Tactics System

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Started by arleq1n 296 posts Page 8 of 15 View original ↗
  1. TheEmpressDescends said:
    Actually, I just ran into a similar problem.
    Is your map on the bigger side of things?
    If so, maybe try making it much smaller, like 20x20 or something, and try testing it again.

    My issue is that larger maps, like a 30x90, has a very strange but serious glitch in them, I think...
    It could be an issue on my end, but I have done a ton of testing and I don't believe it is at the moment.
    -------------------------------

    You see, if I start at the top of the map, I can move freely.
    If I start at the bottom, things get extremely glitchy.

    My blue squares disappear, and they reappear near the top of the map, and I am even able to move all the way up there.

    There is also a "Point of no Return" when passing the middle of the map.

    Hmm... My map is not large (17x20), but I do have all characters and enemies on the bottom half of the map, because the battle is supposed to be on a cliff side with a Parallax BG. I will try moving them above the middle and see how that goes.
    Thanks for the help!

    UPDATE: Still nothing :/

    I even have a slightly larger map a few scenes prior to this that is 25x25 and it works perfectly.
  2. Eggshell said:
    UPDATE: Still nothing :/

    I even have a slightly larger map a few scenes prior to this that is 25x25 and it works perfectly.

    I found it: 17x17 map works, 17x20 won't respond on the bottom three rows (same problem as you). That's fine, I can use 17x17, but would like to make this known among users of this plugin.

    Does anyone know why? Does the map have to be square?
  3. Eggshell said:
    I found it: 17x17 map works, 17x20 won't respond on the bottom three rows (same problem as you). That's fine, I can use 17x17, but would like to make this known among users of this plugin.

    Does anyone know why? Does the map have to be square?
    Hm, you're right.
    I did some testing myself, and this is what happened.

    In a 24x26 map, the glitches happened.
    In a 25x26 map, the glitches were gone.
    In a 25x27 map, the glitches happened.
    In a 26x27 map, the glitches were gone.

    This leads me to believe that there is some glitch that requires both the Width and Height to be
    very close to each other in number, for the map to function properly.

    This also leads into a much smaller problem in my opinion, and that is, that maps only seem to run fine when they are 85x85 or under.
    85x85 runs 100% perfect for me.
    86x86 runs very bad and it even froze my computer for a bit
    I don't think this will be an issue for most people, but I still thought I'd bring it up.

    Due to these findings, my 30x99 map, is now a 85x85 map, and it runs perfectly.
    I didn't have to sacrifice much.
    So good job on finding the issue.
    Kind of a weird issue but luckily, it isn't nearly as bad as I originally thought, and it seems it can be worked around fairly easily.

    :3
  4. TheEmpressDescends said:
    Hm, you're right.
    This leads me to believe that there is some glitch that requires both the Width and Height to be
    very close to each other in number, for the map to function properly.

    So good job on finding the issue.
    Kind of a weird issue but luckily, it isn't nearly as bad as I originally thought, and it seems it can be worked around fairly easily.
    :3
    Yeah thanks for your help! I'll be sure to update this if I find anything else.
  5. TheEmpressDescends said:
    I mean, when you set your ability to target One Enemy, it lets you choose the enemy.
    When it is set to All Enemies, it doesn't let you select anything else because there is no need to.
    It simply hits all enemies within range once you use the skill.

    And if you're using the Demo, the range should show up upon the screen when your cursor is over it.
    Make sure you're all up to date with the plugins too.
    Sorry I can't be of more help to you.

    Okay, Thanks anyway. :)
    Whrere os the most up date of the plugin?
    I dont have to put "[[" on the code. Is It up date?
  6. Never mind, I added the "[[ ]]" to the plugin's range formula and now its working. Probably should've read the last few comments before commenting myself haha
  7. Drogazy said:
    I download it. But...the "Attack" doesn't work anymore :( The skills work perfectly.
    I have an idea.
    Go into your scripts and go into the Tactics System script.
    Go down to "action range" and put in "diamond 1".

    In order to update scripts, you have to delete them, then add them again.
    Even if you already replaced them in the script folder.
    If you only replaced the script, then the outdated [x,y] code would be in the "action range".

    Hope this helps, because it works fine on my end.
    :3
  8. Anyone know if there's a way to set the allies to whoever is in the player's party at that time?
    I have a fight the player could approach before acquiring any party members, or do the fight once getting the first ally.
    If anyone knows a fix, please share.
    Thanks!
  9. Eggshell said:
    Anyone know if there's a way to set the allies to whoever is in the player's party at that time?
    I have a fight the player could approach before acquiring any party members, or do the fight once getting the first ally.
    If anyone knows a fix, please share.
    Thanks!
    Not without some insane work (for something so small anyways...).
    You'd have to do it manually.
    You know, like check to see if (x) actor is in party, and if (x) actor is in party.
    Then transfer the player to a specific map with those members on the battlefield.

    However, the feature should definitely be coming in the future, along with all the other improvements seen on the first page.

    :3
  10. TheEmpressDescends said:
    check to see if (x) actor is in party, and if (x) actor is in party.
    Then transfer the player to a specific map with those members on the battlefield.
    However, the feature should definitely be coming in the future, along with all the other improvements seen on the first page.

    Yeah, that's what I've been doing so far :/
    oh well guess I'll wait.
  11. With this plugin enabled, anybody knows if there is a way to make a enemy cure one of his allies, when one of those have less than 50% of HP? I know there is the Battle A.I Core made by yanfly, but it seems to not work with the tactics plugin.
  12. Guims said:
    With this plugin enabled, anybody knows if there is a way to make a enemy cure one of his allies, when one of those have less than 50% of HP? I know there is the Battle A.I Core made by yanfly, but it seems to not work with the tactics plugin.
    I don't think so.
    I also tried Yanfly's Battle AI Core, but it seems it only works for the traditional turn-based battles, which makes sense.

    My healers don't even move lol
    They just stand in one place and will keep casting healing spells, usually on themselves.

    Enhanced AI should be coming in the future however.
    For now, the one of the only ways to have functioning healers is to place them right next to other allies
    and or give them AoE healing spells.
    To my knowledge anyways.

    づ。◕‿‿◕。)づ
  13. It's been a while since I've been here!
    Small passage to quickly give news.
    I'm really busy with real life obligations until the end of next week.
    I have seen the strange glitch of movement.
    Thank you @TheEmpressDescends for the video of the weird bug and for your activity on the forum.
    This will really help me to fix the glitch!

    That's all. Just some news and a happy new year in late!
  14. So I have a small problem in my game.
    The players turn works just fine but when it changes to the enemy turn it skips over all enemies that can't find any nearby players and are thus going to guard. This moves the camera like crazy. When I play the demo it waits a second on each enemy with a message: "yourenemyname guards" but on my game it just skips that whole sequence...
    Any idea on how to fix this?
    Btw this plugin looks great!
  15. Hi, I'm having a bit of a glitch while using this plugin. In my game, I use random encounters as well as event based battles. When I found this plugin, I couldn't find a way to make random encounters with it, so I compromised, using this for event based boss battles, and the default battle system for random encounters. However, I use the SV system, and I've noticed that my actors sprites are not showing up in random encounter battles. I tried turning this plugin off and the sprites appeared normally, so it's definitely this one. I tried making a normal battle in the demo project and didn't encounter any problems, so I think it must be a compatibility issue with one of my other plugins (I do have a lot).
    I couldn't figure out how to put my plugin list here, but the only ones that modify battle are the Himeworks plugins for sideview actor enemies, enemy equips, and custom weapon animations. I also have the YEP_Battlecore, but I tried turning that off and it didn't fix it.
    Ideally I'd like a solution to this, or at least a way to use this system for the random encounters if there's no other option.
  16. I will try to help Embxii by answering the things i fixed.
    SirDoc said:
    So I have a small problem in my game.
    The players turn works just fine but when it changes to the enemy turn it skips over all enemies that can't find any nearby players and are thus going to guard. This moves the camera like crazy. When I play the demo it waits a second on each enemy with a message: "yourenemyname guards" but on my game it just skips that whole sequence...
    Any idea on how to fix this?
    Btw this plugin looks great!
    I fixed this by just adding an aggro value to the enemy note:
    NTJmze1.png
    CA525 said:
    Hi, I'm having a bit of a glitch while using this plugin. In my game, I use random encounters as well as event based battles. When I found this plugin, I couldn't find a way to make random encounters with it, so I compromised, using this for event based boss battles, and the default battle system for random encounters. However, I use the SV system, and I've noticed that my actors sprites are not showing up in random encounter battles. I tried turning this plugin off and the sprites appeared normally, so it's definitely this one. I tried making a normal battle in the demo project and didn't encounter any problems, so I think it must be a compatibility issue with one of my other plugins (I do have a lot).
    I couldn't figure out how to put my plugin list here, but the only ones that modify battle are the Himeworks plugins for sideview actor enemies, enemy equips, and custom weapon animations. I also have the YEP_Battlecore, but I tried turning that off and it didn't fix it.
    Ideally I'd like a solution to this, or at least a way to use this system for the random encounters if there's no other option.
    In order to make random encounters with this battle system, i made a variable called ChanceOfBattle. So i made a event with Trigger option as parallel. In the contents of this event i put a wait of 60 frames and after that i put "Control Variables: ChanceOfBattle = Random 0..500". After that i made a condition: If ChanceOfBattle > 450 then it transfer the player to the map of battle. The only problem here, is that a encounter can happen while the player is stopped and to fix this you can put this event trigger as "Player Touch", but i prefer as Parallel. I hope i helped.
  17. To create random encounters, I used HIME Random Encounter Events, there is a snippet script that stops the random encounter, and lets you start a common event in its place.
    Once you use that, you can easily set up common events to create random encounters, by setting up multiple maps to transfer players to.

    Example:

    Script command from HIME RandomEncounterEvents
    $gamePlayer.cancelEncounter();

    Set Control Variables up to return player to game map from battle map
    Control Variable: Player Map ID
    Control Variable: Player X
    Control Variable: Player Y

    Set Movement Route for player to Transparent On

    Set Control Variable for battle maps random {i.e. Random 1-4)

    Set Conditional Branch for each random number
    If: Random Room = 1
    Transfer Player: Dungeon Battle Map (X, Y)

    etc....

    Make sure each battle map has an autorun event with the Tactics Battle Start Plugin Command
    startBattleTS

    and right under that in the event return player to game map via
    Transfer Player: designated with variable

    and set Player Movement Route: Transparent Off
  18. Hey Embxii! I created an account just so I could thank you for your hard work in this script. I'm starting a game and this system is exactly what I needed. If you decide on taking donations for your work you can count me in.