Hello Synrec. Just a question. Does the TBS have the restriction of 4 active Party-Members as RPGMaker MZ has without plugins? Or can you use more partymembers if you use a plugin for MZ?
Zwenn76
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Hello Synrec. Just a small suggestion today. I tried to setup skills in a certain order. But however I set them up in the database, it always ends up like this:
But the secons skill in this picture is the main attack skill of this character. It would be great and less confusing if skills in battle are in the same order as the setup in the database (I´m not completely sure, if this is even possible because both skills in this picture are lv. 1 skills.)
Theres another small thing. All enemys are set to 'TBS chase'. Both actors attack the same bird (sorry for the tree). And this bird attacks back. but the other birds just stay in their place every round and won´t move again until the first bird dies or an actor moves to another place. If this is a restriction from the rpgmaker itself when theres nothing that can be done about it. But still it is a bit unfortunate, because it takes a lot away from tactical battle.
For the dead enemys - I don´t know how these sprites are displayed, I know other programs which uses some z-index. If rpgmaker don´t have this, then I think it is ok as it is because it is great that the dead enemys are displayed on the map (for resurrecting or something like this) .
A victory window sounds really great.
Hello, Is there a way to see what loot you get from enemies after battle? At the moment I'm doing this with an event, but that's very cumbersome.
Edit: I have another question. $gameVariables works really great, but is there a way to implement this in arrays as well, like <TBS Enem Ids: [6,7]>?
Edit2: My first question of today is not really THAT important. I found some easy ways to implement this by using events after battle-ending.
Edit3: There is another thing. If an enemy steps on an already dead enemy, you can see both pictures together. Would it be possible, to see only the sprite of the actual enemy? (in the picture the dead enemy is the small flame)
the skill should NOT be shown in battle. but even with occassion set to never it shows in battle. *passive* is not originally in the database. This is something I added later. It´s meant for skills which I use in events (like collecting plants)
I have a walkaround for now. I just set up a weapon called 'skill' and set it up as required.
I just tried it with a skill which has a normal skilltype (set in the database from start) and set occassion to menu only. It still is shown in battle.
And I have another question to skills:
I set a skill with range 3 and exclude range 2
and now I cannot target the upper *circles* using keyboard - mouse works.
Dear Sync, I have a question about the TOU:
"Plugin must be obfuscated on project release"
I would like to publish a project demo in the community (https://rpgmaker-mv.de for feedback, suggestions etc.). Unfortunately I have no idea how to obfuscate a plugin. Do you have any advice on this please?
Thank you very much for your fast answer :)
I have another question; I have the following map setup:
<TBS Map>
<TBS Enem Ids: [2]>
<TBS Enem Count: $gameVariables.value(12)>
<Place Actor 1:1>
<Place Actor 2:1>
<Defeat Event TBS: 14>
<Victory Event TBS: 13>
the victory event does work, but on defeat it jumps to game over and not to the event. Do I need a special setup for the actors? Both events are the same and should transfer the actor to another map.
Dear Syncrec, Two questions. Question 1: Is here (itch.io) the best way to ask questions, or do you prefer something else?
Question 2: What exactly does <TBS Troop: number> do? Is this used for the <TBS Map>? If so, am I doing something completely wrong, or is it not meant for that at all?
Thank you in advance for your help.
Oh, and thanks so much for implementing variable usage in tags in the last update :)
I've tried and tested a lot in the last few days and it just works great. But I just can't get the use of variables in the note tags. <TBS Enem Count: $gameVariables.value(1)> just doesn't work for me. Am I doing something wrong or doesn't it work like that in the tags? I would be grateful for any help.
First of all thanks again for this great combat system. Bought it without thinking twice as it has everything I've wanted for a long time.
Is there a way to use variables in notetags? for example in the map tag, something like:
<TBS Map>
<TBS Enem Count: \v[1]>
<TBS Enem Ids: [1]>
<Exit Map ID: \v[2]>
<Exit Map X: \v[3]>
<Exit Map Y: \v[4]>
<Place Actor 1:1>
or is there an equivalent to achieve something like this that I've overlooked? (so in this example, a random number of enemies or the ability to return to the coordinates of the event that started the fight?)