arleq1n

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Tactics System | 1.2.1

by arleq1n


1.2.1 message

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Introduction
The Tactics System is a tactical battle system for RPG Maker MV. It contains the basic features to build a tactical rpg.
  • Easy to use: Tactics System has been designed to be easy to use. Just create a map with events defining the position of actors and enemies and use default battle processing event command to launch a battle!
  • Expandable by add-on: The plugin has been developed based on what already existed in RPG Maker MV by following the predefined rules. Thus it is easy to extend the Tactics System with add-ons. A list of add-ons bringing features to the system is already available.
  • Event-driven: The management of a battle is done with the event system of Rpg Maker MV. Call enemy reinforcements, write dialogs, add chests, and more.

Download
You can download the system on my GitHub page. It contains the plugin, terms of use and documentation.
You have a demo available in the github page in the release section.
You can also play my game in progress writing in this itch.io page.

Add-ons
I've written several add-ons for the system:
  • CombatScene.js: display the combat animation scene;
  • MouseSystem.js: add features for control with the mouse;
  • BattlePreparation.js: to manage unit party before the battle;
  • ExpSystem.js: a small review of the rewards system;

Terms of Use
Free for use in non-commercial or commercial projects.
Credits required to: arleq1n.
 
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bgillisp

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Nice job! If I ever get my tactical RPG idea off the ground I'll give it a trial.
 

Niokuma

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I've noticed an issue with the CombatScene. If there's more than one enemy, each enemy shows up in a different spot during the combat scene and if you have too many of the unit, they won't even show up because they're too low. Additionally, nearby units will also appear on the combat scene. Don't know if that's intentional or not, but it's not always consistent with who shows up. [kinda find that part cute/funny] Finally, at times, when I try to strike at one enemy, a different enemy will be attacked instead (probably tied in with the combat scene problem or just because there are multiple enemies of the same type).

He's a 6-minute video to show you what I mean. [Please note, I haven't checked if this occurs with multiple types of enemies.]

 

Milennin

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Not seeing myself ever use it, but this plugin looks really cool nonetheless. Should help people who want to make something different within MV.
 

arleq1n

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@Niokuma thanks for the video! i think it's fixed. check with the new tacticssystem.js and combatscene.js in my github. don't hesitate to report other fixes to do.

for the units that appear nearby of it's intentional! if i have any more complaints i'll remove it.
 

Vicedets

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Hey, I love your system, I started working on a project today. I had a few comments/requests, I guess-

The only party member who gets experience in this system is the one who gives the last hit. There's no way for a healer to reliably gain experience unless I attach gaining experience to every healing spell use. I was wondering if you had suggestions to work around that.

Other things I noticed with the system is that with BattlePreparation, it doesn't say that you have to press B or Esc in order to bring up the menu. I sat there like an idiot thinking it was broken until I hit every button and found out. Unless this was an error on my end, maybe you could update the battle preparations so the menu pops up on its own?

Thanks for the big update, still learning it and I'll post here when I've got something worth showing.
 

Ash_Dilan

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This may be me just not being able to read instructions properly, but I have two questions that I can't seem to find the answer to in the documents and video.

The first thing I need help with is changing "undefinded" in the battle's pause menu.
Captur3e.PNG
I also would like to know what the blank box on the ExpSystem.js is. It only appears when an actor levels up so I thought it was showing new skills but when I put in a place holder skill nothing still showed up.
Capture.PNG
 

arleq1n

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Hey, I love your system, I started working on a project today. I had a few comments/requests, I guess-
thanks. feel free to give your feedback on the system. there are many problems, fixes because the last playable version is old. so if you have some basic feature that you feel is needed in the system, dont hesitate!
The only party member who gets experience in this system is the one who gives the last hit. There's no way for a healer to reliably gain experience unless I attach gaining experience to every healing spell use. I was wondering if you had suggestions to work around that.
i add this it my to-do list. it will be added in the following days/weeks.
i think i'll add a tag like <exp:number> for a skill that allows the unit to gain exp when using the skill. i would also add a second mode that allows the unit to gain exp with each attack.
Other things I noticed with the system is that with BattlePreparation, it doesn't say that you have to press B or Esc in order to bring up the menu. I sat there like an idiot thinking it was broken until I hit every button and found out. Unless this was an error on my end, maybe you could update the battle preparations so the menu pops up on its own?
i have fixed so that battle map window appears first in battle preparation. it makes more sense that way. you can download the last version in my github.


The first thing I need help with is changing "undefinded" in the battle's pause menu.
it's a system problem. i think it's fixed. strangely i don't have this problem in my project. try the latest version of the battle preparation. you can change the term in plugin manager if you want.
i also would like to know what the blank box on the ExpSystem.js is. It only appears when an actor levels up so I thought it was showing new skills but when I put in a place holder skill nothing still showed up.
normally this window was to show the parameters of units. but i had hidden it because i didn't like the display. but i realize that this one appears if you don't use the combat scene plugin. that too was fixed. as it write at the end of the video, there are still some errors. apologie for that!
 

Vicedets

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Thanks for the quick fix on the Battle Preparation! As for the experience issue I had, for anybody else who might be concerned about that, turns out the quick fix (in the meantime until the author adds this as an update to the plugin) is to just add a.gainEXP(x); to the front of your formulas.

Another thing to add, it's not exactly vital but something I think you might be interested in knowing, but I have a chest set up on the map I was testing the system on much like the test you used in an earlier version. If I have a character approach the chest and open it, they open it, but it doesn't end the turn. If you just hit cancel, the character moves back to their starting location but the chest is still open.

Maybe a command to end a character's turn?
 

SunflowerRose

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I've been working with your plugin for a while and I am having a really fun time messing with it. I have a few questions about updates and future add-ons.

1) Do you plan to add a terrain advantage add-on? Like if your unit is in a certain terrain with trees, they gain +5 defense or if your unit is on sand, they lose -1 movement speed?

2) I remember you having a poll on the last thread about add-ons that should be included and one of the options was a fog of war mechanic. Do you plan on making an add-on with a fog of war?

3) I don't know if this was intentional or a glitch but when working on an event, if you enable the "Through" options in the event editor, your unit has the ability to pass through the terrain and you can have a flying unit. However when it is enabled, the unit will try to move onto a space that land units can move to and will completely fly over the space you told them to move to. Was that intentional or did I just exploit an oversight and the plugin is not responding well?
 
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Ash_Dilan

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Thank you for helping! I really like your battle system and hope to finish a game for once using it!
 

arleq1n

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Another thing to add, it's not exactly vital but something I think you might be interested in knowing, but I have a chest set up on the map I was testing the system on much like the test you used in an earlier version. If I have a character approach the chest and open it, they open it, but it doesn't end the turn. If you just hit cancel, the character moves back to their starting location but the chest is still open.

Maybe a command to end a character's turn?
yes, of course i completely forgot about that. it can easily be added quickly but I'm having problems with my computer. this should be added first.


1) Do you plan to add a terrain advantage add-on? Like if your unit is in a certain terrain with trees, they gain +5 defense or if your unit is on sand, they lose -1 movement speed?
i don't want to make false promises. i don't know. it's possible that i make one for my game and make a public version of it for general use. but the priority is to improve the system and add-ons.

I remember you having a poll on the last thread about add-ons that should be included and one of the options was a fog of war mechanic. Do you plan on making an add-on with a fog of war?
a bit like the first answer but I've already implemented it for the bad draft of my game. https://arleq1.itch.io/the-unloved-game
i can't release because it's too specific to my game. for example, enemies don't move when they're in the fog, i think that's fairer. another one and that enemies have a surprise state when they're first discovered which lowers their stats. again, making a public version will take me some time. so if i have time, i'll do it but that's not the case right now.

it's also possible that i'll release all my scripts of my game when i've finished this one. but we're still far from that.

3) I don't know if this was intentional or a glitch but when working on an event, if you enable the "Through" options in the event editor, your unit has the ability to pass through the terrain and you can have a flying unit. However when it is enabled, the unit will try to move onto a space that land units can move to and will completely fly over the space you told them to move to. Was that intentional or did I just exploit an oversight and the plugin is not responding well?
it's a glitch. I didn't think of it that way. i'll fix it in the next update.


some bad news for me unfortunately my computer has decided to go to purgatory. it will take me several weeks before it returns from the dead or i will buy a new one.
back 10 years ago older with my first street kid computer with 1 go ram and a 1 core processor at 1.66ghz.
can't run rpg maker mv, the screen is too small. ;_;
 

Rayne

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This system is great! I love how user friendly it is.

I have one issue though. I'm trying to allow converting an enemy unit over to your side and what I have "works" but if you have them use an action on the same turn they're converted it gives an action undefined error. Here's how I have it set up:
This is the enemy event
EnemyEvent.png
Actor event
ActorEvent.png
It seems that if the event isn't active when the player phase starts the stats are never set to it, but if you end the turn manually next turn they can act without issue. I can think of one solution but not sure how to code it correctly. The solution would be to add a plugin command that reloads the units so this could work:
EnemyEvent.png

I also wanted to know if it was possible to make a village event that heals the actor that interacts with it, currently I'm not sure how to event that as I don't know how to get the actor thats tied to the battler event.
 
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Hey hey, so I basically just downloaded it and set up a simple battle like in the video, but for some reason I just get an error when I try to test it? I'm honestly not sure what the problem is, since I did basically nothing with any of the plugin's settings...
 

Den_C

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Thank you for this great plugin!
Just a quick question: <mvp:int> works perfectly fine with actors, but doesn't work with classes and enemies. I have no other plugins.
 

arleq1n

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This system is great! I love how user friendly it is.
thanks! i'm trying to make the tactical battle system as simple as possible.

I have one issue though. I'm trying to allow converting an enemy unit over to your side and what I have "works" but if you have them use an action on the same turn they're converted it gives an action undefined error.
i can't fix it now because I have other fixes or features and my computer is unusable. unfortunately, i'll wait until at least next month to do it...

I also wanted to know if it was possible to make a village event that heals the actor that interacts with it, currently I'm not sure how to event that as I don't know how to get the actor thats tied to the battler event.
normally it will be available for the next update (i don't know when). in fact, maybe you can use the script of an event command.

but it must be difficult if you've never written code before, so the best is to wait until...

Hey hey, so I basically just downloaded it and set up a simple battle like in the video, but for some reason I just get an error when I try to test it? I'm honestly not sure what the problem is, since I did basically nothing with any of the plugin's settings...
you can try the demo here (download section) :
https://arleq1.itch.io/the-unloved-game
if it doesn't work, send back a message with the specific problem!

Just a quick question: <mvp:int> works perfectly fine with actors, but doesn't work with classes and enemies. I have no other plugins.
oh, that's strange... i'll fix it in the next update when I get my computer back. thanks for the report!
 

Prez

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Hallo! I think this looks p. promising, but I have a question (which may have already been answered thus making me look stupid, but anyway :V) - would the system allow for a system in which attacks have certain 'ranges' and characters can move freely rather than in a restricted number of steps? I was thinking it'd be possible to make something similar to the battle system of Live A Live, with charged attacks being measured in 'steps', i.e. how many steps someone can take before the attack goes off.
 

Juventus

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Hello, I really have a problem and I don't know if someone has already solved or answered it, but I am somewhat desperate and I need a solution :(

Well my problem is this:

Download the plugin and install it, all perfect and functional. however, a problem occurs when I start to try it. When I want to save the game within the game, the game just doesn't save and instead, it sounds a weird sound of denial, just like when you do something wrong or you can't xd

the problem happens only if I have the plugin activated, because when I deactivate it I can save the game, so I think it is the plugin


I need a solution please :(
 
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Raizen

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Hello friend!
A friend of mine asked for a small snippet fixing the range when the maps are smaller, the range when it goes out the map was continuing on the other end of the map. I didn't know there was a thread here to ask before so I ended up fixing for him. Since he showed me the thread later I'm posting what I did if you want to implement to yours xD, of course no credits for me, just to help out if it matters anything for you haha. I didn't fully test it, but he said it was working with this, so if you want to implement to your work.
Anyway the plugin is incredible! Nice work friend :D!

JavaScript:
Game_Action.prototype.createRange = function(tag, d, x, y) {
    var range = [];
    for (var i = x - d; i <= x + d; i++) {
        for (var j = y - d; j <= y + d; j++) {
            if (i >= $gameMap.width() || j >= $gameMap.height() || i < 0 || j < 0)
                continue;
            if (tag === 'diamond' && Math.abs(i - x) + Math.abs(j - y) <= d) {
                range.push([i, j]);
            } else if (tag === 'line' && i === x || j === y) {
                range.push([i, j]);
            } else if (tag === 'rectangle') {
                range.push([i, j]);
            }
        }
    }
    return range;
};
 

xoxChrisxox

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I'm running into the same problem as Majestic Senpai. Snapchat-1638155132.jpg
 

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