Recent content by Sunder

  1. Sunder

    Lecode Tactical Battle System 0.77.2B

    @cmcorbin No worries, I'm glad it works ;)
  2. Sunder

    RMMV Eternal

    @SoloWise Thanks a lot for taking the time to play ! :D I think this error is due to the "exclude unused file" options when exporting. I saw that some resources were missing and fixed that, but I missed those ones. Also, the guard is not supposed to talk in a different language. I developed it...
  3. Sunder

    RMMV Eternal

    Would you like to be dominated ? download link (No, it's not a BDSM game ;)) 1. Synopsis The world of Obara is beautiful but dangerous. It has been for millennia. People only knew dangerous beasts, hunger and war until Charles, the King of Syde united eight kingdoms together. But this...
  4. Sunder

    Lecode Tactical Battle System 0.77.2B

    @cmcorbin My bad, I actually made a typo: it's not BattleManager.isActorAtCell(x, y), but BattleManagerTBS.isActorAtCell(x, y). I edited my other post. There you have an example that I tested and works as intended : Also, don't forget that the first cell (top left) is at position 0,0 and not 1,1.
  5. Sunder

    Lecode Tactical Battle System 0.77.2B

    Yup, that's it ! It works, thanks a lot. I should have tried in all tags.
  6. Sunder

    Lecode Tactical Battle System 0.77.2B

    If you're talking about "One Time Offense", I have it set to false, it works perfectly for my actors but the AI still does only one action. If you're not, I can't find this parameter and I will feel very stupid... :( About hue, tone and scale, I tried that : <letbs_sprite> pose(idle)...
  7. Sunder

    Lecode Tactical Battle System 0.77.2B

    Hmmm I did not think of that, but I just tried and it didn't work. I have a state that add some MP every turn, and any kind of new turn add the MP to the enemy, so it would result in an endless loop of turns ! Also, it doesn't look "clean" to see in the Turn Order HUD. Thanks for the suggestion...
  8. Sunder

    Lecode Tactical Battle System 0.77.2B

    The easiest way is probably to add this code to LeTBS.js (or create a plugin with this code that you'll add after LeTBS in the plugin manager) BattleManagerTBS.isActorAtCell = function(x, y) { e = BattleManagerTBS.getCellAt(x, y).getEntity(); return (e && (e._battler instanceof...
  9. Sunder

    Overworld Character goes away when knocked out

    There you have a first version that SHOULD do what you want ;) I didn't test it on a full game, so let me know if anything goes wrong... as it very well might ! It could cause trouble if a characters dies outside of the battle scene, as the code to change the party order is only called after a...
  10. Sunder

    Overworld Character goes away when knocked out

    This seems like a nice solution. Plus, it's always better to avoid plugins if you can. At the same time, I'm trying to write a plugin that does what you asked (I need practice !). I'll let you know when it's done ;)
  11. Sunder

    Lecode Tactical Battle System 0.77.2B

    Woh, thanks Doktor_Q, I didn't think you could do it with the scope restriction.
  12. Sunder

    Lecode Tactical Battle System 0.77.2B

    MiLo-Katergaris answered properly, but if you need more information on scopes, you can find it on LeTBS documentation (https://lecodemv.github.io/leTBS/old/scopes_and_aoes.html). Also, if you want a spell that can hit both allies and enemies, but not the empty cells, let me know, I can give it...
  13. Sunder

    Lecode Tactical Battle System 0.77.2B

    Hi everyone, First of all, thanks a lot Lecode for this wonderful plugin. I can't wait for 0.8 ! :D I'm currently trying to have a game where you can use multiple skills as long as you have MP (Dofus-like). I set one_time_offense to false, and it works great for my party, but enemies seem to...

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This scene was suppose to be a test... but now, it's going in the game as official side/optional content. :kaosalute:


functionality(This is function demo not game demo)
1 The door of ABS map can open upon clearing all the monsters
2 Secret room/road arrow/lighting/whatever others can be shown upon clearing too
3 Boss HP bar and loot effect, loot jump and item name color as well as the pick-up animation effect
4 Back to town and "victory aftermath" screen for ABS maps/rooms
Playing one of the two RM2k3 games I was best known for back in the day, one I made in the Spring semester of my Freshmen year in college like 15 years ago, feeling all kinds of ways about it. I have not played this game in WELL over 10 years. I feel a million years old RN.
One of these days, I need to find/figure out how to replicate the Brave/Default system. Heheh...
Are ReSTAFFs a thing anymore? Just curious, not sure if this is thread-worthy, so just musing here

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