I'm trying to do the bonfire system. Where you discover a bonfire and it gets added to the map.
I tried adding a switch condition to the Create Travel Map common event.
When discovering a bonfire, it flips that switch and runs the create travel map common event again before loading up the...
I'm also having the same issue.
But i haven't been using a plugin. So you need a plugin only if you're doing custom stuff? What exactly is the plugin doing?
Making a mobile game and want to be sure the plugin will run properly
Sorry! I altered my initial question to be more specific, tried to delete my other thread and wasn't sure how.
My other thread, I didn't denote the presence of the visual ATB bar and the specificity of wanting to trigger an event/switch PRE-cast.
Still trying to figure out how to do that.
Got it. I'm messing around with a common event that runs in parallel during battle to check for a few things:
◆If：Script：$gameActors._data._tpbCastTime > 1
◆Play SE：Cancel3 (90, 60, 0)
◆Script：$gameActors._data._tpbChargeTime = 0
： ：$gameActors._data._tpbState = "charging"...
Unfortunately, HeroicJay hasn't released a 'wait' version of his turn linking, which is what I'm trying to solve for. Also had some incompatibility issues with his plugin & VS battlecore/skillscore
I'm using a visual ATB bar progression. So I want to apply the stun state to actor 1 after...
I'm trying to create a dual tech system that's kind of based on child of lights battle system.
For those not familiar, it's an ATB with a visual time progress bar. As actors progress from left to right, their TPB reaches 100 and they're ready to cast. After selecting a skill, they...
I'm using the ATB (with time progress bar) with 'cast times' (think child of light) and can't figure out the WAIT component of actor 1.
So actor 1 selects a dual tech skill involving actor 2. Rather than actor 1 actually USING the skill- instead, they should be stunned, and remain 'ready' to...
Right. However in my mechanic, Actor 1 (who selected the skill) is “waiting” to cast the dual tech when actor 2’s TPB >== 100.
so i’d need a way to set actor 1’s TPB == 0 if actor 2 died before reaching 100 TPB. not sure where to place that condition. there a way to trigger a variable / apply a...
other part i’m trying to solve are what to do if the skill is cued and the associated actors die before their tpb reaches 100 and the skil is autocast.
also might need to prevent them from being subbed out of the party if they’re “cued”.
not positive how id pull that off with conditional states
I'm creating a dual tech system with the ATB Wait Battle system.
Trying to understand how to implement a risk reward dual tech system. Essentially actor 1 'precasts' a skill that involves a second actor, and the risk is they wait for the second actor's TPB to fill up before the skill is...
Put more simply- I'm trying to make actor's / Enemy's TPB progress more slowly in wait mode.
I've tried making their agility 1, but for some reason, they still progress
Funny you replied, because I was just looking into a plugin you wrote! Lol...
How does RPG Maker calculate the speed in which an Actor's TPB gauge fills up in wait vs. active?
I prefer wait, but in my usecase (Visustella A T B), the gauge is filling up way too fast in wait compared to active.
I'm wondering why there's such a discrepency. I was under...
I'm trying to implement a battle system similar to Child of Light.
I want to use the ACTIVE battle system (the way it handles time progression) but PAUSE on an actor's turn start.
I know what you're thinking. Just use the WAIT version!
However, I'm using Visustella's ATB plug-in to offer a...
Maybe i could input a code snippet into the VS battle core to run 'pre-start turn'.
Would need to code a JS snippet that conditionally checked the actor index and displayed an image. (dont know how to do this but i can research or ask)
Was just going common event because I know how to display...
Thanks! Pixel artist so I'm still learning programming / logic, lol.
What do you mean by the second part?
Was going to maybe make a common event that runs parallel with some script checks? So:
BattleManager.actor().actorId() === 1
Show picture that highlights actor 1 index
I realized recently since my game is still a turn based game, that something like the card game Yomi is a lot closer to what I should try to aim for combat wise. Should also help for those who don't really play fighting games to make things a bit easier to understand. ugh the struggles of trying to show love for my 2 favorite genres in 1 go lol.
Holy crap, it's cold. Our heat went out this morning and the repair guy won't get the part needed to fix it at least until tomorrow. Had to be now of all times, when we have stuff to do all week and it's the coldest night of November so far.