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No, it won'tThat would be really cool! Would it be very difficult to make?
No, it won'tThat would be really cool! Would it be very difficult to make?
Ive looked everywhere, couldnt find the tag, still not sure how to fix this issue so i can continue my game also after updating to 0.77 this is the error I get now upon just launching the game for playtesting https://gyazo.com/4fdec6852c23416a26b977fd328e220eHm I dont believe I am using that tag anywhere, at least I can't find anywhere in the game where ive used it.
I think I'll use this, only with a few changes.@moldy Sorry, this is too difficult for me haha!
I just made an ultimate "Purgatory" skill for people who wants to know how to make a skill with many conditions and effects! And I wanted to share it.
What it does :
If cast on an enemy, it will apply the "cursed" state and deal 30 physical damages.
If cast on an enemy with a "cursed" state, it kills the enemy.
If the "cursed" state is removed by any way or wears off after 8 turns, it kills the enemy (even with an other skill like some debuff)
If cast on an ally, the ally will be healed 100 magical damage (ignore defense) and will have the "blessed" state.
When the ally is in the "blessed" state, he becomes invulnerable for x turns.
While the state is on an actor or an enemy a looping animation will tell the player something is actually happening.
For me, purgatory skill is on ID 28, the "Cursed" state is on ID 28 and the "Blessed" state is on ID 78 and death ID is on ID 1.
You will need Hime elemental Negation, and Yep Buffs states core and LeDamageFormula. (And YEP skill core to apply a cooldown to this skill, otherwise it might be too easy, you can even set an initial cooldown "a warmup" before being able to use it) All of these are compatible with LeTBS.
This is the formula :
if (b.isStateAffected(28)) {b.addState(1)} else if (b.isEnemy()) {b.addState(28);this.phyDmg(30)} else {b.addState(78);this.magDmg(100)}
So, if the character is cursed, then add the death state. Then if the character is not cursed but is an enemy, add the cursed state and deal 30 physical damages, if the character is not cursed and is not an enemy then apply the "blessed" state and heal 100 magical damages.
You need to set this as a HP damage formula with an element all your actors can absorb at -100% rate (Requires Hime elemental negation)
In the "Cursed" state, put that in the notebox : (229 is the looping animation ID for me when the enemy is cursed) and a.addState(1) means if the state wears off, it will apply the dead state. It requires Yep buffsStatesCore.
<letbs>
loop_animation: 229
</letbs>
<Custom Remove Effect>
a.addState(1)
</Custom Remove Effect>
Purgatory have a large cooldown so if the character dies before being able to lunch it again on the enemy it will still works but it will take more time before the activation, if one ally of this character can remove the curse it will kill the enemy so you can add some extra team-play and other win conditions other as simply dealing damages for heavy bosses like trying to survive as longer you can!
Now you just have to make the "Blessed" state![]()
<Custom Apply Effect>
if (a.level <= 1) {
a.addState(A);
} else if (a.level == 2) {
a.addState(B);
} else if (a.level == 3) {
a.addState(C);
} else {
a.addState(D);
}
</Custom Apply Effect>
<Custom Turn Start Effect>
if (a.level <= 1) {
a.addState(A);
} else if (a.level == 2) {
a.addState(B);
} else if (a.level == 3) {
a.addState(C);
} else {
a.addState(D);
</Custom Turn Start Effect>
I'm using yanfly buff/states core and can't figure out how to disable the previous states.@Pharonix For this case, you can create a copy of the skill and just change the element to a normal attack one for enemy doppelganger.
Even if you have 300 enemies, a bunch of "copy-paste" for letbs sprite tags would not that that much time isn't it?
I'm still on an older version too (0.76b) but I am eagerly waiting for the updated documentation and the final release of the 0.77 since many annoying bugs are fixed!
Edit :
Woaw, that's a ton of states, how about when she have passive A and passive B make her forget both and learn passive C (containing both passives) and do that again and again, that way, she will only have one passive, does it still lags that way?
If it still lags, does some passive include parallel process? (if yes, always include a "wait" command inside your parallel process, it will greatly reduce lag)
@Ygdrassill I think this problem isn't directly connected to LeTBS, please check this topic with someone who had the same problem as you and got resolved :
https://forums.rpgmakerweb.com/inde...ned-every-time-i-try-to-run-my-project.79718/
I fixd my issues by using passiveconditions@Pharonix For this case, you can create a copy of the skill and just change the element to a normal attack one for enemy doppelganger.
Even if you have 300 enemies, a bunch of "copy-paste" for letbs sprite tags would not that that much time isn't it?
I'm still on an older version too (0.76b) but I am eagerly waiting for the updated documentation and the final release of the 0.77 since many annoying bugs are fixed!
Edit :
Woaw, that's a ton of states, how about when she have passive A and passive B make her forget both and learn passive C (containing both passives) and do that again and again, that way, she will only have one passive, does it still lags that way?
If it still lags, does some passive include parallel process? (if yes, always include a "wait" command inside your parallel process, it will greatly reduce lag)
Edit2 :
In that case with a bit of lunatic mode with yep auto passive (for the X state) then the Buffs and states core (Custom apply effect) :
First you set a X general passive state on the actor, it's a state that will decide which state to add.
With Custom apply you can try with :Code:<Custom Apply Effect> if (a.level <= 1) { a.addState(A); } else if (a.level == 2) { a.addState(B); } else if (a.level == 3) { a.addState(C); } else { a.addState(D); } </Custom Apply Effect>
Not sure if it works but with many conditions (with the else if) it might do the trick!Code:<Custom Turn Start Effect> if (a.level <= 1) { a.addState(A); } else if (a.level == 2) { a.addState(B); } else if (a.level == 3) { a.addState(C); } else { a.addState(D); </Custom Turn Start Effect>
If level is 1 or less then state A, if 2, then state B, if 3, then state C , if other, then D (of course, you change the letters with the state ID number in the database)
Then, when the state is added, you can remove the passive state X in each states to avoid a loop (it will be applied again on the next fight because it is an auto passive) all states must have the tick: fade after battle.
(If it stills do not work, MP me, we will try to solve the problem)
@Ygdrassill I think this problem isn't directly connected to LeTBS, please check this topic with someone who had the same problem as you and got solved :
https://forums.rpgmakerweb.com/inde...ned-every-time-i-try-to-run-my-project.79718/
@Chaosicaa : Thanks for your quick answer.@freebooter
Yes it is useless.
If the enemy will never use the skill you are making (only for actors) you do not have to put it!
Actually nothing is mandatory in LeTBS, even if you put nothing in the skill notebox it will be usable (but will use default values set up in LeTBS parameters)
is that AOE supposed to be the left or right? where and which square is the target cell?@Chaosicaa : Thanks for your quick answer.
I have another question to the group: In my project there is a weapon "shotgun". The idea is that an actor can hit with this gun more then one enemy. Scope and AoE should look like that:
xxx
x
Actor
So in the best way the actor can hit 4 enemys (x) with one shot. I tried to experiment with scope and Aoe but it doesnt work for me. Does anybody have an idea how to implement this?
Thanks in advance!


There comes another question to my mind: If I set battle to Auto-mode, wouldn't the actors need kind of AI-commands in the notebox to act correct? And would this mean I need the AI commands also in the actors noteboxes?@freebooter
Yes it is useless.
If the enemy will never use the skill you are making (only for actors) you do not have to put it!
Actually nothing is mandatory in LeTBS, even if you put nothing in the skill notebox it will be usable (but will use default values set up in LeTBS parameters)

With the help of @Pharonix I finally managed to implement the "shotgun".is that AOE supposed to be the left or right? where and which square is the target cell?
View attachment 78233
Here are the scopes for both. In both, the main target is the marked cell
Depending on what the distance from attacker is, you may need to change scope
The below lets you hit anyone 2 cells up,left,right or down from you, no diagonals.
This rotates as the direction changes.
"tetris_T": {
data_right: "[cx+1,cy-1],[cx,cy],[cx+1,cy],[cx+1,cy+1]",
data_left: "[cx-1,cy-1],[cx-1,cy],[cx,cy],[cx-1,cy+1]",
data_up: "[cx-1,cy-1],[cx,cy-1],[cx+1,cy-1],[cx,cy]",
data_down: "[cx,cy],[cx-1,cy+1],[cx,cy+1],[cx+1,cy+1]"
},
"tetris_L": {
data_right: "[cx,cy],[cx+1,cy],[cx+1,cy+1],[cx+1,cy+2]",
data_left: "[cx-1,cy-2],[cx-1,cy-1],[cx-1,cy],[cx,cy]",
data_up: "[cx,cy-1],[cx+1,cy-1],[cx+2,cy-1],[cx,cy]",
data_down: "[cx,cy],[cx-2,cy+1],[cx-1,cy+1],[cx,cy+1]"
},
This is the weapon/skill notetag
<letbs>
scope: line(2)
scope_options: exclude_center
aoe: custom(tetris_T)
aoe_options: include_center
</letbs>
For the aoe to highlight you need to useWith the help of @Pharonix I finally managed to implement the "shotgun".
I definde a custom AoE like @Pharonix did in the "tetris_T"-example
Under sequences in the LeTBSConfig I added:
"shotgun": [
"set_frame: user, atk, 0",
"wait: 15",
"projectile: shotgun_sbullet, user_cell, cursor_cell",
"map_effects: {custom(AoE_shotgun)}, current_obj, obj_anim"
],
and this is the weapon note tag:
<letbs>
scope: line(3)
sequence: shotgun
</letbs>
The only problem is that the AoE is not highlighted, which would be important to show the player the shape of the AoE. does anybody know how to implement this?
Thanks in advance!