even applying a specific status effect like confusion or stun (just for more options).

    (If this is something you can already do, then uh... yay!)
  11. Also, after looking at the demo, I think it would be a good idea to grey out characters that have already used their actions for the turn, to make it clearer who you've already used.
  12. Cinderspark9 said:
    Also, after looking at the demo, I think it would be a good idea to grey out characters that have already used their actions for the turn, to make it clearer who you've already used.

    this has been done. update the demo with latest plugin
  13. Absolutely love this plugin! Please keep up the awesome work with this. Have not really run into any bugs thus far, but will report them when they happen. Do you happen to have a Patreon account? I would like to support this plugin if I can.
  14. captainette777 said:
    How goes the process with this plugin so far? Any new features lately?
    Yes, I was busy in recent days as I said in a previous post. The new features below this message.

    Cinderspark9 said:
    Hey, so something tactics has that I think would be cool (If it's not in there already) is the ability to have win conditions that are not limited to just smacking down every enemy. Is this possible, in the current version?
    No, it isn't possible at the moment. This is planned later in the devellopement. More precisely, it will be possible to win by killing all enemies (already present), seize a zone, defend an area, kill an enemy particularly and maybe customizable conditions.

    kamuipsyus said:
    Absolutely love this plugin! Please keep up the awesome work with this. Have not really run into any bugs thus far, but will report them when they happen. Do you happen to have a Patreon account? I would like to support this plugin if I can.
    No, I havn't a Patron account. I'm more a game developer, so maybe later if I release my game. You can support by posting this kind of message, always a pleasure to read.

    Thanks for you comments!

    Version 0.3.2.1 :
    You can define a aggro (aggresive) parameter who defines the action area (see documentation).
    Enemies are more interesting and act even when they are far from the actors according to their aggressively.
    If you set aggro to value 1, the enemy will not move.

    6HDhOxh.gif

    Also, you can view the range of action before choosing it (fix).
  15. Embxii said:
    Yes, I was busy in recent days as I said in a previous post. The new features below this message.

    Version 0.3.2.1 :
    You can define a aggro (aggresive) parameter who defines the action area (see documentation).
    Enemies are more interesting and act even when they are far from the actors according to their aggressively.
    If you set aggro to value 1, the enemy will not move.

    6HDhOxh.gif

    Also, you can view the range of action before choosing it (fix).



    Very interesting...

    I have an idea, once you add the specific enemies that have to die for win as opposed to the all it is now, there can be the targets you HAVE to kill, then optional targets for score that wont be aggressive unless the player chooses to agress on them, letting them chose an easy mode or a achievement hard mode of a fight... or maybe have a wolf based game where there are passive mobs you can kill for healing during the fight.


    ENDLESS POSSIBILITY!

    Nice update, as always cant wait for more.
  16. Ok this look fantastic and I want to try to work around it but I have 2 questions...Is this compatible with Yanfly's Doodads and Region restrictions and 2nd does this work with 2 block tall sprites? I'm using PV game resources so It would definitely be needed for the 2nd part
  17. I love this plugin, it looks really good, keep up the good work!
  18. This looks amazing so far! I can't wait to see where this goes... Is there anything you're having trouble with? I would be more than willing to dedicate some time into researching and good ol' trial and error to help you with any current issues or challenges!
  19. So I ran into a bug where I can't cancel an action. The window doesn't close when I press the cancel button. Can anyone help me?