Satsain

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@turbobumblepuppy yes, I checked the demo and the video tutorial, but they tell me absolutely nothing. they don't say what the order of the events is, nor how to link them. the event scripts in the demo don't tell you how to start the preparation phase, nor how to link it to the battle event.

And not to mention the video tutorial, because even though I do all the steps to start the system, it just doesn't work.
It seems that both were created for users who already know how to set it up, but a beginner has no way to start the project, because there is no explanation about how to proceed, they just give you the job done and wait for you to guess how it all works.
 
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@turbobumblepuppy yes, I checked the demo and the video tutorial, but they tell me absolutely nothing. they don't say what the order of the events is, nor how to link them. the event scripts in the demo don't tell you how to start the preparation phase, nor how to link it to the battle event.

And not to mention the video tutorial, because even though I do all the steps to start the system, it just doesn't work.
It seems that both were created for users who already know how to set it up, but a beginner has no way to start the project, because there is no explanation about how to proceed, they just give you the job done and wait for you to guess how it all works.
The video tutorial is for an older version of the plugin, so best not to follow that as some of the notetags have changed. Use the latest demo as a kind of 'template' project and build your game over that - it should get working in no time! :) The other details for the system are in the previous thread comments. I'm still trying to get various bits to work (like a possible AoE part, as mentioned in the previous post), so I'm no expert on the system at all, but hopefully we can get it running smoothly with a few little tweaks or sneaky eventing tricks here and there, if everyone posts about any developments they've had to share the knowledge.

For example, I just had an idea that maybe Galv's 'Stationary Turn' plugin might work in conjunction with this TBS quite neatly, for directional attacks, so will give that a whirl and report back later if I can get it running. https://galvs-scripts.com/2016/07/01/mv-stationary-turn/ (Reporting back after testing - there's potential in this plugin, maybe in conjunction with Galv's Spawn Events to create an AoE, but it needs further investigation.)
 
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Satsain

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@turbobumblepuppy

I think you're not getting the point, maybe because I'm using google translate, but I'll try to explain the problem as simply as possible, so you understand:

THE DEMO DOESN'T TELL ME ANYTHING, NOTHING!!!.

Yes, I can use it as a template, but how am I supposed to start the battle event from a cutscene, if the demo events don't specify that?
When viewing the demo files, you don't see a connection between them, you only see unconnected maps, without a specified order and with instructions that have no head or tail.
Take for example the Battle Processing map from the demo: it has the following instructions on its event sheet:


-wait: 60 frames
-battle processing: bat*2
-wait: 180 frames
-return to title

But when I run the game test, the battle runs as normal, although in theory it should send me back to the title screen.

the Battle Processing map event also has a series of instructions that I don't understand how it is structured.

What's more, according to the "structure" of the demo, I was "supposed" to start at the academy, but when I run the test, it immediately sends me into battle.

I insist that the system is designed for people who already know how to program, but a beginner like me cannot simply start his project on the demo, because he would not know how to link the events, nor what each command line does and why they are in their respective event sheets. Telling me to use the demo as a template and that my project will magically move forward is like telling me that rainbows form just because. And the most unfortunate thing is that there is no tutorial that teaches how to start using this plugin, but the author hopes that by the work and grace of the holy spirit, the user knows exactly what to do and when.

Things like this are often seen in groups like this, since they always forget that there are people who know absolutely nothing and instead of helping them, they simply put them aside because they are only interested in feeding their egos, not teaching newbies how to everything works... just like it happens in the world of MUGEN.
 
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Things like this are often seen in groups like this, since they always forget that there are people who know absolutely nothing and instead of helping them, they simply put them aside because they are only interested in feeding their egos, not teaching newbies how to everything works... just like it happens in the world of MUGEN.
Dude, I just wrote 3 or 4 posts trying to help you. I'm not an expert either, I've just written some tips. If you don't appreciate that, nobody else is going to help you. You have to do some work yourself. As I said, the other details for the system are in the previous thread comments. Read them and you might learn something. I can't download instant knowledge of every part of the system to you immediately, and you can't expect that from anyone. Also, lay off the caps lock, it's kind of annoying and also won't win you any further help.
 

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Someone knows why i have this error begining battle?
 

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sheeshkebab1812

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Tactics System | 1.2.1

by arleq1n


1.2.1 message

Download Link



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.

I was wondering if there is a way to use this but for only certain fights, I'm using a Yanfly plugin for a different combat system but i wanted to make a boss which is a tactics based rpg instead. Is there anyway to make it only work for certain battles/events?
 
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I was wondering if there is a way to use this but for only certain fights, I'm using a Yanfly plugin for a different combat system but i wanted to make a boss which is a tactics based rpg instead. Is there anyway to make it only work for certain battles/events?
It looks like it isn't possible with this Tactics System, but I think SRPG works, at least as a side view battle. https://forums.rpgmakerweb.com/inde...for-creating-turn-based-strategy-game.110366/

It might be possible with LeTBS too, but I haven't checked.

While I'm writing, these are a few features that would be cool to get working with this system:

- AoE
- Directional Attack bonus (side/back attacks add ATK points)
- Further shapes to the 'line', 'rectangle' and 'diamond' - 'saltire' (cross), 'chequered', 'octagonal', any others - EDIT: Check below! It freakin' works, and more!
- Summoning
- Damage Tiles / Slow Down move points (think this should be possible, but haven't got it working yet)
- 'Protection Zone' tiles that give +1 DEF if they're next to a defensive area (a bit like X-Com)
- Push/Pull for any enemy/ally (need to find a way of working out which event/enemy is active)
- Make certain actions free actions, like using an item doesn't end your turn. (Could that be done with Yanfly's Instant Cast plugin? Will try it out. EDIT - didn't work, as far as I could tell - back to the drawing board! There's another plugin, dingk's Multicast plugin, which does something similar, but that also doesn't work, as the TBS reads the first action as the final one and then moves to the next player regardless - may need some Javascript tweaking here.)
- Make movement possible after an attack (similar to the previous point).

If anyone's using or used the system previously and managed to get any of these functions working, please let us all know as they'd be fantastic to implement with this plugin, or any other interesting ones. I'm trying to get the 'push'/'pull' effect working that someone gave details to a few pages ago, and getting there with that, but not quite sure how to make it possible for multiple enemies yet. Did anyone else manage to work this or any of the other additional features out? @Zayriel @Dralctig @gydiwon @meteomage @Frostorm

EDIT: Asked a pal of mine who codes a bit to look at the function I isolated that draws the range shapes. He's a bit of a maths wizard, and managed to create the additional shapes of 'cross' (aka saltire), 'checkerboard', 'octagonal', 'ball' and 'sine'. If you go to the first line of code in 'Tactics_Basic' (Game_Action.prototype.createRange = function(d1, d2, x, y, shape) { ), you should be able to paste the code below over the existing code for that function to get these new shapes to work. The notetag ranges work as standard to the original shapes, but you can change some of the variables in the code for the sine wave and ball to adjust their shapes and positions. We're working on a few more, so any suggestions welcome! You don't need to credit him for the edit, but if you want to you can as 'flyingbroadbean'.

Game_Action.prototype.createRange = function(d1, d2, x, y, shape) { var range = []; var randangle = Math.random() * 2 * Math.PI; for (var i = x - d2; i <= x + d2; i++) { for (var j = y - d2; j <= y + d2; j++) { if (i >= $gameMap.width() || j >= $gameMap.height() || i < 0 || j < 0) continue; 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; case 'cross': if (i + j === x + y || i - j === x - y) { range.push([i, j]); } break; case 'checkerboard': if (i + j % 2 === 0) { range.push([i, j]); } break; case 'octagonal': if (i === x || j === y || i + j === x + y || i - j === x - y) { range.push([i, j]); } break; case 'ball': var ballx = x-3; var bally = y-2; var ballsize = 5; if ((i - ballx) * (i - ballx) + (j - bally) * (j - bally) <= ballsize * ballsize) { range.push([i, j]); } break; case 'sine': if (Math.abs(j - y - Math.sin(i * 0.5) * 2) <= 5) { range.push([i, j]); } break; case 'randomsine': var posx = i - x; var posy = j - y; var pos2x = posx * Math.cos(randangle) + posy * Math.sin(randangle); var pos2y = posy * Math.cos(randangle) - posx * Math.sin(randangle); var dist = Math.abs(pos2y - Math.sin(pos2x * 0.5) * 2); if (dist * dist <= 5 * (3 + 2 * Math.random()) && pos2x * pos2x <= Math.random() * d2 * d2) { range.push([i, j]); } break; case 'star': if ((Math.abs(i-x)<=d2/1.41 && Math.abs(j-y)<=d2/1.41) || Math.abs(i-x)+Math.abs(j-y)<=d2) { range.push([i, j]); } break; case 'octagon': if ((Math.abs(i-x)<=d2/1.41 && Math.abs(j-y)<=d2/1.41) && Math.abs(i-x)+Math.abs(j-y)<=d2) { range.push([i, j]); } break; case 'target': var dist = (i - x) * (i - x) + (j - y) * (j - y); if ((dist >= d2 * d2 * 0.8 && dist <= d2 * d2) || i === x || j === y) { range.push([i, j]); } break; case 'spiral': var dist = (i - x) * (i - x) + (j - y) * (j - y); var angle = ((Math.atan2(j - y, i - x) * 180 / Math.PI) + 180) * d2 / 360; if (dist >= r * r * 0.5 && dist <= r * r) { range.push([i, j]); } break; case 'randomcircle': var dist = (i - x) * (i - x) + (j - y) * (j - y); if (dist <= Math.random() * d2 * d2) { range.push([i, j]); } break; } } } } return range; };

I've also added @Raizen's excellent edit from earlier in the thread to avoid the shapes spilling onto the far side of a map on smaller maps, which tidies everything up nicely.

What needs to be worked on next is somehow figuring out the best way to establish directional attacks (maybe with GALV's directional movement plugin or a Yanfly event movement detection plugin, perhaps) and also how to connect particular shapes like 'ball' to the direction that the current player is facing (at the moment, having 4 different skills for each direction seems best). I also think that the Push/Pull common event for any enemy issue might be solved with the Yanfly MoveRouteCore and SelfSwVar plugins along with Galv's Spawn Event one as originally suggested, but need to test this out. Did anyone get that working with various enemies? It works if you know the enemies on the map in a single battle, but as soon as you change to other battles, the event number varies, so it isn't possible to replicate in different battles. I just need to work out at which point in the battle is best to read the 'current battler' variable to get it to work with the common event. This also looks as if it'll only work with single enemies and not multiple ones, unless anyone can see differently?

Working on how terrain tags can affect movement and buffs as well, potentially through states.

Hope people enjoy the new development, anyhow. :)
 
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Satsain

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I have a problem when i launch the battle. I can't interact with my chars.
I tried tranfer player to the center of the map battle, but the problem persist.
any ideas?
 

GeneralIroh

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I'm loving this plugin so far. I'm using the demo as a template to create a game, and there is one problem I keep running into that I haven't been able to solve. After winning a battle, the screen goes black. What should happen is the players should be transferred to another map, and a text dialog should play. The text plays, but the screen stays black.

Has anyone else run into this?
 

Satsain

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I'm loving this plugin so far. I'm using the demo as a template to create a game, and there is one problem I keep running into that I haven't been able to solve. After winning a battle, the screen goes black. What should happen is the players should be transferred to another map, and a text dialog should play. The text plays, but the screen stays black.

Has anyone else run into this?
in the map where your chars will going to be transfered, put an "fade in" starting the event. if that not work, change it for a "tint screen" with 0 in all colors
 

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is there a way to turn this plugin on and off with a command?
 

Eddowhateveresst

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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:

View attachment 224823

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'
thanks!
 

Eddowhateveresst

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Hi, i've got some Problems with the Teleport Skill and the Attack range customisation...
To be exact, the Teleport skill doesn't work at all and i cannot change the attack range, otherwise, the attack hasn't got any range (i cant use it anywhere). Anyone got a Solution:rswt
 

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Hii, really... i need help urgently :rsad: My problem is that if I start a battle on map01 (for example) and when the battle ends I want to back to the map02 (for example) the screen turns black and I read all pages of this forum and I tried to apply all I've seen, found the screen, finish transition, etc... and nothing works to me ;_; Can anyone explain me with photos how people fix it? Please :headshake:
 

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Hey, I'm having a problem.

I want to be able to use healing skills and items in my strategy game, and it works when a character uses a healing move on someone else. But is there any way for a character to use a skill on themselves?

By default, the selector range only extends outside of the active character. Is there any way to be able to have skills target the user? Thanks so much!
 

DrMechano

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Also, seconding the complaints about black screen after battle. I tried adding a fade-in, nothing. I tried adding "tint screen to default colors." Nothing.

Once a battle is over, the screen is black and cannot be changed. Is there some script command I need to use? Please, someone help with this.

EDIT: Figured this one out. Just put an auto-start event on the map you warp to after the battle. Put in a "fade in" command, then have the event erase itself. My problem was that I put the fade-in in the parallel process that starts the battle, which doesn't work. It needs to be an autorun event on the map you transfer to.

So I figured that out. But I still haven't figured out how to have users heal themselves. Can anyone lend me a hand?
 

Eddowhateveresst

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Also, seconding the complaints about black screen after battle. I tried adding a fade-in, nothing. I tried adding "tint screen to default colors." Nothing.

Once a battle is over, the screen is black and cannot be changed. Is there some script command I need to use? Please, someone help with this.

EDIT: Figured this one out. Just put an auto-start event on the map you warp to after the battle. Put in a "fade in" command, then have the event erase itself. My problem was that I put the fade-in in the parallel process that starts the battle, which doesn't work. It needs to be an autorun event on the map you transfer to.

So I figured that out. But I still haven't figured out how to have users heal themselves. Can anyone lend me a hand?
in the video about this system, she says that it is possible to select the range of a skill via coordinates. maybe if you try to write 0;0 in the comment block? You could also try to change it in the skill settings in the databank, maybe set the target here to user?
 

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So. If I change it to user, the character only targets themselves.

I want a healing move that can be used on allies and themselves. But when I set it to "1 ally" the target squares simply do not appear over the user. I guess I could have a separate "heal self" move but that just sounds clunky and unnecessary. I'd like the heal move to work on everyone like in a normal RPG.

Setting range to <range:0;0> as you suggested does not work. It just makes the range be nothing at all.
 

DrMechano

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I also have another question. My characters gain EXP from using normal attacks, but not magic skills. Is there a way to change this, to where all skills grant EXP?
 

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