Tactics System

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Started by arleq1n 296 posts Page 3 of 15 View original ↗
  1. epiccorey said:
    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

    At first glance, it is not compatible with Doodads and Yanfly Region in the battle system. What do you mean by "working with 2 block tall sprites"? If you mean with a sprite that takes two cells from the map and the system recognizes it, it's impossible.

    Tagumon said:
    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!

    Thanks. If you can test the system performance on different maps, this will be useful to me. Use Graphics.show Fps (); with the script command (page 3 in Advanced section) of an event before startBattleTS to display fps on the screen. Let me know if the fps are below 60. (it doesn't matter if there are small drops)

    LeOwl said:
    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?

    Indeed, I forgot a line during the last edition of the code (refactoring). I updated this. Thank you for this report.

    Edit : I have temporarily disabled the states of a unit for the next update.
  2. By making the enemy event as directed and adding a battle processing event onto it, I have found that using the action button will allow you to go into a normal side-view battle. However, you immediately receive an error (see attachment).

    Would it be possible with this plugin to not only have the enemies on the map to attack, but also allow to interact with the enemy and go into the normal side battle view? Basically looking to make a variation of the game Ogre Battle: March of the Black Queen.

    (It's a long video. Only the first 30 seconds from where the video starts is what is needed to get the idea).
  3. Hello!
    Look, I really liked this plugin! Because I was just looking for something like that for my rmmv mobile game. Exactly the same style of battle. Thank you! I'll test it as soon as I can (for android) and give you the feedback.
    : D
  4. kamuipsyus said:
    Would it be possible with this plugin to not only have the enemies on the map to attack, but also allow to interact with the enemy and go into the normal side battle view? Basically looking to make a variation of the game Ogre Battle: March of the Black Queen.

    It seems complicated with events. I tried several solutions but no satisfactory results. This plugin is not flexible and allows you to create a classic t-rpg (fire emblem, final fantasy tactics). I think it is necessary to modify the plugin in depth to define the new rules of new system. Anyway, I fixed the reported problem. Thanks.

    Eliaquim said:
    Hello!
    Look, I really liked this plugin! Because I was just looking for something like that for my rmmv mobile game. Exactly the same style of battle. Thank you! I'll test it as soon as I can (for android) and give you the feedback.
    : D

    I haven't tested the android version yet (I don't have the android system) but apparently it works by updating the rpg_core.js. Don't hesitate to give me feedback on the problems encountered on the android version.

    Version 0.3.3 :
    I added states that allow a restriction (see image). A confused unit will attack from its movement area. I will work on artificial intelligence enhancement later in the development.
    yN6M0UU.png

    Also, I have refactored the code design in the last few days. And I believe the system have a solid foundation.
    As you can see, I added a poll. You can vote for the first add-on. The result will just give me an idea of what you want first. I reserve the right to choose.
  5. Hi, just wanted to chime in on the android compatability.

    As of now it will 100% work with android, however the DEMO will not. the demo is a project compiled in an older version of RPGMaker MV from when there was a bug that stopped the engine itself from working on android.

    If using the demo, it must be upgraded to the newest MV files in order to work, however if you make a new MV project and add the plugin, it will work as of now.


    It doesn't not lag by itself in a mobile game (tested on a galaxy s6) however, because of how the plugin works with a targeter "entity" moving to the seleceted unit, this can cause some apparent laggyness in the project, however it is slight. this is more notcable on larger maps.

    In addition, for a large map you also need a "Mouse Move Screen" plugin to be able to navigate, or set up your mobile game with a direction pad.
  6. I'm assuming this can be controlled to activate whenever right? So if i wanted to only use this for a mini game for example, I could have this installed and still use the normal battle engine for the rest of the game correct?
  7. Hey there. I'm having an issue. What do I do after all the enemies on screen are killed? It shows the "You win" box but then just stays in the battle. I've tried "abort battle" and various other things but nothing works. How can I make it so after all the enemies in the room are killed, that I transfer back to the player and exit the battle?
  8. CGGOFFICIAL said:
    Hey there. I'm having an issue. What do I do after all the enemies on screen are killed? It shows the "You win" box but then just stays in the battle. I've tried "abort battle" and various other things but nothing works. How can I make it so after all the enemies in the room are killed, that I transfer back to the player and exit the battle?
    EDIT: I figured it all out, no worries. I just had to make a system where a switch deactivates the object controlling the scene.
  9. This is my first time posting on the forums, but I just had to say that I'm super excited about this!
  10. Hey great work you're doing man!
    but can you make it so you can attack allies? i tried doing it but it just crashes saying cannot read property "X" of undefined.
  11. ShellFlare said:
    Hi, just wanted to chime in on the android compatability.
    It doesn't not lag by itself in a mobile game (tested on a galaxy s6) however, because of how the plugin works with a targeter "entity" moving to the seleceted unit, this can cause some apparent laggyness in the project, however it is slight. this is more notcable on larger maps.

    In addition, for a large map you also need a "Mouse Move Screen" plugin to be able to navigate, or set up your mobile game with a direction pad.

    I added this to the list of things to do if I find an android system.

    Tonedawg181 said:
    I'm assuming this can be controlled to activate whenever right? So if i wanted to only use this for a mini game for example, I could have this installed and still use the normal battle engine for the rest of the game correct?

    Yes, the "normal battle engine" is functional.

    EpicNES said:
    Hey great work you're doing man!
    but can you make it so you can attack allies? i tried doing it but it just crashes saying cannot read property "X" of undefined.

    I fixed this for the attack skill in the new update. Thanks.

    Version 0.4 :
    The phase sprite appears while transition phase like Fire Emblem series.
    S2lC6Nt.gif

    According to the votes, many of you are waiting for the combat animation scene.
    So, I've already started working on it. It should take me a few weeks.
  12. This may very well be an error on my part, but after I complete a battle, my character will be able to
    walk through everything.
    I tested the Tactics System Demo again to see if this problem was present, but everything worked fine.
    Then I updated the demo with the newest version of this plugin and the same problem occurs as on my
    game, which leads me to believe there may be some error in the newest code.

    Even if I use "Erase Event", Switches, or change maps, my character will still have the ability to walk through any and everything.
    I don't know a lick about coding so this may very well be my noob side showing, so I apologize if it is.
    I checked around and read documents too, but they didn't seem to mention anything like this.
    Thought I'd say something just in case
    ------

    Also I just have to say this plugin is awesome.
    Even now it is very easy to use and very effective.
    Keep up the good work
    :3
  13. @TheEmpressDescends I fixed that in the new mini update. Other fix have also been applied.
    I sometimes work on the old code and I have deleted some outdated things.
    My bad, I deleted the line for "through" of player after battle.
    Sorry for the inconvenience. Thank you.
  14. This looks interesting, you think it could be use to have a SRW style of gameplay? I was thinking one could tie the various characters and enemies actions to a cutscene after which the damage and eventual death of the target would be shown.
  15. Embxii said:
    @TheEmpressDescends I fixed that in the new mini update. Other fix have also been applied.
    I sometimes work on the old code and I have deleted some outdated things.
    My bad, I deleted the line for "through" of player after battle.
    Sorry for the inconvenience. Thank you.
    It's totally alright.
    Thank you for all the hard work
    :3
  16. Embxii said:
    @TheEmpressDescends I fixed that in the new mini update. Other fix have also been applied.
    I sometimes work on the old code and I have deleted some outdated things.
    My bad, I deleted the line for "through" of player after battle.
    Sorry for the inconvenience. Thank you.
    Dude thank you so much. I've been scratching my head for like a week now thinking I've ruined something. You're the best!
  17. Thank you for making this plugin, I will be using it in my game to simulate larger scale battles if I can intergrate it within my game.

    Also wanted to say that I would rather have more flexibility first before major add-ons. Like you posted in your initial post having control of the music being played, being able to spawn in new enemies/allies, etc. Don't get me wrong, major add ons are really awesome and your like mega cool by making this but right now I prefer more smaller flexibility things then major stuff.

    Following this thread, can't wait for your next update!

    Edit: Ok, with my existing project so many errors happen I can't work them all out to get it working. Here are some of the things; Using MV 1.6.1:
    - I use a pixel movement plugin but it screws up the movement within your plugin.
    - When I attack something it says 'property 17' is undifened.
    - The command window has vanished (probs because I use a plugin that lets you customise what's in the command menu.
    - A lot of small compatibility issues with things showing/not showing but they are not plugin breaking. Like I can select skills and magic while they have no skills and magic.

    Hope you can get some fixes for these things or work arounds intergrated in your plugin so it is usable for more complex games rather then being a stand alone plugin. Nonetheles a great plugin man (did some things with your demo file and those ideas work).
  18. Hey, I'm having a small problem with your tactics battle system. Is it possible to end the battle and to have the player transferred to the same map but with the enemies & the on-map party members gone? Thank you!
  19. Embxii said:
    I added this to the list of things to do if I find an android system.



    Yes, the "normal battle engine" is functional.



    I fixed this for the attack skill in the new update. Thanks.

    Version 0.4 :
    The phase sprite appears while transition phase like Fire Emblem series.
    S2lC6Nt.gif

    According to the votes, many of you are waiting for the combat animation scene.
    So, I've already started working on it. It should take me a few weeks.

    Just felt to add, if you are going to do a combat animation scene.

    Perhaps you could make it work with Yanfly's Action Sequences in mind...I believe it will make an unbelievable uptick to your battle system!
  20. paxtonis said:
    Hey, I'm having a small problem with your tactics battle system. Is it possible to end the battle and to have the player transferred to the same map but with the enemies & the on-map party members gone? Thank you!
    I think I can help you with that.
    If I am understanding correctly, you need help because once you beat a battle, all your characters
    and enemies are still on the field right?

    If so, then go ahead and place all your allies and enemies on the battle map, but make another page
    on each of them that will activate once a switch is activated.
    Make the new page completely blank of course.
    We will call the switch, the "Battle Over" switch.

    Now, go ahead and make your event that starts the battle.
    Afterwards, you can simply turn the "Battle Over" switch on, and it will
    remove all the allies/enemies you placed on the map.

    You can also use Fade in + Fade out to make them disappear off-screen.
    So to put it simply, it would look something like this:
    > Plugin Command : startBattleTS
    > Fadeout screen
    > Control Switches : #0000 Battle Over = On
    > Fadein Screen

    ---

    An alternate solution is to make 2 versions of your battle maps.
    A true "Battle" version and an "After-the-battle" version.
    Just Copy & Paste your map, and remove all your allies/enemies you placed on it.
    After the battle just teleport your character to the new area.


    ---
    I'm sure there are other, and better ways of doing this, but this should provide an easy and quick solution for now.
    :3