What is the add-on you want the most ?

  • combat animation scene

    Votes: 16 80.0%
  • fog of war

    Votes: 1 5.0%
  • experience gain system

    Votes: 2 10.0%
  • permanent death

    Votes: 1 5.0%

  • Total voters
    20
  • Poll closed .
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SKBrook

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So, I got the Plugin to work perfectly and everything runs as it's supposed to, however, I had to sacrifice a lot of other Combat Features I wanted and the Plugins needed to create Unique Skills and help me balance my game. All of Yanfly's Battle Engine Core Plugins as well as all the Skill Core Plugins, is there anyway to fix this?
 
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rrrllll

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I love you man, make me wanna start my first game after seeing this thread

Btw, is there a 'canlose' battle now? It would be very nice to include it.
p.s. My current little trick is to change the canlose from false to true
 
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elirossofficial

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Hello, I'm probably making a simple mistake, but when I put in the line "StartBattleTS" in the event and run it as parallel, it immediately restarts the battle once it's over. I've tried even putting multiple different things after it, but it just restarts the battle.
 
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Hello, I'm probably making a simple mistake, but when I put in the line "StartBattleTS" in the event and run it as parallel, it immediately restarts the battle once it's over. I've tried even putting multiple different things after it, but it just restarts the battle.
Well, you need to make sure it doesn't repeat itself.
There are multiple ways of doing this.
Due to how my game works, all I really need to do is transfer the player to a non-battle map, and
then I have no problems.

However, you can also just do this with Switches and Pages.
So on the event page where you put in the code to start the battle, create a new page, and make it so that
it is only active when (X) switch is turned on.
We will call this the "Battle Complete" switch for this example.

Then, make it so that after you beat the battle, the "Battle Complete" switch will turn ON.
Then, the battle shouldn't repeat itself.

So, I got the Plugin to work perfectly and everything runs as it's supposed to, however, I had to sacrifice a lot of other Combat Features I wanted and the Plugins needed to create Unique Skills and help me balance my game. All of Yanfly's Battle Engine Core Plugins as well as all the Skill Core Plugins, is there anyway to fix this?
I don't believe so at the moment.
Maybe in the future though.
The developer is still working on this plugin.
 

elirossofficial

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Well, you need to make sure it doesn't repeat itself.
There are multiple ways of doing this.
Due to how my game works, all I really need to do is transfer the player to a non-battle map, and
then I have no problems.

However, you can also just do this with Switches and Pages.
So on the event page where you put in the code to start the battle, create a new page, and make it so that
it is only active when (X) switch is turned on.
We will call this the "Battle Complete" switch for this example.

Then, make it so that after you beat the battle, the "Battle Complete" switch will turn ON.
Then, the battle shouldn't repeat itself.
The switches worked! Thank you very much. I tried using them earlier, but I guess I made a mistake, ha ha.
 

2098-Face

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Just popping in quickly to say: I really appreciate this.

Having a lower-grade computer, I got a lot of crashes and slowdowns when trying to use some other tactical batttle systems (both for VX Ace and MV). And the way they tried to process some elements (like sprite size/number, passing through tiles, turn order, or complex menus) just felt limiting.

This system builds off the engine's existing strengths in a really intuitive way. Sprites and animations in-battle work like they do on the overworld; if you want to have a flying enemy, just set their event to move through tiles; turns pass exactly as I'd expect for a TBS; and the menus are all clean. I was surprised to see that even parallax backgrounds work without a problem!

Noticed a small bug when I tried to have multiple events tied to the same actor. When you have two events that represent the same actor, then right after selecting an action for the second, it'll crash with the message to the extent of "Cannot read property 'setAttack'of undefined" (or 'setGuard' if they're guarding). Granted, this has an easy workaround: I can just create new actors, and put a little more effort into making each unique.

I've also learned to do a lot with moves that call common events - they're great for that extra flavor, and more flexible than some combat animation systems I've seen.

Great work, Embxii!
 

SKBrook

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I'm trying to implement some more Skills that use TP, but I can't get the TP Bar to show up when in a battle, is there anyway to fix this?
 

arleq1n

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I love you man, make me wanna start my first game after seeing this thread

Btw, is there a 'canlose' battle now? It would be very nice to include it.
p.s. My current little trick is to change the canlose from false to true
Thank you for your message. I add this in the next features to implement.

You plan to add height system
Unfortunately not. It's very complicated to implement because rpg maker doesn't manage the height. Maybe with the terrain properties in the future?

I'm trying to implement some more Skills that use TP, but I can't get the TP Bar to show up when in a battle, is there anyway to fix this?
I fixed this in the version currently available. Just enabled this option in the database.

I started working on a big update. I rework the code, present new documentation, a demo that illustrates the possibilities and maybe a new video.
So I think it will take some time before the next update. After that, I will try to keep a daily rhythm of small updates.
 

catclaw888

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I'm having a problem, for some reason when I play it won't let me attack even with weapons equipped, I've tried every method I know within the plugin to make it work, anyone else got an idea?
 

Eliaquim

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Hi!
I was testing the newer versions, and its really awesome! The changes you made from the beggining to now! :D

I still miss one feature that i think is a very good one and if you can, implement it in a add on.
Instead to move the player with mouse, in the point click style, move with the d-pad, but limit the movement to the area covered by the MOVE stats.
Like this video.
 

rrrllll

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Btw, is it possible to make a counterattack now?
For example, in player's turn, player attacks enemy npc, at the same time after the attack, npc attacks back.
This is the style for fire emblem.
 

Niokuma

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Okay, so, I've been using your plug-in, playing a little test with it, and I noticed that, regardless of how you set up a unit, they will always disappear upon death. Is there a way to have units remain on the battlefield while still KO'd to allow others to remove the status effect from the unit?
 

arleq1n

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Btw, is it possible to make a counterattack now?
For example, in player's turn, player attacks enemy npc, at the same time after the attack, npc attacks back.
This is the style for fire emblem.
Yes, it is possible to perform a counter-attack but in the same way as in rpg maker. The first attack will be ignored. In the database of an Actors or Classes in the Traits section to activate the counterattack.

Okay, so, I've been using your plug-in, playing a little test with it, and I noticed that, regardless of how you set up a unit, they will always disappear upon death. Is there a way to have units remain on the battlefield while still KO'd to allow others to remove the status effect from the unit?
No, this is not possible at the moment. Later in the dev, it will be possible to choose whether a knockout actor stays or disappears from the battle arena. You can see the features that will integrate the system on the first page of the thread.
 

Niokuma

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Oh, I must have missed the "death of actor" part when I looked it over the first time. My apologies. >.<
 

rrrllll

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Okay, so, I've been using your plug-in, playing a little test with it, and I noticed that, regardless of how you set up a unit, they will always disappear upon death. Is there a way to have units remain on the battlefield while still KO'd to allow others to remove the status effect from the unit?
I made a separate ACT/scene for the battle.
I think its more tidy this way and prevent collisions.
 
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Halcyon

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Hi Everybody! First of all, thanks so much for making this and sharing. I am having a lot of fun imagining the possibilities for this system.

When I try to run the latest version of the plugin, I get an error as soon as it starts that says:
TypeError
Cannot read property 'ForEach' of undefined

I've looked at the documentation and the sample over and over again, and I'm not sure what the problem is. It works fine on version 0.3, however. Am I not meant to use the latest version? (If so, apologies in advance. I have a poor understanding of how GitHub works).

Thanks very much!
 

kyogre0903

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Hi! I'm new to RPG maker and this system as well. I have three questions about this.
1. Is it possible for the player phase and enemy phase text to last for a shorter time and for the text to be replaced with an image or a different font/color?
2. Is it possible for the battle scene to fade out after it ends?
3, Is there a way to implement double attacks from fire emblem (if character speed is higher by a certain amount than the enemy, then character attacks twice)
 

rrrllll

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Just in case anyone need a victory function, I tried to make a victoryBattleTS function to trigger victory without killing off all the enemies.
I modified the code as follow:
Again every efforts go to embxii and thanks man.

Of course, if there are any updates, the code may not be applicable.

(function() {
var Game_Interpreter_pluginCommandTS = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function(command, args) {
Game_Interpreter_pluginCommandTS.call(this, command, args);
if (command === 'startBattleTS') {
BattleManagerTS.setup();
this.setWaitMode('battleTS');
SceneManager.push(Scene_BattleTS);
}
if (command === 'victoryBattleTS') {
BattleManagerTS.processVictory();
}
};
})();
 
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