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- Dec 6, 2017
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- pt-br
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- RMMV
I don' know what language that is but regarding your issue.ainda o mesmo
View attachment 82363
You need to use the newstill the same
View attachment 82363
<letbs_sprite>
...
</letbs_sprite>
^^thisYou need to use the new
in the actor / enemy notes to define the sprite configuration.Code:<letbs_sprite> ... </letbs_sprite>
# - 0.77.2
# * AI passes the turn when there is no alive enemy on the battlefield. This is to avoid any bug
# in the instances where defeating the opposite team doesn't put an end to the battle.
# * The scan command fully support touch input
# * The "scope_select" tag can contain multiple values. Ex: scope_select: allies,user
# * Added a plugin parameter to define a sort method to determine the turn order.
# By default the method is based on battlers' agi.
# * Fixed a bug where the modified sequence system from 0.77.1 would prevent "after effects"
# to take place (counterattack, timeline control effects, ect)
# * Fixed a bug where statut icons would be incorrectly drawn
Good for you!I just got a new computer, so I'll be back in business soon
just really want to get back to working on my project.
Yeah I'm sorry but the documentation isn't updated.in the site of the plugin has nothing on the new codes, I'm very lost
I noticed that the 0.77.1 new sequence system broke after effects. Some effects that are supposed to happen when a chain of sequence is completely ended (may be one or multiple actions). That is when counterattack happens. As timeline control effects too.Man, I booted up the 77.1 demo like LeCode had recommended a while back and without modding anything counter attacks don't even work in his own demo.
How exactly ?also noticed that auras aren't working properly.
The easiest way would be to use the custom sequence tag and call attack twice. Or an equivalent sequence.Additionally I have a question: Double attacks don't work, no? Is there a way to make the Attack +1 and such repeats actually function? Seems a bit wonky unless you make a sequence that contains multiple action hits, I think. Is there no way to make it repeat the SAME sequence twice, for instance? I'm trying to make a weapon that guarentees a double attack when initiating combat.
<letbs_Sequence>
call: my_attack
call: my_attack
</letbs_Sequence>
<letbs_Sequence>
call: my_attack, 2
</letbs_Sequence>
I was working on it the other day. The issue is I'd probably have to take a dirty path ot make it work. Thing that I would like to avoid and that's the issue. When a battler technically die, (considered as such in the default code) he can't deal any damage and has many other restrictions.Is it possible to have an ally or enemy cast a spell on death?
It was working before .77.1 sadly :$. Noted down...Is there currently (.77.1) a way to change an actors sprite during a tactical battle?
Aye boss, thanks for the relative quick update, I know yer' a busy person. A question for ya': How would I have a condition/argument return true if the target is in counter-attack range?0.77.2 Update
Code:# - 0.77.2 # * AI passes the turn when there is no alive enemy on the battlefield. This is to avoid any bug # in the instances where defeating the opposite team doesn't put an end to the battle. # * The scan command fully support touch input # * The "scope_select" tag can contain multiple values. Ex: scope_select: allies,user # * Added a plugin parameter to define a sort method to determine the turn order. # By default the method is based on battlers' agi. # * Fixed a bug where the modified sequence system from 0.77.1 would prevent "after effects" # to take place (counterattack, timeline control effects, ect) # * Fixed a bug where statut icons would be incorrectly drawn
Good for you!
Have just been able to work on LeTBS for a while.
Still a lot to do for the next big version though.
Yeah I'm sorry but the documentation isn't updated.
About your issue, I don't totally remember how I went with using characters,but the issue is: The chara you're using isn't a default 48*48 chara. You'd have to use custom files. Get your chara as a standalone version, put it in the right folder and use the right tags. Use Angela and Duran configurations as an example.
I noticed that the 0.77.1 new sequence system broke after effects. Some effects that are supposed to happen when a chain of sequence is completely ended (may be one or multiple actions). That is when counterattack happens. As timeline control effects too.
It's fixed on 0.77.2 just now.
How exactly ?
The easiest way would be to use the custom sequence tag and call attack twice. Or an equivalent sequence.
It just takes 4 lines in the note box. Making an add-on just for repeating sequences would be overkill and not really needed.
Just repeat whatever you want in a custom sequence.
Or shorter:Code:<letbs_Sequence> call: my_attack call: my_attack </letbs_Sequence>
@Adventurer_inc. : I'm glad to see how you use the code.Code:<letbs_Sequence> call: my_attack, 2 </letbs_Sequence>
I was working on it the other day. The issue is I'd probably have to take a dirty path ot make it work. Thing that I would like to avoid and that's the issue. When a battler technically die, (considered as such in the default code) he can't deal any damage and has many other restrictions.
Executing a sequence at death would mean to remove the death state before hand than add it just after that.
The cleanest way would be to delay the declaration of death until the proper time.
It was working before .77.1 sadly :$. Noted down...
Depends on the context. Do you have access to the user and the target ?A question for ya': How would I have a condition/argument return true if the target is in counter-attack range?
Sorry for my lack of clarity. I'm trying to give the defender of an attack a state grants 100% counter-rate if they are in proper range(specifically need the state applied as an identifier). I think there are 2 ways I can this:Depends on the context. Do you have access to the user and the target ?
What are you trying to do ?
var aoe = BattleManagerTBS._actionAoE;
var targets = BattleManagerTBS.getEntitiesInScope(aoe);
// targets, an array of Entity objects.
targets.forEach(function(entity)={
var distance = LeUtilities.distanceBetweenCells(entity.getCell(), user.getCell());
if (distance === 1) {
entity.battler().addState(ID);
}
});
If I'm reading that right, distance is the amount of cells between the user and target? So I cannot have a ranged counter attack? Or is 'distance' going to be 'Attack Distance' in this case? If it is the former, if there I can grab the data of the designated Attack/Counter-Attack skill of the Defender and get the range on that move once grabbed? Apologies if I'm being difficult.@Sissel Cabanela : I see.
This code collects all targeted entities for the current action:
You'd have to loop through each of the selected entity then, and check the distance with the user.Code:var aoe = BattleManagerTBS._actionAoE; var targets = BattleManagerTBS.getEntitiesInScope(aoe); // targets, an array of Entity objects.
Given that "user" refers to the user of the attack, it should work.Code:targets.forEach(function(entity)={ var distance = LeUtilities.distanceBetweenCells(entity.getCell(), user.getCell()); if (distance === 1) { entity.battler().addState(ID); } });
I have been working a "Query" static class to get various data and informations in a friendly way during runtime.
I plan to do something similar as Yanfly Before/After eval trough side effects. It's coming.
You can also call a common event just before the attack and do your stuff there.
Exact, only melee counterattacks are available now.If I'm reading that right, distance is the amount of cells between the user and target? So I cannot have a ranged counter attack?
Well that's fair enough. My next question would be how would I grab skill data? For instance, what function would return the scope of a skill?Exact, only melee counterattacks are available now.
You'd have to wait for a plugin for something more deep. Counter with skills and such.
Your hard work is highly appreciated. These functions will definitely be useful, I'm going to go ahead and reference these later.This code collects all targeted entities for the current action:
You'd have to loop through each of the selected entity then, and check the distance with the user.Code:var aoe = BattleManagerTBS._actionAoE; var targets = BattleManagerTBS.getEntitiesInScope(aoe); // targets, an array of Entity objects.
Code:targets.forEach(function(entity)={ var distance = LeUtilities.distanceBetweenCells(entity.getCell(), user.getCell()); if (distance === 1) { entity.battler().addState(ID); } });
This is ridiculously creative. However, I do remember doing something similar in RPG Maker Ace and encryption broked it somehow.EDIT2 : Alternatively, Is there a simple way to update an event note with javascript (something like $dataMap.events()[x].setNote()) ?
I can do it directly with $dataMap.events[x].note="<xxxxx>" but I'm pretty sure that's really unclean.
I have just double checked now and this aura did work.Auras don't work this way
I pop intimidating aura. Then walk by enemu, theres no state popup.
Thank you. My plan is to create a static class to query LeTBS and get whatever information or data the user would need.Your hard work is highly appreciated. These functions will definitely be useful, I'm going to go ahead and reference these later.
I strongly suggest you to wait for the next BIG version. 0.8I use 77
I have too much to convert for 77.1 at this time
Out of curiosity, do you have a (projected) feature list or ETA for version 0.8?I strongly suggest you to wait for the next BIG version. 0.8
The overall configuration system will be redesigned (no config file) and evaluating would be more complete.
Unless RPG Maker MV evolves into giving customizable tools for plugin configurations, the next configuration system won't likely
change at all. So 0.8 would be a proper base and we won't change everything again with the next versions.