Question, which I did not see the answer to;
Is it possible to use this battle system, and the RPGMaker MV default side battle system ? Somewhat like Ogre Battle on SNES, where the tactical battle system was used to move around a map, and the side view battle system was where the actual fighting took place. Each "Unit" on the tactical map would actually represent a full team(say 3-5 units), and when close enough on the tactical map, could engage an opponent in the side view map.
I am guessing this battle system replaces the default system and this is not possible, but thought I'd ask just in case.
Noted. All glitches related to eventing should be fixed with the next update.UPDATE: Just tested the battle without the prevent actor death conditions and it ended as normal! I think you've got a bug to squash in your victory conditions Lecode.
If you set up everything properly the game should work fine, as it is for all, if not most people here. Download the demo and you'll se by yourself. If you only find glitches on your sides it means something is wrong in your settings.Here's a glitch for you, the entire plugin. I've gone to your git hub followed your instructions and got all your plugins in, yet it still won't work. It throws errors at random and battles don't even work. Instead of being an actual battle, my fps drops to about 8 and the screen fades in and out and glitches around the map. I've even tried using the demo project, but the same error keeps happening. I advise you avoid this plugin and look for another one, or just wait until the glitches are fixed or someone else makes one, but right now this plugin is unusable.
No, only the "trigger_type" matters here.@deathsia: shouldn't that be a parallel event. It is action button triggered, meaning it does not run automatically.
LeTBS doesn't use the sideview motions. Exactly because LeTBS isn't...a side-view based battle system. Use custom graphics with the motions you want. Look at Duran and Angela for instance.How do you get the tag "use_character" to use the sv attack motions for the weapon equipped? For example, the sword swing when equipped with a sword.
If I say like the magic: the gathering instant speed mechanic, even thought i feel is pretty much impossible.On which occasions especially ? You can force actions using eventing.
With the next update that will be easily doable using eventing. But landing a mark and triggering a sequence would do the trick too.Now, i need the skill to end after cast and have the effects continue during battle, so if a character moves into the aoe scope, he has a chance to be attacked.
Not sure if possible...
I don't understand what you're trying to achieve. See if the new eventing system will help.If I say like the magic: the gathering instant speed mechanic, even thought i feel is pretty much impossible.
What i try to do is a card game in the mechanic of Phantasy star online : ep3 CARDS revolution(summon creature, move creature and attack with creature). I also try to make a grid in the window at the bottom(to use as your hand).With the next update that will be easily doable using eventing. But landing a mark and triggering a sequence would do the trick too.
I've been thinking on allowing auras and marks to call sequences on the triggered entity so I'll add that on the next update too.
I don't understand what you're trying to achieve. See if the new eventing system will help.
LeTBSWinCds.checkVictory = function () {
var nbrSuccess = 0;
var goalSuccess = this.getConditionTexts().length;
if (this._defeatAll && $gameTroop.isAllDead())
nbrSuccess++;
this._defeatAllEnemies.forEach(function (enemyId) {
var entities = BattleManagerTBS.getEntitiesWithEnemyId(enemyId);
if (entities.every(function (ent) { return ent.battler().isDead(); }.bind(this))) {
nbrSuccess++;
}
}.bind(this));
this._defeatXEnemies.forEach(function (info) {
var nbr = info[0];
var enemyId = info[1];
var nbrDeath = 0;
var entities = BattleManagerTBS.getEntitiesWithEnemyId(enemyId);
entities.forEach(function (ent) {
if (ent && ent.battler().isDead())
nbrDeath++;
}.bind(this));
if (nbrDeath >= nbr)
nbrSuccess++;
}.bind(this));
this._defeatFlaggedEntities.forEach(function (info) {
var flagId = info[0];
var entity = BattleManagerTBS.getFlaggedEntity(flagId);
if (entity && entity.battler().isDead())
nbrSuccess++;
}.bind(this));
this._flagCds.forEach(function (info) {
var flagId = info[0];
if (this._flags[flagId])
nbrSuccess++;
}.bind(this));
this._preventActorsDeath.forEach(function (actorId) {
var entity = BattleManagerTBS.getEntityWithActorId(actorId);
if (entity && !entity.battler().isDead())
nbrSuccess++;
}.bind(this));
this._preventEntitiesDeath.forEach(function (info) {
var flagId = info[0];
var entity = BattleManagerTBS.getFlaggedEntity(flagId);
if (entity && !entity.battler().isDead())
nbrSuccess++;
}.bind(this));
return nbrSuccess === goalSuccess;
};
The add-on is supposed to avoid you doing that every time. And it shows the list of goalsI use parallel events to check Optional loss
and use win/loss branching to handle whether the battle is won.