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Zwenn76

40
Posts
6
Following
A member registered Jul 13, 2019

Recent community posts

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?

I´m really sorry. I completely misinterpreted the order of skills in battle. It´s already determined by skill-ID (I think). And thats exactly how it should be. 

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.)

Today I just wanted to say thank you.  I did a lot of playtesting the last days and your tactical battle system is working just fantastic. Love the new victory screen.. 

(2 edits)

Ok.This one is a bit weird

You see the green haired actor? this one was dead. Another actor stood on the same place and used a potion (normal healing; no resurrection). now the dead actor is back to life and can´t move because the other actor is below.

small update on the attack post: It only occurs if there are more than one actors.


the bird above the actor was just in line with the other bird like in the first picture. but he 'moved' to the attack-position on his turn. 

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.

Thanks for your answer. I thought so. It*s doable by using skills instead. So no problem :)

And another thing, but just for your interest: you can´t start a battle if the char has no name. I startet a game there the character has no name and the battle starts with the following error:


I'm really sorry, but I already have another problem.


Now, with 'attack times + 1' the char, equipped  with this weapon has two complete  phases (incfluding a second movement-phase). Shouldn't that just be a second attack, or am I completely wrong?

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. 

(2 edits)

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)


Hello Synrec, since your Patreon is not really in use, is where another way to support you, even to a small amount (besides buying another licence of the plugin XD)

Thank you very much. This works.

(1 edit)

I think I´m doing something wrong. I already tried escape codes, but it shows the following

edit: using the same code for help-text works.

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. 

Hello. First of all I want to thank you for all your awesome plugins. Now my question: Is there a way to display the map names in different colors? Or mark different names with different icons in front of them?

Hello again. This time it is about skills. I tried to make a passive skill with no scope and no occassion, so it won´t show up as battleskill. But whatever I tried, it always shows up in battle. 

This is the skill


(1 edit)

I´m sorry, but I already have another question.

I have this potion. After using it in battle it still stays in the inventory and I can use it infinite. Outside of battle it consumes one potion on use. Is there something else I have to setup that I´m missing?

Thak you for your answer and your help. :)

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?

Yes, it is.

Hello. I just noticed something. If an opponent is defeated, the "dead graphic" remains. If a second enemy moves to the exact same space and I attack that second enemy, the attack animation plays twice. That looks a bit weird.

Thank you :)

Hello, again ;) Is there a way to specify an attack range with range 3 <TBS Attack Range: 3> but it cannot attack on range 1? Something like, if you have an crossbow and you can´t use it in close combat?

thank you. awesome :)

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.

Thank you

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?)

No problem with the delay :) Can´t test it at the moment, but I think this was solved :)

This is awesome. Listened to some demo and instant buy :)

Thank you for updating :)

Yes. Even with a new project. I only added MZPlus and Parallax. Only one map with an event which shows an balloon-icon over the event and after this one over the player. This works. But now if I change character reflexions to false the game freezes.

its in the plugin parameters

OK. it happened again. But it has nothing to do with the savegame. As soon as I set "Character Reflections" to false the game freezes. (Just as if an autostart event was running). It works again when it is set to true.

I tried a lot of combinations with different events on a new project and the project where the ballon-ani was missing (from the start, from new saves and I even made a save on the same position as last time). I was not able to reproduce this issue. Only on the saves from the first project. and even there it´s only missing on the player char. The balloons are all ok on other events. But on the player it is not only the balloons but all animations. So maybe it only occurs while actual building the game, installing, deinstalling and testing things out, because on the new saves the plugin was already there from the start?

I just made a new project with only the mz-plugins. All is ok. So I started a new game on the firtst project and now it works with even a lot of other plugins. But it won´t show balloons on a save game. i test a bit more later because its 1 am and i have to get up in 4 hours. will be back on testing after work

I have the same problem. I disabled all other plugins and the problem persists. All I have enabled are MZPlus and MZPlusPrimeParallax. With both enabled it wont show balloon-icons. With only MZPlus enabled, the balloon icons are back. (game doesn't freeze, just for the second where the balloon animation should actually be shown). By the way, it is really an awesome plugin, which does exactly what I wanted :)