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Hello, anyone know how to use Force Action Battle Event with this plugin? I'll try to make a Battler Force using cure to last target, but it does'nt work.
I don't exactly know what this type of skill is that you're asking about, but maybe the details on this thread about the Yanfly values for putting previous damage into a variable could help, using their Skill Core plugin? Or is it the previous enemy's ID that you need, or something else? It sounds like a cool development to the system, so I'd be interested to hear more about what you're trying to do. I was thinking something along the lines of a 'reheal' skill that could heal a character the HP that they lost from the previous attack like in Shadowrun might be neat, and could maybe work along these lines:


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?

Could you do this with event Move Routes in Common Events attached to the specific battle's turn number?

While I'm on - has anyone been able to figure out how or if it's possible to add any buffs/debuffs from terrain or region tags, like a sort of cover system to add +2 to DEF if a character is next to a wall, or deduct movement points if they're walking through mud? I've attempted to work it out, but getting the locations of each character at various points in the battle has been a headache for me in itself.
 
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Aurawhisperer

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Does this work with yanfly sideview battlers?
 

Aurawhisperer

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And is there a mirror version of this for MZ or no? I know FOSSIL doesn't work for this.
 

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I'm interested in a tactical battle system for my game and stumbled on this plugin. I played for a bit, but the game screen was bigger than the game window, and I reached a point where my character got stuck and I could no longer see the command to move them, so I had to close down the game. I'm wondering if this plugin would work with MZ, or if you have an updated version that will?
 

jaja

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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 told that it couldn't be use in the Nintendo switch version
 

Arthran

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I was told that it couldn't be use in the Nintendo switch version
Bud, no matter how many times you bring this up, the answer isn't going to change. That's not how reality works.

You can't use plugins on the Switch version, and you never will be able to. Nintendo won't allow users to execute custom code on their system, because it poses a possible security risk.

If you want to use plugins, you're going to have to get the PC version. It goes on sale for around $13 pretty regularly, so provided that you have access to a computer, I suspect you can find a way to make that happen.
 

Sword_of_Dusk

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I was told that it couldn't be use in the Nintendo switch version
And I'm gonna tell you this again. It can't be used on the Switch version. Stop acting like you've been lied to.
 

Crossbow

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Sorry to bother you if it isn't possible, but did anyone come up with an answer to my question about the game screen being bigger than the game window?
 

grand3

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Hi there!

How do I disable selecting a person behind first target?

Screenshot_2613.png
 

gundambison

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Just a couple of posts earlier a user said he ported it over to MZ

I'm interested in a tactical battle system for my game and stumbled on this plugin. I played for a bit, but the game screen was bigger than the game window, and I reached a point where my character got stuck and I could no longer see the command to move them, so I had to close down the game. I'm wondering if this plugin would work with MZ, or if you have an updated version that will?
that user already make a port

https://forums.rpgmakerweb.com/index.php?threads/tactics-system-1-2-mz-port.152645/#post-1328199

hope this added to 1st page
 

Uranium

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On my map I have:
1x <actor:1>
1x <enemy:1>

1x battle processing event

all events set to parallel processing.

As soon as I load a battle it starts and then says "was defeated" right away. Could you help me with this?
 
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On my map I have:
1x <actor:1>
1x <enemy:1>

1x battle processing event

all events set to parallel processing.

As soon as I load a battle it starts and then says "was defeated" right away. Could you help me with this?
You need to run the Plugin Command "TS.battleProcessing ON" in an event on another map before you transfer to your battle map, otherwise it won't recognise that the system has started. Does that work, or had you done that already? You also need events running in Parallel setting on the battle map itself entitled 'Battle Processing' and 'Victory Condition', featuring the correct battle processing and win conditions (you can use the events in the demo as examples).
 

korbytracker

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hello, i have a big trouble with this pluggin, everytime i try to use an item outside of a battle, this message appears, someone know how to solve this?
 

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Shaz

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Hit F8 when you get that message, then in the window that opens go to the Console tab. Give us a screenshot of that as it has more info about the error.
 

korbytracker

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Hit F8 when you get that message, then in the window that opens go to the Console tab. Give us a screenshot of that as it has more info about the error.
this?
 

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Shaz

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@korbytracker yep, that's it.

The error is saying there is no target / the target is undefined. I'm not familiar with the system so hopefully that'll give you an idea where to look.
 
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hello, i have a big trouble with this pluggin, everytime i try to use an item outside of a battle, this message appears, someone know how to solve this?
Are you sure it's this specific plugin that's causing the problem? If the error occurs outside of the battle, it could be something else that's causing it. I don't know if items would change their general use inside or outside or a battle in any way due to this plugin. Are there other plugins you're using that affect items, like some Yanfly ones or something along those lines?

Hi there!

How do I disable selecting a person behind first target?

View attachment 253078

Not sure, but that would be a neat feature if anyone could code it! Could it work in a similar way to how the system stops at certain wall tiles set to X?

Still trying to find a way to add DEF points if a player is next to a cover tile too. Any suggestions for ways of doing that would be great!
 

korbytracker

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Are you sure it's this specific plugin that's causing the problem? If the error occurs outside of the battle, it could be something else that's causing it. I don't know if items would change their general use inside or outside or a battle in any way due to this plugin. Are there other plugins you're using that affect items, like some Yanfly ones or something along those lines?



Not sure, but that would be a neat feature if anyone could code it! Could it work in a similar way to how the system stops at certain wall tiles set to X?

Still trying to find a way to add DEF points if a player is next to a cover tile too. Any suggestions for ways of doing that would be great!
i dont use other plugins, and it only happens in this project
 

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