DVD aka "Staf00"
- Feb 22, 2016
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Gotcha, thank you for sharing. I don't intend to have random battles anyways so that part won't be an issue for me. In my game, most maps are cut into 25x15 tile pieces. So basically a dungeon or forest or w/e might be 75x45 for example, but cut into 9 (3x3) smaller 25x15 maps that link together, each w/ their own separate encounters and stuff. Also, from what we know so far of v0.8, do you think that will better support a "seamless" transition? Or no different from v0.77?LeTBS, won't really support "seamless" transition.
unless you disable the battle transition (and even then its not completely 'seamless"
This is the closest I can get, and it involves rearranging all the actor and enemy placements with every single enemy you can touch.
And will never work with random battles unless you really finagle with the event placements.
https://www.dropbox.com/s/1gnqktadroh99f1/Two Worlds 2019-11-03 11-11-22.mp4?dl=0
View attachment 126497
in this map i use 4 ally cells and 6 enemy. and adding even 1 more of each adds like 4 additional commands.
I store them "off-screen" and move them when the enemy is touched.
It took a while to get these working correctly, but once you get a general idea, then it works fine.
View attachment 126498
The biggest issue is that since it is centered around the enemy touch, you need to make sure there's enough buffer that all the player cells are valid.
As such since my area is 2 behind, I had to add region barriers (a-la yanfly)
View attachment 126499
Took maybe a few hours getting it configured right lol.
An alternative is making regions and cutting the map into 1 battle map per region, and using the LeTBS_encounters to say,
if region 1 - use map xxx.