Frostorm

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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?
You can use Passive States to create an EXP on action mechanic btw. I might edit it in the future to account for MP effects as well...
JavaScript:
<Custom React Effect>
target._HP = target.hp;
</Custom React Effect>
<Custom Establish Effect>
if (user.isActor() && target.result()) {
  if (target.isEnemy() && target.result().hpDamage > 0) {
    var exp = Math.round(target.exp() * Math.min(target.result().hpDamage, target._HP) / target.mhp);
    var logWindow = SceneManager._scene._logWindow;
    var msg = user.name() + ' gained ' + exp + 'exp!';
    user.gainExp(exp);
    logWindow.addText(msg);
  } else if (target.isActor() && target.result().hpDamage < 0) {
    var exp = (target.result().hpDamage + target._HP - target.mhp) * target.level;
    var logWindow = SceneManager._scene._logWindow;
    var msg = user.name() + ' gained ' + exp + 'exp!';
    user.gainExp(exp);
    logWindow.addText(msg);
  }
logWindow.push('clear');
}
</Custom Establish Effect>
 
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DrMechano

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You can use Passive States to create an EXP on action mechanic btw. I might edit it in the future to account for MP effects as well...
Thank you for your reply.

I'm a bit of a novice, so please bear with me. Where am I supposed to put this javascript code? Should I save it as a .js file, or is there somewhere in RPG Maker MV itself where I need to input this? I'm still learning! Thanks so much for your help already!
 

Eddowhateveresst

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I have imported custom Portaits for my Enemies, but they don`t show up in Battle. What can i do?
 

Frostorm

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Thank you for your reply.

I'm a bit of a novice, so please bear with me. Where am I supposed to put this javascript code? Should I save it as a .js file, or is there somewhere in RPG Maker MV itself where I need to input this? I'm still learning! Thanks so much for your help already!
1656837279703.png
You also need to make it a Passive State, which will require a plugin:
 

DrMechano

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You also need to make it a Passive State, which will require a plugin:
Thank you. I've created the state, and used Yanfly's plugin.

I have confirmed that the Yanfly Passive State plugin does work, as it is applying the state to every actor in my party (I gave the state an icon just to see if it'd appear, and it did appear over every party member). So this end of things is fine.

However, despite this, my characters are not gaining EXP from attacking enemies with MP skills. The javascript code you gave was pasted into the note tag for the state. But it doesn't seem to be working. Any idea if there's anything else I need to do?
 

Frostorm

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However, despite this, my characters are not gaining EXP from attacking enemies with MP skills.
Try the following. It's 3AM here tho, so I'm off to bed for now. Hopefully this works, if not, it'll have to wait till tmrw.
JavaScript:
<Custom React Effect>
target._HP = target.hp;
target._MP = target.mp;
</Custom React Effect>
<Custom Establish Effect>
if (user.isActor() && target.result()) {
  if (target.isEnemy()) {
    if (target.result().hpDamage > 0 {
      var exp = Math.round(target.exp() * Math.min(target.result().hpDamage, target._HP) / target.mhp);
      var logWindow = SceneManager._scene._logWindow;
      var msg = user.name() + ' gained ' + exp + 'exp!';
      logWindow.addText(msg);
      user.gainExp(exp);
    } else if (target.result().mpDamage > 0 {
      var exp = Math.round(target.exp() * Math.min(target.result().mpDamage, target._MP) / target.mmp);
      var logWindow = SceneManager._scene._logWindow;
      var msg = user.name() + ' gained ' + exp + 'exp!';
      logWindow.addText(msg);
      user.gainExp(exp);
    }
  } else if (target.isActor()) {
    if (target.result().hpDamage < 0) {
      var exp = (target.result().hpDamage + target._HP - target.mhp) * target.level;
      var logWindow = SceneManager._scene._logWindow;
      var msg = user.name() + ' gained ' + exp + 'exp!';
      logWindow.addText(msg);
      user.gainExp(exp);
    } else if (target.result().mpDamage < 0) {
      var exp = (target.result().mpDamage + target._MP - target.mhp) * target.level;
      var logWindow = SceneManager._scene._logWindow;
      var msg = user.name() + ' gained ' + exp + 'exp!';
      logWindow.addText(msg);
      user.gainExp(exp);
    }
  }
logWindow.push('clear');
}
</Custom Establish Effect>

Edit: Wait, by "MP Skill" do you mean skills that cost MP, skills that drain MP, or skills that deal MP damage?
 
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DrMechano

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Edit: Wait, by "MP Skill" do you mean skills that cost MP, skills that drain MP, or skills that deal MP damage?
Skills that cost MP. Like, a damage-dealing move that costs MP. Special skills of any sort, really.

Unfortunately, the new code also does not let characters gain EXP from using skills. I really appreciate you trying to help me figure this out, though!
 

Frostorm

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Oh, I know the problem! You forgot to add the Passive state to ENEMIES, didn't you? I should've stressed that before. ALL units need to have this Passive state on them at all times. I just the plugin settings to add the state to the Global Passives List.
1656850876748.png
 

DrMechano

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Oh, I know the problem! You forgot to add the Passive state to ENEMIES, didn't you? I should've stressed that before. ALL units need to have this Passive state on them at all times. I just the plugin settings to add the state to the Global Passives List.
I just tried this, but it didn't work.

I set it to global, and confirmed that both actors and enemies had the state. And yet when I hit an enemy with a skill, no EXP.
 

Frostorm

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I just tried this, but it didn't work.

I set it to global, and confirmed that both actors and enemies had the state. And yet when I hit an enemy with a skill, no EXP.
Hmm, in that case maybe this plugin is getting in the way? Must be the way it handles skills or something, idk. I really have no idea at this point since it works for me. Though I don't actually use this tactics plugin since I use LeTBS instead.

But regular attacks work?
 
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DrMechano

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But regular attacks work?
Regular attacks do work, yes. They get EXP on every hit.

Defeating an enemy still gets EXP regardless of whether it's a regular attack or a special attack. But just damaging them without defeating them requires it to be a normal attack to get EXP.
 

Zero3720

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Heya, I'm having a trouble after the players wins or loses a battle: the battle restarts without the player party and with invisible enemies. The Image I sent was taken after a battle was completed. How can I move the player to anther map and stop the battle ?
--------------------------------------------------------------------------------------------------------------
(I'm going to say sorry proactively if the solution was easy and I couldn't see bc I am begginer in RPG Maker. My bad)
 

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Balendra

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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.
hey whenever i try use this it just says was defeated after starting a battle
 

AlexWitch

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hello to the author of this plugin, I have such a problem, if the party is incomplete, then it gives an error, I think this is because the party id is in the note, I would like you to make it so that the actor id is taken from the comment or command in the content events, thank you in advance

1660364422451.png
 

KaitlynKitty

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hello to the author of this plugin, I have such a problem, if the party is incomplete, then it gives an error, I think this is because the party id is in the note, I would like you to make it so that the actor id is taken from the comment or command in the content events, thank you in advance

View attachment 237600
Make the events only show up if the specific party member associated is present in the party. There is a series of checkboxes in an event's page.
 

AlexWitch

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Make the events only show up if the specific party member associated is present in the party. There is a series of checkboxes in an event's page.
it doesn't work, it's still an error, because the note is attached to the event itself, and not to its pages.

at the beginning of my game, you can choose a companion or go alone, I made an event for each companion with such a checkbox indicating the specific companion in the note, but it still didn’t help
 
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Any way to manipulate the AI? Trying to create a retreat and cover event where a NPC(autoAi) will retreat while player cover it, is this possible?
 

KaitlynKitty

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it doesn't work, it's still an error, because the note is attached to the event itself, and not to its pages.

at the beginning of my game, you can choose a companion or go alone, I made an event for each companion with such a checkbox indicating the specific companion in the note, but it still didn’t help
I returned back to an old project and did some testing. If you give an event, for example, <Party:2>, it will spawn the second party member should one be in that slot, but will not crash if that slot is empty.
 

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