@hc phoenix Could you possibly make a little symbol and clarify to the player in a tutorial what it means? So an example would be like a small black triangle that is still big enough to see but not take up too much space. Then use that as a permanent mark on a tile, so that the player will see it and recognize that that means high ground. When they step onto it, it will apply the high ground state. I definitely think terrain tags will look way better but this could be a temporary solution.
haha, i do that.
I created a formation field system similar to Agarest Senki I and Zero.
When choosing formations you can preview the field:
EDIT: yes, I realize I need to fix the preview picture.
Then in game:
EDIT 2:
In the 3rd picture,
The mage guy will get EVA boost and Bat will get ACC boost.
I use the tile effects.
Its not completely done, i got about 100 tile effects to finish. the only Tiles completed are ATK up and DEF up
Still got a whole slew of them to do
Theres
atk,def,mat,mdf,eva,agi,acc,luk
up/down up+ and down+
Ah, that's a pretty neat solution @Pharonix! I can probably do something similar to achieve a lot of what I'm interested in, if I'm clever about it.
I also didn't read the documentation as thoroughly as I should have and didn't realize I could achieve with Regions what I was trying to do with terrain tags--oops! The only hiccup would be changing region IDs at x,y coordinates with script calls--I know that was possible with VX Ace (link), and with only three lines of code(!!), but I haven't seen a similar solution for MV yet after a decent amount of searching. If no one knows of one I might make a plugin request and hope that a solution would be similarly simple, or start poking at the js myself.
Edit: Okay, so I have an idea of how to do most of what I've asked about using Tile Effects; the only part I'm still unsure about is my "fire spreads across terrain" example. The main problem is that there's no sequence or scope limitation I can find that evaluates the region of a tile in an AoE, and I'm not sure what I could do for that as a workaround. Otherwise it's almost as simple as "summon: ID, cells." A more explicit way in the code to bound a scope to a specified Region ID would still be much appreciated, but maybe I or someone here can find another method in the meantime.
Edit 2: Maybe it could be done like this. A <TBS Event> could be given a Tied_Mark or Tile_Effect that handles whatever someone wants the fire to actually do to someone standing on it, and the event trigger could be set to turn_order_end. The event commands themselves handle the fire spreading, using script calls to evaluate the regions of adjacent tiles and any other relevant conditionals (such as whether there's already fire there) before spawning new fire events onto those (perhaps using Orange Custom Events? I have no idea if that would cause unexpected behavior if used in this context, though). This is very much a hack but it might work...
The number after something like Attack 1
refers to the icon.
the only time it isn't required is when using skill:[X]
Your notebox is sort of right.
You should leave out the square brackets and leave
<letbs_commands>
move 82, attack 1, skills 64, [extra], pass 84
</letbs_commands>
The battle command is defined following a script. The default script can be found in the plugin parameter Commands of the add-on. This is the default script:
move 82, attack 76, [extra], skills 64, items 182, scan 75, pass 84
The format of each element of the script is: [command_id] [icon_index]. The default command IDs are:
move: Move action
attack: The default attack command
skills: Use skills
items: Use items
scan: Let you examine battlers and the battle field
pass: End the turn
The [extra] element is a placeholder for commands that are added during the battle, through states for instance.
[icon_index] is optional.
You can create commands that act like shortcuts to skills and items. In that case, [command_id] can be replaced with:
skill[ID] : a shortcut to the specified skill
item[ID] : a shortcut to the specified item
EDIT:
As for events on victory conditions, all my battle calls are evented with win/loss conditions.
For story-maps/battles, I usually have the win condition transfer to a copy of the battle map and run my Victory Events like that.
for my on-map encounters (Where you touch an enemy to start a battle)
I save the current x,y and map id, transfer the player to the Formation map id / x, y
and on victory I transfer them back to where they were, and destroy the event.
I'm struggling to find where to deactivate the TP bar that is shown in battle with the newest update, my project doesn't utilize it at all and I have it removed from all my menus except for there..
Anyone know a line I can comment out to get rid of it? I probably haven't searched hard enough
I'm struggling to find where to deactivate the TP bar that is shown in battle with the newest update, my project doesn't utilize it at all and I have it removed from all my menus except for there..
Anyone know a line I can comment out to get rid of it? I probably haven't searched hard enough
In LeTBSWindows.js,, comment out these lines
//- TP Gauge
y += this.lineHeight() / 4 + 4;
this._gaugeHeight = 6;
this.drawActorTp(this._entity.battler(), x, y, 130);
The number after something like Attack 1
refers to the icon.
the only time it isn't required is when using skill:[X]
Your notebox is sort of right.
You should leave out the square brackets and leave
<letbs_commands>
move 82, attack 1, skills 64, [extra], pass 84
</letbs_commands>
The battle command is defined following a script. The default script can be found in the plugin parameter Commands of the add-on. This is the default script:
move 82, attack 76, [extra], skills 64, items 182, scan 75, pass 84
The format of each element of the script is: [command_id] [icon_index]. The default command IDs are:
move: Move action
attack: The default attack command
skills: Use skills
items: Use items
scan: Let you examine battlers and the battle field
pass: End the turn
The [extra] element is a placeholder for commands that are added during the battle, through states for instance.
[icon_index] is optional.
You can create commands that act like shortcuts to skills and items. In that case, [command_id] can be replaced with:
skill[ID] : a shortcut to the specified skill
item[ID] : a shortcut to the specified item
EDIT:
As for events on victory conditions, all my battle calls are evented with win/loss conditions.
For story-maps/battles, I usually have the win condition transfer to a copy of the battle map and run my Victory Events like that.
for my on-map encounters (Where you touch an enemy to start a battle)
I save the current x,y and map id, transfer the player to the Formation map id / x, y
and on victory I transfer them back to where they were, and destroy the event.
I tried doing it without brackets and got a undefined error, I tried without the icon numbers and got an error, I tried with the brackets and got an error...
----
No offense meant but I wouldn't be here asking how the heck do I add commands if I didn't already try all of this.
Can anyone better explain the multi selections options "append" and "distinct"? I don't understand what it means when the final aoe is a merge of the selections.
Edit: Also for the skill mega spark, I'm going to change it up to be an aoe heal with multiple sections BUT I want it to heal allies and damage enemies. How do I do something like that? Do I need to have the sequence select all enemies in the area for damage and then the allies for healing?
Is there a way to make states manipulate a battler's frame rate? Like a slow status would slow their frame rate so they appear slow. And a stop/sleep would make them idle.
So are actors and enemies tied to the cell events they spawn from? For example, if EV001 is an <Actor_Cell> and the actor that spawns there moves, does EV001 follow it? If so that is/would be pretty handy for stuff like a Map Picture overlaying a character or setting a movement route for a character (though I also see how that could easily lead to bugs or crashes; still, I want my conveyor belts and ice floors, you know?). It's one of those things that seems small but provides a lot of flexibility/power, like skills calling Common Events.
Skills that only work in and/or don't extend past a given terrain tag. (For example, I'm interested in having the electric spells in my game call a followup skill through a common event that hits everyone standing in water tiles connected to where the skill landed; so if there are a bunch of enemies standing in a shallow pool of water and you hit one with a lightning bolt, they'd all get shocked. Another example is Geo Tiles in the Disgaea games, where there would be the equivalent of neutral entities with aura effects that would spread across tiles of the same "color." A third example is a fire spell that only summons a neutral "Fire" entity if used on terrain with a tag marking it as grass; that Fire entity could have a Summon spell that spawns more fire entities on adjacent tiles marked as grass, letting the fire spread across the terrain over time.)
Terrain tags that have effects on the people standing on them, similar to Auras or Marks. (For example, a map could have a balcony with a terrain tag marking it as high ground, which lets me set up states so that anyone standing up there has a Dexterity bonus against people who don't have the "High Ground" state. Another example is
I'm guessing this isn't currently possible, but terrain tags or regions that take extra Movement Points to cross, like webs or mud, would be pretty neat.
Can anyone better explain the multi selections options "append" and "distinct"? I don't understand what it means when the final aoe is a merge of the selections.
The difference is felt on the sequences. In the demo take a look at Multi Fire. The fire animation is played on all the selections at the same times. Because somewhere in the sequence it's asked to play the fire animation on the skill's AoE. And there that AoE is a merge of all selections.
In hope it helps.
Super excited for the quick fix, can't wait to use Common events in battle again!
Got a few questions for you @Lecode with some stuff i've been struggling with:
-When I start battle by transferring my character to a new map, the screen goes black, then shows my character in the actor cell i transferred him to, THEN the fade-out for battle starts, and fades back in again. So i'm getting an out, in, out, in sort of thing going on. I've tried a few things with the event itself but can't get it to just have one cohesive fade out when i initiate the battle event, then fade in when it's time to place my actor.
-I was curious if there is a way to make it so when i use the aoe tag, I do not harm myself as well? I am using the scope_select: enemies tag with it but that isn't working i still am able to hurt myself.
-Concerning scopes as well, what is the proper way to use the "path" tag for scopes? I tried simply scope: path but that doesn't work so I must be missing something there, sounded like that should work from the documentation. I was hoping it would let me have an attack that lets me select one enemy, regardless of how far away they are, and without having to draw a scope or something like that. (Edit: For a skill that isn't limited by range, like a homing attack or something like that)
-I've also been trying to completely get rid of the PositioningWindow and PositioningConfirmWindow since im only using one actor for my project, it gets very excessive having to select the only actor, then select the only cell i use for spawning characters, then select his direction, then confirm his direction, then confirm that I want to start battle. I want to cut down on the inputs needed to start battle and get it much more fluid (in a perfect world, battle would initiate right after the fade out/fade in, with the actor facing right or left, depending on which battle map i transferred them to). I have tried to use the battle map tag you mentioned where you can tell the plugin to set your character direction and have them spawn in for you, but I can't seem to get it to work. If this all can be achieved when you implement those random encounter changes we were talking about earlier, then I can wait patiently
Sorry that was long winded, really loving this system though and i'm itching to get it just how i want it
-When I start battle by transferring my character to a new map, the screen goes black, then shows my character in the actor cell i transferred him to, THEN the fade-out for battle starts, and fades back in again. So i'm getting an out, in, out, in sort of thing going on. I've tried a few things with the event itself but can't get it to just have one cohesive fade out when i initiate the battle event, then fade in when it's time to place my actor.
Yeah I was kinda bothered by it too when I made the add-on. But I didn't want to make it perfect and delay the update. That's something I want to fix in the future...For now there is no easy fix for that. The fade effect when the party is teleported is mandatory.
-I was curious if there is a way to make it so when i use the aoe tag, I do not harm myself as well? I am using the scope_select: enemies tag with it but that isn't working i still am able to hurt myself.
scope_select only alters the scope, not the aoe. There is no tag for what you're looking to do. However it's doable with sequences.
By subtracting "user" or "user_cell" from the target selections.
Does your skill use the default skill sequence ? If so use this one:
-Concerning scopes as well, what is the proper way to use the "path" tag for scopes? I tried simply scope: path but that doesn't work so I must be missing something there, sounded like that should work from the documentation. I was hoping it would let me have an attack that lets me select one enemy, regardless of how far away they are, and without having to draw a scope or something like that. (Edit: For a skill that isn't limited by range, like a homing attack or something like that)
"path" isn't intended to work for scopes. I wanted to add in the target add-on for 0.76a a scope "map" which doesn't draw anything but lets you select anyone on the map, but didn't want to delay it any further. You'll have to wait for its update. Likely for 0.76b or 0.77.
-I've also been trying to completely get rid of the PositioningWindow and PositioningConfirmWindow since im only using one actor for my project, it gets very excessive having to select the only actor, then select the only cell i use for spawning characters, then select his direction, then confirm his direction, then confirm that I want to start battle. I want to cut down on the inputs needed to start battle and get it much more fluid (in a perfect world, battle would initiate right after the fade out/fade in, with the actor facing right or left, depending on which battle map i transferred them to). I have tried to use the battle map tag you mentioned where you can tell the plugin to set your character direction and have them spawn in for you, but I can't seem to get it to work. If this all can be achieved when you implement those random encounter changes we were talking about earlier, then I can wait patiently
Unfortunately to get ride of the positioning windows you'd have to change the core script too, the whole "positioning phase" process.
If by chance you're one of my patrons I can take that as a personal request and make an add-on for you (if so let me know your name on *******). Otherwise you'd have to ask a coder or wait for the advanced encounter system . Or maybe if have enough rooms for 0.77/0.78 I will tweak the positioning process to handle a one-man party .
Maybe I'm doing something wrong but there is still the problem of the bat disappearing when killed but remaining on the field and blocking line of sight. Another bug I guess is that even after enemies die, hitting them still causes them to play the death sound. Is there a way to completely remove enemies from the battle after they have been killed? @Lecode
@Rem Rem There's a tag you can insert into an enemy's notebox to make sure they don't leave a corpse behind, I'm pretty sure it's "has_no_corpse" but I can't check right at this minute.
@Rem Rem There's a tag you can insert into an enemy's notebox to make sure they don't leave a corpse behind, I'm pretty sure it's "has_no_corpse" but I can't check right at this minute.
Okay I found why common events aren't working. LeTBS clashes with Yanfly's battle engine core about that.
In Yanfly's plugin look for:
Code:
Yanfly.BEC.Game_Action_applyGlobal = Game_Action.prototype.applyGlobal;
Game_Action.prototype.applyGlobal = function() {
if ($gameParty.inBattle()) return; //<========= REMOVE THIS LINE OR COMMENT IT
Yanfly.BEC.Game_Action_applyGlobal.call(this);
};
I patched it on my side but I'm working on the issues Pharonix reported.
EDIT: Patch done.
Code:
/*
# - 0.76b: -Do not attempt to preview nonexistent items
# -Added parameters to show/hide TP and move points on the status window
# -Improved how the move points are drawn on the status window
# -The directional facing can be disabled during the positioning phase
# -The AI now attacks non active summons when there is nothing else to do
# -The scope option "include_center" now works as intended with minimal scopes
# -Fixed the template sequence skill_pull
# -Patched a compatibility issue with Yanfly's Battle Engine Core preventing
# common events from working with LeTBS
# -The AI now handles sudden loss of move points or ability to move
# -Added a parameter to move start cells events tied to entities
*/
Okay I found why common events aren't working. LeTBS clashes with Yanfly's battle engine core about that.
In Yanfly's plugin look for:
Code:
Yanfly.BEC.Game_Action_applyGlobal = Game_Action.prototype.applyGlobal;
Game_Action.prototype.applyGlobal = function() {
if ($gameParty.inBattle()) return; //<========= REMOVE THIS LINE OR COMMENT IT
Yanfly.BEC.Game_Action_applyGlobal.call(this);
};
I patched it on my side but I'm working on the issues Pharonix reported.
EDIT: Patch done.
Code:
/*
# - 0.76b: -Do not attempt to preview nonexistent items
# -Added parameters to show/hide TP and move points on the status window
# -Improved how the move points are drawn on the status window
# -The directional facing can be disabled during the positioning phase
# -The AI now attacks non active summons when there is nothing else to do
# -The scope option "include_center" now works as intended with minimal scopes
# -Fixed the template sequence skill_pull
# -Patched a compatibility issue with Yanfly's Battle Engine Core preventing
# common events from working with LeTBS
# -The AI now handles sudden loss of move points or ability to move
# -Added a parameter to move start cells events tied to entities
*/
I'm I the only one getting the wrong Icons for my skills in the Command Window? I don't get an icon for "magic", for "special" I get icon 6, and
for "support" I get icon 4. Update: I found it!
In LeTBS_Commands.js change this parameter:
Lecode.S_TBS.Commands.skillTypeIcons = String(parameters["Skill Type Icons"] || "[64, 79, 80]");
to
Lecode.S_TBS.Commands.skillTypeIcons = [64, 79, 80];
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
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