Lecode Tactical Battle System 0.77.2B

Chaosicaa

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@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 :)
 
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Ygdrassill

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Pharonix

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@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 :)
I think I'll use this, only with a few changes.
I created a skill similar called nightmare, that:
If target is not asleep, put them to sleep, otherwise deal damage equal to b.hp/2

But I have a problem with using elemental negation. I don't like adding random elements to attacks like 'curse'
This makes it difficult to plan enemies and the like. Mainly because I occasionally throw in doppelgangers. This would mean purgatory is completely useless against the player team since now they, you know... absorb it.
 
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Pharonix

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EDIT2:

Different Issue now:

I have this character:
at level 50 she has a large number of passive skills, and for some reason, when I try to use her, it LAGS really badly.
She gets like 15 passive states by level 20.
upload_2017-12-14_15-4-45.png
 
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Chaosicaa

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@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.
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>
With Custom apply you can try with :
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>
Not sure if it works but with many conditions (with the else if) it might do the trick!
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 :D )

@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/
 
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Pharonix

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@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'm using yanfly buff/states core and can't figure out how to disable the previous states.
I found that I can use: <Hide if Learned Skill: 332,333>
to disable the skills, but the states remain, and that is what is causing the lag.

So apparently auto-passive states persist forever so long as the skill is learned.
so "Hiding" the skill has no effect
 
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freebooter

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Hello guys,

a question concerning the AI:
I have some weapon-skills which require a special weapon-type to use them. Do I understand right, that in this case enemys cannot use the skill as they dont have any weapons? So it makes no sense to put something like
<letbs_AI>
type: offense
</letbs_AI>

in the note-box?
 

Chaosicaa

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@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)
 
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Ygdrassill

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Pharonix

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@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.
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>
With Custom apply you can try with :
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>
Not sure if it works but with many conditions (with the else if) it might do the trick!
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 :D )

@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/
I fixd my issues by using passiveconditions

<Custom Passive Condition>
if (user.level<19) {
condition = true;
} else {
condition = false;
}
</Custom Passive Condition>

So now, only when the character's level is before they get the next level of the passive, will it show.
I also upped the status for the II and III variants to include the full effect. Instead of using the incremental where Lv 1 gives 10% boost, Lv 2 and Lv 3 giving an additional 5%,
now level 1 is 10, 2 is 15 and 3 is 20
so everything seems good now.


On another note
I have an aoe:
X
X X X
X
X

If I want this to attack the upright, then attack the cross,
could i use this as an AOE for a "placeholder skill" then have it call a sequence that calls the 2 attacks
My main thing is, I want to display the full aoe for multi-skill Skills, and just want to go about it the right way.
 
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freebooter

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@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)
@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!
 

Pharonix

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@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!
is that AOE supposed to be the left or right? where and which square is the target cell?


upload_2017-12-15_12-5-53.png

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>
 

freebooter

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Thanks a lot for that! I tried it but it didnt work. I checked the custom AoE, which is fine. In game I also have the scope line of 2. But the AoE is reduced to 1 square and doesnt effect up to 4 enemys, as it should.
 

Pharonix

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So i get a "leftCell" error when using use_skill:
upload_2017-12-15_14-15-46.png


BattleManagerTBS.getScopeBoundaries@file:///E:/Greil/Greil/js/plugins/LeTBS.js:4605:9
BattleManagerTBS.checkScopeVisibility@file:///E:/Greil/Greil/js/plugins/LeTBS.js:4466:22
BattleManagerTBS.applyParamToScope@file:///E:/Greil/Greil/js/plugins/LeTBS.js:4330:13
BattleManagerTBS.getScopeFromData@file:///E:/Greil/Greil/js/plugins/LeTBS.js:4115:13
BattleManagerTBS.makeActionScope@file:///E:/Greil/Greil/js/plugins/LeTBS.js:3990:17
BattleManagerTBS.forceAction@file:///E:/Greil/Greil/js/plugins/LeTBS.js:3628:5
TBSSequenceManager.prototype.commandUseSkill@file:///E:/Greil/Greil/js/plugins/LeTBS.js:7573:9
TBSSequenceManager.prototype.runCommand@file:///E:/Greil/Greil/js/plugins/LeTBS.js:6848:26
TBSSequenceManager.prototype.update@file:///E:/Greil/Greil/js/plugins/LeTBS.js:6795:9
BattleManagerTBS.updateSequences/<@file:///E:/Greil/Greil/js/plugins/LeTBS.js:3015:9
BattleManagerTBS.updateSequences@file:///E:/Greil/Greil/js/plugins/LeTBS.js:3014:5
BattleManagerTBS.updateBattleProcessing@file:///E:/Greil/Greil/js/plugins/LeTBS.js:2844:5
BattleManagerTBS.updatePhase@file:///E:/Greil/Greil/js/plugins/LeTBS.js:2169:13
BattleManagerTBS.update@file:///E:/Greil/Greil/js/plugins/LeTBS.js:2044:5
Scene_Battle.prototype.update@file:///E:/Greil/Greil/js/plugins/LeTBS.js:1190:9
SceneManager.updateScene@file:///E:/Greil/Greil/js/rpg_managers.js:2024:13
SceneManager.updateMain@file:///E:/Greil/Greil/js/rpg_managers.js:1983:13
SceneManager.update@file:///E:/Greil/Greil/js/rpg_managers.js:1907:9



SKILL SEQUENCE:
"banishing_smite": [
"set_frame: user, atk, 0",
"wait: 15",
"play_pose: user, atk",
"effects: {aoe}_enemies, current_obj, obj_anim",
"use_skill: user, 605",
],

Main Skill:
<letbs>
scope: circle(1)
aoe: circle(0)
scope_options: exclude_center
sequence: banishing_smite
</letbs>
<letbs_AI>
type: offense
</letbs_AI>

The Called Skill:
<letbs>
scope: circle(0)
aoe: circle(0)
aoe_options: include_center
</letbs>
<letbs_AI>
type: offense
</letbs_AI>

EDIT: Figured it out.
Removed all <letbs> tags from the second skill and it works.
 

NyrilLoL

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Since upgrading to the 0.77.1 version from a previous version that didn't require a <letbs_sprite> tag, I noticed that my actor after a name change would try to load whatever their new name is.



Example being: My default name for this particular actor is named "Acolyte", when received, you can freely change the name right then and there. When loaded into battle, it would throw the Actor's name in front (So Acolyte_idle) which would load the sprite fine on all accounts since that's what I named it. However, if I changed the name to say "Jessica" and went into battle, the actor would try to load Jessica_idle instead which causes an error.

Since it imprints the actor's name in front of the filename, is there a way around this? Not having name changes is a pretty big hit for me.

Thank you in advance.
 

freebooter

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@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)
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?
 

Chaosicaa

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@NyrilLoL Too bad, it would require a patch :/
It might be annoying but while waiting for it, before each fights, you could remove the renamed actor and replace with one with a fixed name like "hero" or a nickname like "the chosen one".

Edit:
Ah sorry, this is actually possible, Lecode said how to do it next page!

@freebooter I think this is important indeed, the best way to be sure is to try it!

If anyone wanted to make an underwater fight I wanted to show you how you could do this with the Orange HUD and the gauges add-on :
https://forums.rpgmakerweb.com/index.php?threads/orange-hud.47186/
(You also could create a system with : show images and showing the bar in a different state depending the variable and not needing this plugin)

It is compatible with LeTBS so you can create an oxygen gauge under your HP MP TP and movement points like this which deplete each turn :
Promo.png

At the end of each turn, in the troop events you can set -1 to the variable then check if it is equal to zero (if yes, Game Over)
That way you can set summons that will replenish your oxygen bar when "killed" like those air bubbles or set them like a "trap" that increase the oxygen variable when stepped on (it could also be part of the enemy strategy to let you breath but when you do that you get intoxicated so you lose some HP).

That way, you can have fights where you should care about your HP and Oxygen and you do not want to "take your time".

You can also apply this system for battles in the sky where you should collect feathers or fuel or you fall to your death :)
 
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freebooter

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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>
With 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!
 

Pharonix

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With 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!
For the aoe to highlight you need to use
Aoe: custom(shotgun).

The skill selection draws the aoe from the note tags
 

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