You may notice that on loading the plugin, all window values are set to 0/1. You can copy over the demo project UI if you do not want to remake UI from scratch (This is also cross platform MV/MZ)
First, right click on the UI parameter:
When the list of options show up, select "Edit as Text..." which will show the UI data as copy-able text:
Copy the text and paste it in the text edit of your own project to copy the UI.
Below is an explanation of the general configuration settings.
ACTOR - ENEMY: BATTLER CONFIGURATION
Base Move Range: The default move range before any modification
TBS Layer: Priority Type of the battler
Attack Animation: The animation to play for normal attack, animation one (1) is used if left at zero (0)
Character File (Override): Used mainly for enemies or to override actor default map graphics
Dead Character File: The graphic file used for dead battler
Character Index (Override): Used mainly for enemies or to override actor default character index. Used for eight (8) character graphic sheets.
Dead Character Index: Used for eight (8) character graphic sheets.
TBS Move AI (Auto): An array of possible move types the auto battler may perform (hunter, fearful, friendly)
TBS Action AI (Auto): An array of possible action types the auto battler may perform (offense, defense, support)
No Move Balloon: Balloon to play when moving is not possible
Ally/Enemy/User balloon not currently used
Spawn Animation: Animation to play when spawning battler
Start Turn Animation: Animation to play when starting battler turn
Move End Animation: Animation to play when ending movement
Action End Animation: Animation to play when ending action
Revive Animation: Animation to play when battler is revived
Dead Animation: Animation to play when battler dies
Base Stepping Animation: Battler is in stepping animation all the time and not just during movement
Map Gauge Color: Color of the map gauge, can use Hex color code, RGBA or any other valid color code
Map Gauge Width: The width of the map gauge
Map Gauge Height: The height of the map gauge
Map Gauge Y-Offset: Offsets the y-value for the HP gauge
No Map Gauge: Disables the HP gauge on map.
SKILL - ITEM: DATA CONFIGURATION
Action View: Determines if to play action on map or in the battle scene
Attack Pattern: The pattern for the area of attack selection (Line, Square, Normal, None)
Attack Range: The size of the attack selection area
Exclusion pattern: The pattern used for removing inner area from attack area selection (Line, Square, Normal, None)
Exclusion Range: The size of the exclusion area for attack selection
Facing attack: Transforms damage pattern "normal" into conical pattern, sets origin as the user
Damage Pattern: The pattern for the area of damage (Line, Square, Normal, None)
Splash Range: The size of the damage area
Exclusion Damage Pattern: The pattern used for removing inner area from attack area selection (Line, Square, Normal, None)
Damage Exclusion Range: The size of the exclusion area for damage area
Required Terrain ID: The terrain the battler needs to be on to execute the skill/item
No Through: Removes no move region coordinates from selection and damage area
Knockback Range: Apply a knockback on the target battler
Suction Range: Apply a suction effect on the target battler
Teleport: Randomly teleport target battler
Swap: Swap target battler and user
Contact Layers: The priority types the skill/item can affect
Contact Terrain: If used, will be valid for only listed terrain IDs
Contact Regions: If used, will be valid for only listed region IDs
Use Allies: Max number of allies to use for sub parameters
Use Enemies: Max number of enemies to use for sub parameters
Share Cost Allies: Shares the skill cost with nearby allies
Share Cost Enemies: Shares the skill cost with nearby enemies
Reserve Turns: Number of turns before the skill/item executes
Reserve Area Graphic: The character graphic file used for reserve area
Reserve Area Graphic Index: Used for eight (8) character graphic sheets.
Reserve Area Graphic Direction: The direction of the graphic used. Refer to normal character graphic direction
Reserve Area Graphic Priority: The priority type of the graphics
Reserve Animation: Animation to play during reserve action
Reserve Action Balloon: Balloon to play during reserve action
Trap Trigger Count: Maximum number of times a trap can trigger
Always Trigger Trap: Trap will trigger even if no battler is nearby
Trigger Animation: Animation to play on trap if triggered
Character File: Character graphic used for the trap
Character Index: Used for eight (8) character graphic sheets.
Placement Animation: Animation used for trap spawn
Trap Area Graphic: Character graphic used for the area of effect of trap
Trap Area Graphic Index: Used for eight (8) character graphic sheets.
Trap Area Graphic Direction: The direction of the graphic used. Refer to normal character graphic direction
Trap Area Graphic Priority: The priority type of the graphics
Trap Target: Who this trap affects (allies, enemies, all)
MAP CONFIGURATION
Map ID: ID of the map for the tactical battle, will automatically set the map as a tactical battle map
Turn Handling: Can force a different style of turn handling for the map or use default
Maximum Actors: The max number of placeable actors (Includes region actors)
Maximum Spawn Enemies: Max number of spawnable enemies (Does not include region enemies)
Enemies: The enemies to setup on the tactical map, very important to set, must have at least one enemy.
Region Specific Enemies: Spawn specific enemies on specified region and apply states. Can set the max number of enemies to spawn
Region Specific Actors: Spawn specific actors on specified region and apply states. Can set the max number of actors to spawn
Boss Enemy: Array of enemies to use as the boss
Boss X: Map X for boss spawn coordinate
Boss Y: Map Y for boss spawn coordinate
Boss Spawn Animation: Animation used for boss spawn, overrides enemy default spawn animation
Exit Map ID: The map to which the player will exit to when tactical battle is complete. If not used, will return to previous map.
Exit Map X: Map X to locate player on exit
Exit Map Y: Map Y to locate player on exit
Exit Map Direction: Direction to set player on exit
Defeat/Victory Event: Common event to play on defeat/victory.
Defeat Leader Dead: If party leader dies
Defeat Party Dead: If party dies (excluding leader)
Defeat/Victory Turn Count: If global turn count reaches or exceeds set value
Defeat Actors Region: If all region actors for that region dies
Defeat/Victory Enemies Region: If all region enemies for that region dies
Defeat/Victory Actor Traps: If game event set traps designated as targeting actors are destroyed
Defeat/Victory Enemy Traps: If game event set traps designated as targeting enemies are destroyed
Defeat/Victory Traps: If all game event set traps are destroyed
Defeat/Victory Switches: If all switches meet required value
Defeat/Victory Variables: If all variables meet required value
EVENT NOTE TAGS
<Trap> : Enables the event to interact with SRPG elements of the plugin, should be used along with note tag: <TBS Battler: enemy_id>
<Trap Range: number>: Distance proximity check range
<TBS Actor Trap>: Event checks for actor proximity only.
<TBS Enemy Trap>: Event checks for enemy proximity only.
<No Map Gauge>: Disables map HP gauge
MAP NOTE TAGS
<Battle Map: map_id>: If the map is configured for TBS battle, teleport the player to said map and begin TBS battle using troop setup monsters from the database.
SETTING UP CUTSCENES/EVENTS
Events can be set to trigger when an actor/enemy enters a region.
Event Note Tags:
<Region Actor>: Triggers only when actor enters designated regions.
<Region Enemy>: Triggers only when enemy enters designated regions.
<Region Trigger: [1, 2, 4]>: Valid event trigger regions are 1, 2 or 4.
<Turn Trigger: 3>: Event will trigger on turn 3 of the TBS Battle
Alternatively, if you want an event to play at the start when an actor is spawning in, you will want to setup the region specific actors to play the common event.
Region ID: Region tiles in which this the region actors can spawn
Event ID: The common event to play on region actor spawn
Level: The level of the actors spawned
State IDs: The states granted on spawn
Actors: The possible actors to spawn (Random)
Max Spawn: Maximum number of actors to spawn (Provided there are enough region tiles)
You can also setup events to play on defeat//victory in map configuration.
SETTING UP TERRAINS
You can setup terrains by setting up tileset configurations. Each tileset is configured by on its own and is shared between maps using the same tileset.
Tileset ID: The Database ID of the tileset (check tilesets tab in database or just select it)
Terrain Tag Configuration will setup what happens when the battler is located on the tile designated with that terrain tag
You can designate terrain tags in the database tileset section.
Terrain Tag: Numerical value of the terrain tag set from plugin database. This affects all tiles with this terrain tag.
Move Range Modifier: Modifies the movement range of the battler
Move Phase Animation: Changes move phase animation to the animation selected.
Terrain Effect Animation: Animation to play when terrain effects (states) applied
TBS Speed Mod: Modifies the turn order build speed
Terrain effects can modify movement speed. Please be careful as you can potentially lock movement until the battler has some way to get off of the tile. You can counter this by setting global turn defeat to a set amount of turns or by having another battler pull/push them out of that area using knockback/suction effect skills/items.
Accelerate State Decay: States listed here will have an additional turn count removed.
Block State Decay: States listed here will not have their turn count depleted.
Add States: States to add when on terrain. Will remain unless battler leaves terrain.
Remove States: States will be removed when entering terrain.
Control the application of states to create situations where you can have, for example, a battler enter tall grass and have their TGR xparam set to 0 by applying a "camouflage" state or even entering water removes burn effects, etc. Creativity is key here.
Flat HP/MP Modifier: Modifies HP/MP by a flat value.
Fractional HP/MP Modifier: Applies a multiplicative modifier to HP/MP.
The resource modifier can work for penalizing battlers for entering bad terrain, eg: Lava or rewarding by entering a healing area.