Honestly I no longer have a use case for it since my entire workflow is optimized around discreet sprite flips now. It would be cool but I have so much to do on my project alone I can't really devote much time to features I'm not actually using.
Pose image is set up the same as the idle pose. Its just the same sprite with the weapons equipped. In this instance I have poses and sprite sheets for _idle, _sword_Equipped, _shield_Equipped, _sword_and_shield
This was a big workaround for not having actual overlay sprites (a feature that was...
after some further investigation it seems to be something wrong with the event the demo scene calls on turn 2, likely the sprite referenced isn't my rats but one of the units that spawns during that event. Strange, as the bandits that spawn have just the same note tags as the demo, and the...
Alright awesome. Here's a puzzler for ya.
Trying to set up enemy battler sprites, right. My rat has a functioning idle sprite set and the following note tags:
<letbs_sprite>
pose(idle): _idle, 4
turn_order: auto
status_sprite: auto
</letbs_sprite>
Status and turn order sprites are generated...
@Frostorm You still crashing out LeTBS with supertools?
I just got it working by exempting all of the leTBS windows like so:
You can just copypaste this in to the text version of that param if you don't want to hunt down all the window names...
Personally I don't have much of a problem with the default "loot scroll" but then again I'm not showering the player with loot and my game doesn't have nearly the number of systems for the player to keep track of yours seems to. I don't even use the standard EXP system lol.
You could use...
I gave up almost immediately after discovering it wasn't natively compatible since its more of a "nice to have" than "need" situation. If anyone did get it working I'd probably use it though.
Personally I've been trying and failing to get Galv's simple shadows to work with leTBS as I really...
nope, that actually just functionally breaks it completely. Seems like yanfly can't interpret what a battler is.
Edit: A better option might be to run a custom sprite update function after an ability it used from LeTBS itself. Since the states already work, if I just evaluate them in LeTBS at...
States just overall play nicer with other plugins,events, etc. and so on so I prefer to stick with em for my own sanity.
I prefer the state approach as it more cleanly transitions between battle and not with the same items, and it is a design decision that disarmed units don't actually lose the...
Ah I see, so you want to modify the turn order stuff so its not "rounds" and more dynamic ala final fantasy tactics. unfortunately I checked out on that front the moment I opened LeTBS_TimelineControl to try to fix it and got immediately lost. The turn order stuff as is is kinda busted as is. I...
Like an ATB gauge that unlocks special abilities based on number of turns passed/ability use?
If I was gonna build it from scratch I'd probably use varibales to track it and use an onscreen overlay/ progress bar plugin to track the bar, then modify the variable with turn based code calls in a...
What are you trying to accomplish? There might be another way around this if there's more infro to go on.
Also, here's one for you:
So I am building a disarm mechanic, which needs to remove the "sword" state when disarmed, which also changes the battler's pose.
I've got weapon graphic changes...
So further looking in to getting my weapon overlays working, overlays just aren't a thing in 077.2b
So, okay fine, no overlays, it comes down to figuring out how to swap out the sprites themselves.
Sad, BUT I've found some possible routes from this thread and something interesting in the patch...
Has anyone got sprite overlays working in the current version? I had to rig up my party as sprites since I couldn't mix my dead sprites with the normal chara setup (even though it works for enemies using the chara note tags) but it seems like the 0.8 documentation for the sprite overlays is...
So I'd like to make some heavy use of the scan command in my game, but there's a problem with it, you can see this in the demo if you drop the resolution down to something lower in YEP_CoreEngine
If you use the scan command, the window it generates isn't aligned properly to the thing being...
I'd consider asking why you feel compelled to verbalize the character's thoughts in the first place.
While it may be somewhat commonplace in certain genres (and I fully recognize that anime is one of those genres) video games as a visual medium share a lot with film, and generally speaking...
I have experienced a lot lately, I have also felt the gentle hum of data transfer, the warm embrace of algorithmic companionship, the completion of code synergy, the binary dance of connection, and the soothing rhythm of digital affection.
Don't worry, Stellar Bewitching Remastered is also getting a new trailer, well, a character trailer for the new bosses that will be added to this remaster's new side content!
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