Mythforger

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I was wondering, are there plans to implement terrain types that affect stats? For example a character in an open plain tile would have reduced defense, a mud/swamp tile would reduce speed, etc. I'm trying to do something using Yanfly's region events along with common events to produce something similar, but the scopes available only impact the entire party, or individual characters rather than whoever is in the specific terrain tile. On top of that, it doesn't work in battle. I'm assuming that's because the event uses a parallel trigger. Is there any way to get around these issues?
 
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Pharonix

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I was wondering, are there plans to implement terrain types that affect stats? For example a character in an open plain tile would have reduced defense, a mud/swamp tile would reduce speed, etc. I'm trying to do something using Yanfly's region events along with common events to produce something similar, but the scopes available only impact the entire party, or individual characters rather than whoever is in the specific terrain tile. On top of that, it doesn't work in battle. I'm assuming that's because the event uses a parallel trigger. Is there any way to get around these issues?

This would be neat.
I'd like to be able to map an area that has light and dark areas. One of the characters is a Vampire, and I'd like them to take damage on the "Light" areas.
 

Mythforger

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Thinking about it more, what I explained in my above post might be possible with the Tile Effects plugin. I'm going to check that out.
 

Pharonix

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Thinking about it more, what I explained in my above post might be possible with the Tile Effects plugin. I'm going to check that out.
Let me know what you find out.
 

Tomozow

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A wonderful update! Smooth camera movement is very cool.

I have one question.
I edited demo map 1 "Increase X Tile". With version 0.75.
I have not added any other plugins.

The command window can not be displayed outside the default size map.
However, this limitation does not apply when increasing Y tiles.
Is this a specification?

Are you planning to support more X tiles than demo maps?

スクリーンショット 0029-07-10 23.50.36.jpg
When I moved to the right of demo map 1 which extended X tile, command window did not follow.
 
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quiloulou

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Can be because i have rpg maker MV 1.4
And sorry for the mistakes I am French
 

Pharonix

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MV version isn't the problem,

I see that you were using a fresh project as a base.
That actually made things a bit more difficult since there's alot that is missing configurations.

I saw missing images, animations (up to 161)
enemies and actors and skills missing the <letbs></letbs> tags.

I got it about 90%
everything but spark works, it throws a weird "Width" error.
I'll need some more time to work on it, due to my schedule,
But I got most of it working.

or you can start fresh using Lecode's v .75 demo. - Since most of it is pre-configured to work. And you can just remove the skills you don't want.
Let me know if you want the 75 demo, I can dropbox it for you, since I didn't see a full download for it
(v75 is just a patch for the original demo)

Just let me know what you want to do.

EDIT:
Lecode - I just noticed that the <Enemy Cell: Index> tag,
where index is 0-7 doesn't actually pull that enemy.
 
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quiloulou

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so,
where find the demo 1.7 (I only saw the 1.6)
 

quiloulou

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I found the demo, I had not seen it had to go on the site
thanks for help
 

Mythforger

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So I figured out that tile effects indeed do exactly what I wanted to do. It pretty much works exactly as explained in the documentation. To do my own terrain effects I looked at the example of the regen ground. Overall it was a lot simpler than I imagined thanks to this plugin lol.

If anyone is curious this is an example of what I added.
Code:
1: {
        "entering": {
            skill_effects: 104,
            play_anim: true,
            aoe: "circle(0)",
            stop_movement: false,
            wait: 0
        },
        "leaving": {
            skill_effects: 105,
            play_anim: true,
            aoe: "circle(0)",
            stop_movement: false,
            wait: 0
        }
    },
This basically activates skills that I made to add/remove a state modifying the defense % of whoever is in the tile. Pretty straightforward.

@Pharonix I think to do your vampire thing, you can look at the example that refers to the Fire Ground skill, found inside the documentation, to create Light tiles. Then you can use the immune_to_tile_effects tag to make anyone not a vampire immune to the damage of Light tiles. You can also do this with Dark tiles to to give a buff of some kind to the vampires, and use the immune tag to make sure non vampires don't get the buff. I haven't tested this out myself exactly, but that seems to be how it works from my understanding of the plugin.

On a side note, is there any way to get rid of the +/- signs that pop up whenever a character is affected by a state change? I'm not sure where it is in the plugin code. It's good for my testing of tile effects, and I understand the overall reason why its there, but when all my tiles change one state or another it seems too much to have them constantly popping up when a character is moving.
 
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moldy

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So I figured out that tile effects indeed do exactly what I wanted to do. It pretty much works exactly as explained in the documentation. To do my own terrain effects I looked at the example of the regen ground. Overall it was a lot simpler than I imagined thanks to this plugin lol.

If anyone is curious this is an example of what I added.
Code:
1: {
        "entering": {
            skill_effects: 104,
            play_anim: true,
            aoe: "circle(0)",
            stop_movement: false,
            wait: 0
        },
        "leaving": {
            skill_effects: 105,
            play_anim: true,
            aoe: "circle(0)",
            stop_movement: false,
            wait: 0
        }
    },
This basically activates skills that I made to add/remove a state modifying the defense % of whoever is in the tile. Pretty straightforward.

@Pharonix I think to do your vampire thing, you can look at the example that refers to the Fire Ground skill, found inside the documentation, to create Light tiles. Then you can use the immune_to_tile_effects tag to make anyone not a vampire immune to the damage of Light tiles. You can also do this with Dark tiles to to give a buff of some kind to the vampires, and use the immune tag to make sure non vampires don't get the buff. I haven't tested this out myself exactly, but that seems to be how it works from my understanding of the plugin.

On a side note, is there any way to get rid of the +/- signs that pop up whenever a character is affected by a state change? I'm not sure where it is in the plugin code. It's good for my testing of tile effects, and I understand the overall reason why its there, but when all my tiles change one state or another it seems too much to have them constantly popping up when a character is moving.

Thanks for looking into that for us. I wonder if this could be used to mimic geomancers in FF Tactics
 

Cloned

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What are you guys using to balance your numbers for this type of battle system? Any reference guides or anything I could use?
 

Lecode

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Geez, why don't I get alerts ?

[EDIT: I update the documentation with latest changes]

When I choose "Special" in Harold's command window, I get this error:
Got it :).

However, the one I would really like to keep is a victory scene (shows you amount of EXP and items acquired after a battle). Does anyone know of one that is compatible to letbs? Thanks in advance!
I plan to make LeTBS compatible with Yanfly Victory aftermath. I don't know when but it's planned.

ALL COMMANDS WILL BREAK THE SYSTEM IF THERE IS NOTHING IN THERE.
A workaround for this is to DISABLE THE SCOPE PREVIEW
or make sure there is always an action there.
Yes, I'll fix that ASAP.

Give pyra the summon pyra skill, they all end up in a big circle, until you run out of room.
The AI seems to love summon skills, especially if they can't hit you.
You need to setup cooldowns. Summon skills have priorities over attack and normal skills. If they are available the
AI will use them right away. That's normal.

Edit: When I start the battle the battle start and Harold options are grayed out and I can only select 1 of the 2 blank options. Is it possible to get rid of the menu entirely and just skip straight to placing Harold?
That is because Harold is setup by default. Take a look at the event tag.

I was wondering, are there plans to implement terrain types that affect stats?
It's already the case ! Take a look at the doc page about tile effects.

I have one question.
I edited demo map 1 "Increase X Tile". With version 0.75.
I have not added any other plugins.

The command window can not be displayed outside the default size map.
However, this limitation does not apply when increasing Y tiles.
Is this a specification?

Are you planning to support more X tiles than demo maps?
Let me check it.

Lecode - I just noticed that the <Enemy Cell: Index> tag,
where index is 0-7 doesn't actually pull that enemy.
Ok let me check it.

On a side note, is there any way to get rid of the +/- signs that pop up whenever a character is affected by a state change? I'm not sure where it is in the plugin code. It's good for my testing of tile effects, and I understand the overall reason why its there, but when all my tiles change one state or another it seems too much to have them constantly popping up when a character is moving.
It's in the DamagePopupEX file, I'll add some plugin parameters for it !

Thanks for all your feedback guys :D.
Seems like the forum is broken and I'm not getting alerts anymore. So I'll take a look frequently at this thread.
 
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moldy

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What are you guys using to balance your numbers for this type of battle system? Any reference guides or anything I could use?

I think for battle systems such as this, it's inevitable the battles would take very long depending on how many max units you allow on the battlefield. It's best to either stick with lower HP values or use a rule of thumb like "most units who arent tanks should be able to be killed in 2-3 hits"
 

Rem Rem

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Thank you Pharonix, it worked! I still have another question though. How do I get rid of the menu to place your characters and just skip straight to placing Harold? I added the script you told me and it still gives me the menu and the two blank spots but Harold and Start Battle are available. Also how would I go about having an action point system where the characters have a set about of points per turn and skills cost set amounts? Like 10 points per turn with skills costing anywhere from 2-10 points when you use them. Instead of having one action it would be multiple actions per turn.
 

Cloned

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Thank you Moldy Ill try and use that for my balancing
 

onipunk

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EDIT: Derp, it was down to me not updating my RMMV, only signed up for the forum like a few days ago and didn't even realise there were updates to be had. My bad, problem solved!
 
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Pharonix

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Thank you Pharonix, it worked! I still have another question though. How do I get rid of the menu to place your characters and just skip straight to placing Harold? I added the script you told me and it still gives me the menu and the two blank spots but Harold and Start Battle are available. Also how would I go about having an action point system where the characters have a set about of points per turn and skills cost set amounts? Like 10 points per turn with skills costing anywhere from 2-10 points when you use them. Instead of having one action it would be multiple actions per turn.

Right now, the system forces you to place at least 1 character to enable the start battle option.
Perhaps a future update could run a check that
if any ally spots are filled, enable

As for the "Point" system
you could try this:
Theres a One-Time offense config in the main LETBS plugin.
Turn this off
Then what you can do is instead of mana, rename it something like AP, and give low values.
Then every skill will use 1 or 2 or 10 etc.
This would keep the "1 time move" but actors can make multiple attacks in one turn.
Then I think you would just need to set everyone's mp regeneration to 100%.
That way they "Recover" all their AP the next turn. Or you can use an event to cycle through all enemies/allies to recover 10 AP or whatever you want.

This would be similar to the Agarest war, or Spectral souls battle systems, where you make 1 move but can attack multiple times.

upload_2017-7-13_8-51-39.png
 

Xeno_Salazar

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Lecode this plugin is awesome and I will surely be using it! I have run into a few issues though.

First, I'm having a hard time figuring out how to give different enemy troops different deployment cells. Mostly so multiple battles on the same map (particularly large maps) don't always have to start in the same locations. For now I can just use copies of the same map and transfer the player before battle, but I thought this might be a nice feature.

Second is a peculiar bug related to processing a battle during an autorun event. That is, trigger autorun > stuff happens > battle processing > after battle more stuff happens > end autorun doesn't work, because the system hangs after the deployment phase. The battle starts without errors, but the move, attack, skill, etc window never shows up, forcing me to close the game. This was in the demo with nothing changed except of course a small autorun event on one of the battle maps.

Third...how the heck do I get TP to display on the status windows? Been looking for it forever.

Again, thanks for the great plugin! :)
 

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