Lecode Tactical Battle System 0.77.2B

Chaosicaa

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Hello, this time I will show you how to set up multi difficulty settings for your game (tutorial level: very easy)

First create 2 (or more) difficulty states in your editor that lasts until the battle ends with no icon and priority =0:
Easy
Hard

Easy: (-25% stat)
Parameter HP max *75%
Parameter ATK *75%
Parameter Magic ATK *75%

In note section (this will remove 1 movement points to enemy):
<letbs>
move_points_plus: -1
</letbs>

Hard: (+25% stat)
Parameter HP max *125%
Parameter ATK *125%
Parameter Magic ATK *125%

In note section (this will add 1 movement points to enemy):
<letbs>
move_points_plus: 1
</letbs>

Then when you are not in battle, ask the player what difficulty he wants to play:
If easy then set up a variable difficulty = 1
If normal, then var = 2
If hard, then var = 3

At the start of battle in your troop events at turn 0 + 1*X with Span BATTLE (occurs only once)
If var difficulty = 1 then inflict all enemies with state "Easy" (malus)
If var difficulty = 2, then do nothing
If var difficulty = 3 then inflict all enemies with state "Hard" (bonus)

Then full heal all enemies (if HP max is greater than before they won't be full life without healing)
 

Omega Weapon

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Ran into an issue while working on my game. In battle, no windows get drawn.
I copy-pasted the scripts from the demo to check if it would still happen, to no avail.

Does anyone have an idea what could cause it?

EDIT: Added a screenshot of the event window. Will add more if needed.
NoWindowScreen.PNG
EventSnip.PNG
 
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IttleRPG

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Can't wait to see it improve! Cheers!
 

AmaranthX

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Very nice work.

Where did you plan to include the Action-Point Dofus like system, instead (or in parallel?) of the basic MP system?
 

Pharonix

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Yesss. The master is back.

Few things

Enemies can't really buff themselves or heal themselves/enemy allies. Is this intentional or is it just a bug that broke the function?
Also can't force enemies to use skills that would heal allies (Modified attack skill to heal, but enemy would pass turn instead)

Any plans for Scenario characters (characters you need to assist).
I guess they'd be based on an enemy with a flag that says <don't die> or something that if they die, you lose the fight.

They would act as allies I guess.

Otherwise, I would need to know how to set up neutrals to only attack enemies and heal allies.
 

Lecode

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Enemies can't really buff themselves or heal themselves/enemy allies. Is this intentional or is it just a bug that broke the function?
Also can't force enemies to use skills that would heal allies (Modified attack skill to heal, but enemy would pass turn instead)
This is because the AI core isn't completed :). That's the main goal of the 0.7 (next) version: complete it and give
means to make custome AI (for bosses and special enemies).

You can create neutral entities and set their actions through eventing just like in the demo. Neutral entities aren't tied to any party (actors or troop) and don't follow the battle flow and timeline. If you want a "true" enemy to behave in a special way you'll need to configure its AI, that's what you'll be able to do in 0.7.
 

Omega Weapon

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I'm still having issues with the windows in battle.

This works fine


Here it breaks
 

Lecode

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Ran into an issue while working on my game. In battle, no windows get drawn.
I copy-pasted the scripts from the demo to check if it would still happen, to no avail.
Maybe a compatibility issue ? :/
Show me your plugin list.
 

Omega Weapon

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I worked from your demo, so it might look familiar?
Plugins.PNG
 

Lecode

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Send me your project ^^.

EDIT:
Okay, the engine is waiting for an event completion.
The event who launched the battle is still running. You configured it to teleport the party after the battle.
So for now you know what to do.
I'll see if I can fix that for the next version.
 
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Cats777

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If I may make one request, it would be really cool to have a cover system for mostly range-type games(like XCOM). It doesn't have to be complicated, just a chance to miss when a target is behind something, which can be set at different rates. For an advanced version, the covers can be destructible! If you want to get even crazier, place-able covers! :eek:
 

Omega Weapon

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Okay, if that is really the issue. Somehow it worked fine that way, two days ago. I'll have to make something on the battle map that returns the party to the normal map.
 

Lecode

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Yeah, that's what I did in your project and it's working ^^.
As for why it worked fine two days ago, maybe you updated your plugins ?
 

Richard John S

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Just checking back, looking really good! I'll be using this in my project for sure. A quick question, it may be already implemented, but would it be possible to get exp per hit?
 

Chaosicaa

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Hello Richard, actually it is not implemented but there is a way to do it :

That is how you set it up :
Have a picture in your picture folder with Exp gain text like that :

Actually the picture is 1280x720 but you will have to fit your game resolution (816x624 is default) (since the back of the image is transparent, you will probably need to outline text for more visibility on the battle map)


Then on your skill, use a common event when the spell is cast

On the common event:

- Play a sound effect (ear candy to the player)
- Show image : (EXP text) number Y
- Wait 30 frames (half a second) so the player will be able to see the text long enough
- Erase image number Y
- Give Actor X 1000 experience point (if the spell is actor X spell, then activate the common event that gives Exp for actor X) you will need one different common event for each actors

Of course adjust all the values, text size and how it works as you like.
 

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Omega Weapon

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Oh well. I'll see where this system is going. Now to implement a shotgun...
 

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