cerf_

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Hello great plugin. I tried it and everything was fine, but after changing the character graphics, everything stopped working. When entering the location, there was a transition to the battle, the title appeared as usual, but after it disappeared, I could not do anything. Not choosing a hero, not even interacting with the game in any way.
After I brought back the old character graphics, nothing changed. I am sure that this problem has already been solved here and that the reason is my inattention or something, but I could not solve it myself.
Here is a link to the video, you can learn more about the problem:
And excuse me for my English, I am very bad at it.
 

Petergreen

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Hello great plugin. I tried it and everything was fine, but after changing the character graphics, everything stopped working. When entering the location, there was a transition to the battle, the title appeared as usual, but after it disappeared, I could not do anything. Not choosing a hero, not even interacting with the game in any way.
After I brought back the old character graphics, nothing changed. I am sure that this problem has already been solved here and that the reason is my inattention or something, but I could not solve it myself.
Here is a link to the video, you can learn more about the problem:
And excuse me for my English, I am very bad at it.
well, this is easy actually. just teleport youre character at the center of the map before the battle start. it would fix the problem.
 
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Hello, all! Does anyone here know what line of code I'll need to comment out in order to get rid of the actor window here?

1640540483017.png

I feel like the code in question is somewhere in either the Preparation plugin or the Basics plugin, if not both...and uh, don't mind the duplicate "Skill" command here, I'm using Yanfly's Main Menu Manager and it's done something funky to it. If I can figure out the line of code that's calling that additional skill command here, that'd be great, too. :kaoswt2:

The "Item" command shouldn't be here either, but I think it's another plugin doing that? Unsure if it's Yanfly's or Galv's. And I mention Galv because I'm using his bust menu plugin.

The links to both plugins in question, here and here.


EDIT: Figured it out myself! For anyone looking to do the same thing, you just need to comment out this line in Tactics_Basic, line 799:
Code:
this._statusWindow.show();

And then this line in Tactics_Prepa, just to be safe. Especially if you're using a menu plugin. Line 122:
Code:
this._statusWindow = this._formationWindow;

First line of code calls the function to show the status window that you see whenever you open your menu. Second line is something that fixed the above issue with the interface not looking quite right; I guess the code relies on the layout of the default menu.

Also, do not bother with Main Menu Manager! It breaks the command window if you fiddle with its parameters. Uninstalling it fixed the duplicate commands for me! Or, well, if you're nothing like me and you're a wizard with code, go for it I guess lol
 
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Cennonn

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Hello everyone! First off, I want to thank arleq1n for this great plugin. However, I have one problem (Do forgive me if this is a noob question because it's been years since I last used RPG Maker and this is the first time I'm using RPG Maker MV).

I followed everything in the YouTube tutorial of arleq1n's channel called "RPG Maker MV - Tactics System 1.0" and placed my enemy tiles and actor tiles. I also placed the event for Battle Processing.

The problem here is that before I could even do anything, I would instantly lose as you can see in the attached image. Can anyone help me please?

EDIT: Looks like I just have to actually capitalize the beginning letters like "Enemy:" and "Actor:"
 

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KaitlynKitty

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Hello, all! Does anyone here know what line of code I'll need to comment out in order to get rid of the actor window here?


I feel like the code in question is somewhere in either the Preparation plugin or the Basics plugin, if not both...and uh, don't mind the duplicate "Skill" command here, I'm using Yanfly's Main Menu Manager and it's done something funky to it. If I can figure out the line of code that's calling that additional skill command here, that'd be great, too. :kaoswt2:

The "Item" command shouldn't be here either, but I think it's another plugin doing that? Unsure if it's Yanfly's or Galv's. And I mention Galv because I'm using his bust menu plugin.

The links to both plugins in question, here and here.


EDIT: Figured it out myself!
When you figure something out on your own after posting a question on a public forum, the polite thing to do is explain the answer. Someone may some time in the future have your exact issue and be looking for answers.
 

DarkMind094

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Im having an issue where the game freezes after attacking an enemy
 

csihawk

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Hey arleq1n and everyone, love the plugin!

One thing I noticed was when I added the counter plugin, it wouldn't work without the rewards plugin. I deleted some lines from Tactics_Counter (any that mentioned rewards) and it worked.
Another thing I noticed is that for a ranged skill, the shooter attacked twice. I can live without counters, though.

Here's a question for everyone. Can anyone think of a way to make the Equip menu appear in the battle menu rather than the main menu or escape menu? And if possible, can equipping something take up a turn?

I think much older versions may have allowed that to happen. I might play around with the Tactics_Basic plugin, rearrange and reword the equip lines, but I'm an amateur at this. If someone has an easier answer here, I'd love to hear it.

Thanks, everyone!
 

YbanezKien

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arleq1n I played your demo and was just wondering if anyone knew the menu core in battle he was using?
 
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I'm getting to grips with this system, which is really cool.

Worked out how to change the speed - it's obvious really, when you know how! Just change the 'movement speed' of the specific events for the player and enemy in the battle map. I'm sure I tried this before and it didn't do anything, but maybe it was part of the update. Works nicely - woo!

Also, there's been a bit of discussion on these threads about the latest AOE setting, but it's still quite uncertain how or if it works, from what I can see. The plugin instructions for the new AOE setting in 1.2.1 state as follows:

"<Range:int>, <Range:int int>, <Range:int int shape> shape=[diamond,rectangle,line]

Set the range of an action."

I can get an area of effect surrounding my character in a diamond shape with this notetag: <Range:1 3 diamond>

It also works with rectangle, if you use something like: <Range:0 3 rectangle>

And line with: <Range:2 10 line>

With the notetags above, the first 'int' is for the space away from the character and the second 'int' is the further point, to end the diamond shape area. If you extend the numbers to something like <Range:3 5 diamond> then the diamond is 2 squares further away from the character, and 2 blocks wide. Then, adjusting the second number increases the width.

Adding the possibility of having the AOE move to a point away from the character rather than around the character would also be excellent. Does anyone have the coding knowledge to do this? I had a dig around, and this code in the Tactics_Basic.js plugin and here is (maybe the first section of) the code for the AOE part:

Game_Action.prototype.createRange = function(d1, d2, x, y, shape) {​
var range = [];​
for (var i = x - d2; i <= x + d2; i++) {​
for (var j = y - d2; j <= y + d2; j++) {​
if (Math.abs(i - x) + Math.abs(j - y) > d1) {​
switch (shape) {​
case 'diamond':​
if (Math.abs(i - x) + Math.abs(j - y) <= d2) {​
range.push([i, j]);​
}​
break;​
case 'rectangle':​
range.push([i, j]);​
break;​
case 'line':​
if (i === x || j === y) {​
range.push([i, j]);​
}​
break;​
}​
}​
}​
}​
return range;​
};​

Is there any way that a function could be added to project a line in one direction that then makes the square or diamond at a point x+3 or y+5 (for example) away from the character, perhaps depending on a mouse selection or direction the character is facing? Any ideas from more experienced coders about how this could be implemented?]

Someone in a previous post also mentioned, "I would also like to know know how to get the enemy/player turn display to show up." I managed to get this running - it has to do with the 4 switches set by the plugin, for the Enemy Phase Id and Player Phase Id (default 3 and 4). You can set up a 'Battle Event' condition in the Troops section for each battle, one for switch 3 (or whichever you've got it applied to in the plugin) as the enemy phase, maybe just to simply bring up a text box saying, "ENEMY PHASE", or whatever you want, then the same for the player phase as a condition for switch 4 (or whichever you've got it applied to in the plugin), but with 'PLAYER PHASE' or whatever you want it to say. When the battle runs, these conditions should action at the relevant points.
 
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Bolonskiy

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I apologize if this is "necro-posting" or has been answered already, but is there any way to add "secret characters"?
I'm planning to have secret party members that automatically appear in any battle after you get them, but the problem is: They disappear after doing an action and/or if you make any other character do an action, and by action, I mean even if you just choose to move somebody else to another place before them.

So far, the only thing I have is that they're added to the party before the battle starts and that the events that represent the characters themselves only appear when you have them in the party.

Any way to remedy this?


All you've got to do is create a switch to show the character's been acquired and set the event representing that unit to only show up if that switch is turned on.
 

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Hi, ive just startet my first project with the Plugin and everything works normally, until i win the battle. It basically starts all over again! I thought it was because of the Parralel event, but when i set it to autorun, it didn`t work at all! Do you now what i did wrong? Still a great Plugin!
 
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Hi, ive just startet my first project with the Plugin and everything works normally, until i win the battle. It basically starts all over again! I thought it was because of the Parralel event, but when i set it to autorun, it didn`t work at all! Do you now what i did wrong? Still a great Plugin!
I think you need a command to transfer to another map after the battle command in your event starting the battle. In the new map, you need an auto event to fade in otherwise the screen stays blank.
 
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uhm, i guess im just kinda dumb :rswtbut what EXACTLY has to be on the second event page?
 

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Hi. I need help with this plugin.
I'm trying to include the Tactic System, but when i jump from a event to the battle, i get the error "undefined is not a function" and when i do f8, i get this warning:
Screenshot (20220430-221238).jpg
 
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uhm, i guess im just kinda dumb :rswtbut what EXACTLY has to be on the second event page?
Hey! It's the part that reads, "Self Switch", which you needs to select the box, then it should give "A" as the first choice anyway. To be honest, I've got a better way, which is just this single event without the second page, as that should play every time you enter the scene. The other way may not work if you use the same scene twice. Here is the better version in a single event:

1651416036542.png

The musical event is optional, but I felt it was a nice way of introducing the scene. This is a specific musical event from some DLC that I have, you can use any if you want to, or not even use it if you don't want it playing every time. The main thing to include is 'Fadein Screen' and then 'Erase Event', as well as making it Autorun.

@Satsain - you need to set up all of the notetags. Check the demo examples in Actors, Skills, Weapons, Enemies and Troops tabs of the Database, and the transition and events details outlined earlier in this thread and shown in the demo pages. You need <Actor:1> etc for player characters on the battle map, <Enemy:1> (or whichever number the enemy is in the Enemies list) in the event's notetag on the battlemap for enemies, and the parallel events that are in the demo on the battlemap and map you transfer from. It takes a bit of tinkering around, but you can get things running if you persevere. The demo is best to mess around with to start off, imho. The latest verion is 1.2.1, which is linked from the first page, I think.

Also, I'm still trying to get a simple AoE method working, or at least some more attack shapes, like the saltire one that someone mentioned a few pages ago. The code function to do it I believe is in the 'Tactics Basic' plugin at the following section:

Game_Action.prototype.createRange = function(d1, d2, x, y, shape) { var range = []; for (var i = x - d2; i <= x + d2; i++) { for (var j = y - d2; j <= y + d2; j++) { if (Math.abs(i - x) + Math.abs(j - y) > d1) { switch (shape) { case 'diamond': if (Math.abs(i - x) + Math.abs(j - y) <= d2) { range.push([i, j]); } break; case 'rectangle': range.push([i, j]); break; case 'line': if (i === x || j === y) { range.push([i, j]);


These appear to be the coding for the three attack shapes 'diamond', 'rectangle' and 'line'. Does anyone know how we could make further shapes like the diagonal 'saltire' by adding a new 'if' command to create it? It shouldn't be so tricky, should it? (Saying that, it is tricky for me, due to very little coding experience - but it looks like it SHOULD be possible here.) Another shape that would be cool is a kind of checkerboard one, and a circle, triangle, hexagon or whatever else would also be excellent. What would be coolest if these shapes could be combined, ie. have a rectangle or diamond at 1, 4, 8 or however many specified points around the player, which would then be near enough an Area of Effect system when the 'All Enemies' option is selected in the skill. This still might not be perfect for a grenade effect, as this would be a ring that extends all around a player. Maybe a specific AoE skill could be made for 'grenade up', 'grenade left', 'grenade down' and 'grenade right' though?
 
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