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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arleq1n

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This looks interesting, you think it could be use to have a SRW style of gameplay? I was thinking one could tie the various characters and enemies actions to a cutscene after which the damage and eventual death of the target would be shown.
I work actually on combat animation scene. It's closer to Fire Emblem animation but nothing you prevent to modify this for to be most in super Robot Wars Style.

Also wanted to say that I would rather have more flexibility first before major add-ons.

Edit: Ok, with my existing project so many errors happen I can't work them all out to get it working. Here are some of the things; Using MV 1.6.1:
- I use a pixel movement plugin but it screws up the movement within your plugin.
- When I attack something it says 'property 17' is undifened.
- The command window has vanished (probs because I use a plugin that lets you customise what's in the command menu.
- A lot of small compatibility issues with things showing/not showing but they are not plugin breaking. Like I can select skills and magic while they have no skills and magic.
Hope you can get some fixes for these things or work arounds intergrated in your plugin so it is usable for more complex games rather then being a stand alone plugin.
Yes, you're right. I was curious to know how to adapt an add-on in the system. After this I will integrate the main features.

I developed this system for my game in which I only use personal scripts. So I didn't worry about compatibility with other scripts. I have a look and it seems complicated to get compatibility. Unfortunately, I don't have time to solve these problems.

Hey, I'm having a small problem with your tactics battle system. Is it possible to end the battle and to have the player transferred to the same map but with the enemies & the on-map party members gone? Thank you!
@TheEmpressDescends answered your question perfectly.

Perhaps you could make it work with Yanfly's Action Sequences in mind...I believe it will make an unbelievable uptick to your battle system!
Unfortunately, this script uses Yanfly's Battle Engine Core that modifies the BattleManager. Combat animation scene will only be compatible with scripts that modify the Spriteset_Battle.

Combat animation scene:
I made several corrections to the system that brings a small improvement in performance.
The first add-on of the tactics system is ready soon.
RtkjOBY.gif
 
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Snowleopard

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I am trying it now and it looks really amazing.

I am wondering if its possible with spells that slow movement speed or alter the battlefield by creating terrain that block spells etc?
 

arleq1n

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@Snowleopard No for the moment. Later in the development, it would be possible to buff the movement with a item or spell, but no modification of the battlefield. Only the property of terrain will give bonus or malus. For example, sand slows down the movement of units.
 

Richard John S

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Keep up the good work. I love tactical battles!
 

Eliaquim

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Hello! I'm following the tactical system and I'm going to test it now. I think a good tactical game that can serve as your inspiration is the Shining Force Series for mega drive.

I've done a remake of it with an engine of their own that they did for that game. And it has some interesting options to configure the enemy's artificial intelligence. I will pass the links if you are interested.
But in short, the enemies have the modes:
- Aggressive> Advance up the player by walking as many tiles as he can.
- Item / magic> You can use items and magic.
- Default route> As a patrol system. The enemy patrols certain area (x, y).
- Default> The range of the enemy is defined by regions (same in mv!). When the player steps in a certain region it activates the enemy's movement to attack it.
Also, if you put "land effects" it will be great too. It means that is an enemy is above a mountain tile, he has some bonuses of defense for example.

Some images of it:
UlnEWtA.png
pnNc1Vf.png

I also believe that one thing that might make it easier for the system to display weapons animations in battle is that instead of you preparing a whole code for it, people using your system might have the option of changing the character image at the time of the game attack. This way, the game developer himself can make his animation sprites and use them (or not) at the time of the attack.

[EDIT]
I'am testing right now, and got a doubt:

I put an enemy to attack within a range of 4x and y, like the image:
XkSdlSZ.png

But i got a issue. That enemy only attack within 4 range. When i put him in a corner and put the player around it, he cant attack me.
So, its possible to define more than one range to a same enemy?
Or i will have to add another skill to him, with another range?

Also, if you want to know, your plugin is compatible with all this other plugins:
vsR1nCI.png
 
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NinjaKittyProductions

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@Eliaquim
If you are wanting the enemy to attack within 1 to 4 reach, the best way I found to do this is to do the following:
<range:[x+1,y],[x-1,y],[x,y+1],[x,y-1],[x+2,y],[x-2,y],[x,y+2],[x,y-2],[x+3,y],[x-3,y],[x,y+3],[x,y-3],[x+4,y],[x-4,y],[x,y+4],[x,y-4]>
The above range will give you an area like in the provided image.
Capture.PNG

To create a skill that also has the diagonal spaces targeted, you would have to use:
<range:[x+1,y],[x-1,y],[x,y+1],[x,y-1],[x+1,y+1],[x-1,y-1],[x-1,y+1],[x+1,y-1],[x+2,y],[x-2,y],[x,y+2],[x,y-2],[x+2,y+2],[x-2,y-2],[x-2,y+2],[x+2,y-2]>

I had a hard time figuring this out at first as well. But you can mess around with this to make some interesting areas of attack ^_^
 

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Eliaquim

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@Eliaquim
If you are wanting the enemy to attack within 1 to 4 reach, the best way I found to do this is to do the following:
<range:[x+1,y],[x-1,y],[x,y+1],[x,y-1],[x+2,y],[x-2,y],[x,y+2],[x,y-2],[x+3,y],[x-3,y],[x,y+3],[x,y-3],[x+4,y],[x-4,y],[x,y+4],[x,y-4]>
The above range will give you an area like in the provided image.
View attachment 101299

To create a skill that also has the diagonal spaces targeted, you would have to use:
<range:[x+1,y],[x-1,y],[x,y+1],[x,y-1],[x+1,y+1],[x-1,y-1],[x-1,y+1],[x+1,y-1],[x+2,y],[x-2,y],[x,y+2],[x,y-2],[x+2,y+2],[x-2,y-2],[x-2,y+2],[x+2,y-2]>

I had a hard time figuring this out at first as well. But you can mess around with this to make some interesting areas of attack ^_^

Thank you so much!! I do not know that i can separate with comma to add a new range coordinate. Thanks a lot!!
 

onaa3r

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Hello. This is a cool battle system, and I'm just trying to figure out how to suit it to my purposes. I would like to know if/how the CommandEquip (and quite possibly the YEP_EquipCore and _ChangeBattleEquip) plugin(s) are compatible with your Tactical System.

I am rather new to all of this, so I apologize in advance for any inappropriate inquiry.
 

YbanezKien

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Hey I didn't know if you were gonna script maybe a smarter AI Movement that moves with out being close to the Character.
 
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Eliaquim

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A strange issue with the events in battle. If an event is checked like that and the actor is not on the party, then event should be not active:
9E0UDpj.png

However, happens that:
czibEes.png

[EDIT]
I think i found the source of the "issue".
Its because of that notetag in the event. So no matter what conditions, what page you put in the event, because of the notetag, the event will call the actor.
I think this problem can be solved if we can add an actor via plugin command /scriptcall or coment tag...
Because i was planning to do a game with max 12 members in battle. But the player can recruit 25.
So in every battle i was planning to do a check in the event to see what actors is in party, then activate the correspondig event to the respective actors in the party.
So if the player has 15 members, then i will draw 15 events in battle. And each event will check if the actor is in party(max: 12), those events that the actors is not in the party, they will never show up.
Sorry for bad english, i hope you understand.
 
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Mojo907

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Ever consider adding dead actor sprites? Right now everything disappears when killed, but I think the possibility of reviving teammates would be cool.

Right now you have to place player events for the tactical battles, is there a way to add player walk sprites?

I'm suggesting this because say if you allow the players to change their appearance somehow, like for a class/job change, the way it's set up now there is no way for the changed appearance to be represented in the battles.
 

Eliaquim

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I think its a cool idea!
But maybe can do this with events inside the battles?
Putting a conditional branch when enemy id <= 0 then activate a page with the enemie dead image.
Not exactly like that, but maybe there's a way.
 

Eliaquim

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Sorry for double post.
 

Mojo907

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I think its a cool idea!
But maybe can do this with events inside the battles?
Putting a conditional branch when enemy id <= 0 then activate a page with the enemie dead image.
Not exactly like that, but maybe there's a way.

If the enemy id was a comment instead of a notetag, then event pages would work like that i believe.
 

Eliaquim

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Hi guys! Anyone manage to make the <aggro:int> to work?
I cant get it to work. I tried with the demo project(with the version that it came, and with the new version on the github).
I put this in the note of the event.
in the note of the enemie in data.
put in both also, and it not work. the enemy only moves for attack me if i'm close to them. Otherwise he only waits.
XcukR9c.png


If the enemy id was a comment instead of a notetag, then event pages would work like that i believe.[/QUOTE]
Hope so! This will fix the issue with party members. And we can add or remove any members before enter in a battle.
But in this moment the members who are going to battle must be exactly.
But i'm doing a lot of great and fun work with that anyway!

@Embxii PLEASE!
I think there's a must to be done in any tactical system:
The player has to gain experience in the middle of combat. He kill an enemy, then the exp for this has to give to him right away. Level up in the middel of battle is amazing!!!!
I'm trying to this with events and other plugins, but its reaaly hard =/

[EDIT] Something that will be cool to is to enhance the performance of camera in battle. Always when its enemie turn, the camera snaps to the enemy. I mean, the screen dont scroll. simply "teleport" the image to the enemy.
 
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YbanezKien

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Hey @Embxii I was wondering if you'd be wrking on an update where you can choose where a character can be placed.
 

PreciousMinty

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Hello, I really like this plugin and am using it in a project I'm making.
My only problem is that when I put the plugin in said project, and ran a battle, when I use 'attack' or any magic or special skill, the specified animation doesnt play over the targeted enemy, like it does in the demo. Do you have any ideas as to why this might be happening?
 
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Hello, I really like this plugin and am using it in a project I'm making.
My only problem is that when I put the plugin in said project, and ran a battle, when I use 'attack' or any magic or special skill, the specified animation doesnt play over the targeted enemy, like it does in the demo. Do you have any ideas as to why this might be happening?
I am sure there is more than one thing that causes this issue.

However for me, it was because I had Yanfly's Battle Engine Core script turned ON.
Try turning it off and trying again.

If it still doesn't work, turn off all your plugins, and slowly turn the back on and continue to check your game.
That way you can pinpoint exactly what Script is causing your battle animations to not play.
If that still doesn't fix anything, then unfortunately don't think I can help you on that one.
 

PreciousMinty

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I am sure there is more than one thing that causes this issue.

However for me, it was because I had Yanfly's Battle Engine Core script turned ON.
Try turning it off and trying again.

If it still doesn't work, turn off all your plugins, and slowly turn the back on and continue to check your game.
That way you can pinpoint exactly what Script is causing your battle animations to not play.
If that still doesn't fix anything, then unfortunately don't think I can help you on that one.

This did fix it, thank you lots!

However, please let me know if you know of/come accross any ways to have both plugins, as I WOULD like to have both in my game.
 
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