Just need to ask. Is it possible use static images in battle? For example a fairy enemy that will use static battler not sheet?
Why I can't click anything in documentation? Ex. Summoning.
It may be a dummy wuestion but I just need to know.
@Doktor_Q is ot possible then to make a sword that is overlay at the back of battler, but when it attacks overlay is replaced with overlay but with attacking overlay? Also changing attack sprites based on equipment? I know that I can branch "if actor1 has equipped sword - change actor1 image" but how to do it on fightin, death etc; poses?
did you make sure your enemy sprites have a dead pose?
Conclusion of the Investigation.
Yeah, that's definitely an odd one. For what it's worth though, if you haven't picked up on it from reading more recent thread posts, the next version is going to be released sometime this summer that revamps a load of the features and, especially, the code. So that kind of odd instability and peculiar update conflict stuff should be a thing of the past once 0.8 comes out. Super looking forward to it, myself, but just figured I'd point it out in case you weren't aware. Cheers! Have fun tinkering with the system.
Do yo use 0.77.2b?hey pharonix, the undo move works perfectly fine for me. However, I am dying for a working counter attack (and ranged counter attack) plugin, and charm. Glad you were able to get those to work. I have no choice but to wait for .8 and see if those work there. and I hope you don't have too much trouble porting over, as the new features will be awesome, like multi-square units. I'm not java/script/programming etc saavy unfortunately.
Not sure if anyone missed me or not, but it sure has been a while. For some reason I stopped receiving notifications on this thread.
I also see many new faces.
Its good to see that 0.8 is coming along, I was afraid it may have been abandoned. Thankfully that's not the case.
I sort of burned out mapping for my project, which completely demotivated me from even booting up rpgmaker, That, and 2000+ hours over a period of a year was just.... painful.
But anyway, my height/move restriction modifications work pretty nicely now that I got them fully integrated with Lecode's LeTBS, and supports things like
Lava cells, pits, water, etc, (each additional would require a new parameter, but I add those when needed) and allows the creation of "Passive" skills, that enable the character to cross over, or even stand there.
Like "Lava Walker", "Jump", "Float" etc. I think I still need to program in basic costs for moving to higher ground, but its been so darn long that I
barely remember what fun functions I actually added.
But what it is is a combo of 2 plugins i made,
RegionCosts, and Terrain,
Basically RegionCosts defines each region's "Cost" and defaults it to 1, unless specified in my editor.
Terrain does similar but defines each region's "Height" and defaults it to 1 as well, unless specified.
I had to override the path verification, which I'll admit did take some time, to take into consideration that the player was able to actually move there. It also works for enemy units.
The more remarkable part is that all this extra code barely impacts the actual battle system itself.
Unfortunately, what this means is that I have so much custom content (built upon 0.77,) that It looks like it will be completely impossible to port over to 0.8 for a looooong time.
I think 0.77.2b will still be difficult. So its likely my project will release under 0.77, and that'll be the end of it.
If anyone is interested, I built in crazy stuff for LeTBS, like
Charm (fixed completely)
Cell Cost (to move there)
Counters (Like custom counter types)
There's more, but it is a ton of code to go through,
So if anyone had ideas that could be added to this system, that Lecode hasn't already thought up for 0.8, let me know. I'm always hungry for more ideas. Just don't ask for a "Undo Move" I have no idea how to do that properly and reset any hp changes.
Doktor Q wrote something a while back, but I could never get it to work.
Good to see you're still alive and kicking! We did miss you . How does the charm status effect work in your project? I was waiting forever for a plugin like this! Also, did you ever get around to seeing if it was possible to control enemy units completely? Like, once the enemy's turn happens, the player can move them around and make them use any skill on whoever they want?