Tactics System

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Started by arleq1n 296 posts Page 9 of 15 View original ↗
  1. Thanks Mojo907 and Guims. I'll try it out.
  2. Hi guys,
    Rookie question but how do I even activate this plugin?
  3. WiltedRosary said:
    Hi guys,
    Rookie question but how do I even activate this plugin?

    Plugin Command: startBattleTS placed in an autorun event is about the easiest way..
  4. So I am actually trying to use this, I can move all the characters but when it goes to enemy phase it skips the enemies and goes back to player phase anyway you can help me fix this?
  5. tek143 said:
    So I am actually trying to use this, I can move all the characters but when it goes to enemy phase it skips the enemies and goes back to player phase anyway you can help me fix this?

    Kinda fixed my own problem here.. but now it doesn’t say player phase or enemy.
  6. Awesome project.... its still alive? Im very excited to work on it!

    I have one issue to report.. Instead of getting the actorID from the Actors database directly, could it be calling from the party database? I was looking into the documentation, there's a partyMembers Array inside the System class

    This way you get the ID from the party list instead and the note on the event could be partymember:1 ...
    And also I believe there's a characterIndex inside of Actor class related to character image..

    I'm learning to code yet, so basically i dont wanna change anything on the script, that's why I'm asking if it's right
  7. Leon_Artmann said:
    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.

    Thank you for taking the time to post a reply. You can later support this system with the game I am developing with this one. I think it is more honorary to wait until the system is "usable".

    tek143 said:
    So I am actually trying to use this, I can move all the characters but when it goes to enemy phase it skips the enemies and goes back to player phase anyway you can help me fix this?

    Enemies have no action to perform if they don't move. So it's either a pattern action or aggressiveness problem.

    fabiomayolino said:
    Awesome project.... its still alive? Im very excited to work on it!

    I have one issue to report.. Instead of getting the actorID from the Actors database directly, could it be calling from the party database? I was looking into the documentation, there's a partyMembers Array inside the System class

    Yes, it's still alive but just less time to spend on this project. You can see all the features that integrate the system. You can also recommend new features.

    I would add the functionality to define this actor by the party index in the next version 0.4.3.

    Version 0.4.2 :
    I added window information. It show the damage, the hit rate and the critical rate of an action.
    Of course, you have the choice to display it or not.
    I also took this opportunity to revisit the window system. The target window disappears for a more intuitive selection system.
    I think that's "more t-rpg" than the old system. I also tried to keep the display neutral.

  8. Embxii;

    This looks very interesting--I looked at the code and it is very well organized.
    Nice work.

    yours
    winkr7
  9. Embxii said:
    Thank you for taking the time to post a reply. You can later support this system with the game I am developing with this one. I think it is more honorary to wait until the system is "usable".



    Enemies have no action to perform if they don't move. So it's either a pattern action or aggressiveness problem.



    Yes, it's still alive but just less time to spend on this project. You can see all the features that integrate the system. You can also recommend new features.

    I would add the functionality to define this actor by the party index in the next version 0.4.3.

    Version 0.4.2 :
    I added window information. It show the damage, the hit rate and the critical rate of an action.
    Of course, you have the choice to display it or not.
    I also took this opportunity to revisit the window system. The target window disappears for a more intuitive selection system.
    I think that's "more t-rpg" than the old system. I also tried to keep the display neutral.




    Amazing man! Thx! Anyway, I'm here to help.
  10. Hello all;

    So I downloaded the demo and upgraded it to 4.2. It starts and runs and says Player Phase. Then it just stays in player phase.
    I can click on the players and see where they could move, but if I click to move them the cursor moves and they stay put.
    I clicked both mouse buttons, tried arrow keys, the wasd keys. Never could move a player, thought the blue area they could move to did light up when I was on them and it did change when I changed characters.

    Anybody try 4.2 (or 0.4.2 I guess?).
    thanks.
  11. winkr7 said:
    Hello all;

    So I downloaded the demo and upgraded it to 4.2. It starts and runs and says Player Phase. Then it just stays in player phase.
    I can click on the players and see where they could move, but if I click to move them the cursor moves and they stay put.
    I clicked both mouse buttons, tried arrow keys, the wasd keys. Never could move a player, thought the blue area they could move to did light up when I was on them and it did change when I changed characters.

    Anybody try 4.2 (or 0.4.2 I guess?).
    thanks.

    Yes, I had the same results. It appears the movement system is broken in the new update.
  12. Just forgot to restore a line. I fixed this and took the opportunity to releasing a new add-on for better mouse control.

    Mouse System:
    Add features for control with the mouse for the TacticsSystem.
  13. I got the demo to work with your latest fix. Thanks lots Embxii.

    You probably want to change your tags from <enemy:1> and <actor:2> to something
    unique. Anybody writing plug ins can pick enemy and it will conflict with your choice. How about <TCenemy:1> <TCactor:2>? using a prefix TC for tactical combat? Also, when someone looks at their notes they will know it goes with your plugin.
  14. winkr7 said:
    I got the demo to work with your latest fix. Thanks lots Embxii.

    You probably want to change your tags from <enemy:1> and <actor:2> to something
    unique. Anybody writing plug ins can pick enemy and it will conflict with your choice. How about <TCenemy:1> <TCactor:2>? using a prefix TC for tactical combat? Also, when someone looks at their notes they will know it goes with your plugin.

    I take the advice. In the next big update, I will replace the command names by adding to TS (Tactics System) at the end.
  15. Firstly, thank you again for all your hard work.
    I absolutely love this plugin so much.
    --------

    Anyways, I think I may have ran into an error.
    When I try to activate something on the map during battle, like a treasure chest for example, an error pops up.
    It says "Text Error Cannot read property "start" of undefined"

    I tested out the older version of your script, and it works fine.
    That's all.
    Everything else seems to work wonderfully.

    :-3
  16. Oh man I love this, I want to make a Fire emblem style game. I do hope you can get battle formations in soon so that people can choose, maybe a way to make level ups random [like in fire emblem, where you could suddenly gain NO stat but also EXP system, I'll keep a watch but hopefully soon.
  17. TheEmpressDescends said:
    Anyways, I think I may have ran into an error.
    When I try to activate something on the map during battle, like a treasure chest for example, an error pops up.
    It says "Text Error Cannot read property "start" of undefined"

    It's really strange. I tried several configurations to reproduce the error. Can you give me more information on how to create the event and how you activate it. Thanks.
  18. Embxii said:
    It's really strange. I tried several configurations to reproduce the error. Can you give me more information on how to create the event and how you activate it. Thanks.
    Well, it seems to work with any event on the map you activate using the Action command.
    Like a Treasure Chest for example.
    If I try to open it, the error pops up.
    I just used the basic "Treasure" command under the "Quick Event Creation" to make the event.

    It's weird because, there doesn't seem to be a incompatibility error, yet when I tried placing the new version of your script in the Demo you provided, it worked just fine.
    So the error may not be on your end.

    If this is just happening to me then you don't gotta worry about it.
    But if you need anything else, just let me know.
    :3
  19. An index problem with the actor command window when defining new skills types. I will fix this problem in the next update. The next update should also provide more tools for event management. Thank you for your help.
  20. Embxii said:
    An index problem with the actor command window when defining new skills types. I will fix this problem in the next update. The next update should also provide more tools for event management. Thank you for your help.
    Ah I see.
    Thank you for your hard work!

    And yeah you're welcome.
    <|:3