Frostorm

[]D[][]V[][]D aka "Staf00"
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If you want enemies to use face graphics, you can make it so the enemy doesn't use "RTP Mode" and instead use a full set of sprites like actors do.
 

Willibab

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What am I missing?

<letbs_sprite>
pose(idle): _idle, 1
pose(move): _move, 4
pose(cast): _cast, 1
pose(charge): _cast, 1
pose(atk): _atk, 4
pose(hit): _hit, 1
pose(dead): _dead, 1
pose(turn_start): _victory, 5
pose(victory): _victory, 5
turn_order: auto
status_sprite: auto
</letbs_sprite>

dvsd.PNG

Also made a image for bandit in status folder.
 

Frostorm

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Your "Bandit_Cast" should be "Bandit_cast". I think it's case-sensitive. Same w/ "Hit" & "Idle".
 

Willibab

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Ohh man, I really dont have the eye for details. Still didnt work but i forgot i had completley replaced the
this.drawSprite(); function that used to be there. I added it and now enemies at least have their sprite showing again.

Currently trying to figure out what the function to draw the enemy image is.
 

Frostorm

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Instead of "status_sprite: auto", I think you need to specify the filename like you did w/ the poses. Just a guess...I could be wrong (sry about to go to bed).
 

Willibab

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Instead of "status_sprite: auto", I think you need to specify the filename like you did w/ the poses. Just a guess...I could be wrong (sry about to go to bed).

Yeah I have tried that as well. But ill keep trying, good night :p
 
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Does anybody know if there's a way to make it so that the characters always pass over the corpses? When walking over a corpse, the battler always passes underneath the corpse, rather than stepping over it. Screenshot_3.jpg
 

AbstractMan

Forever lost in the Tea Room of Despair
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Hello! I am curious if anyone who currently reads this thread had found a way to integrate the priority system or "Taunt". I have been trying to add it to a state but I have been a having hard time getting it to actually work.
 

Frostorm

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There's an example of a Taunt skill in the demo project.
 

NeoRetro

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There is a old post from the user Deathasia, mentioning that you can in fact use SideView mode for for short battle animations (in the style of Fire Emblem) but you need Yanfly's plugins for it....
...which ones? Which plugins specifically are needed?
 

StarMaker

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@AbstractMan It's definitely doable, I've done a few minor tweaks on mine but nothing significant yet. Totally on the to-do list though. My plan was to look into MOG_ActorHud.js for some inspiration since it's mostly picture/image-based.

Current state:
View attachment 195189
  • Hello. Can you tell me how to make a TP indicator like yours? I'm not good at scripts and all I could do was give it the same size as HP and MP, but without letters and numbers. And I suppose it is impossible to make the "move point" indicator the same?
 

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Added a small refining scene to my game.

It makes sense that you try to focus on the squishy mages at the back of the party first, right? If the mage can out-DPS the enemy DPS before the latter can kill the tank in front, the fight becomes boring.
finally got footage of my main character running around the main hub world. I've fixed a few things tho even since this video unsurprisingly lol.
 …I think I might need to switch from standard ATK/DEF up/down buffs to parameter altering states. I just had an actor whose usual attack against an enemy does ~25 do a buffed attack against a debuffed enemy for ~600…
just saw that titan quest is free on steam until the 23rd

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