Pharonix

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Hey hey hey.

I'm baaaaaack!

With a new hack!
This time <Leader Cell>

EDIT: I do not recommend editing any of your js files unless you know what you are doing. Me? I have programming knowledge but more importantly, alot of what I do, is QOL changes I need for my game, and might make it to Lecode's next versions.
Plus I have no plans to release my game on v 0.8. I will probably release on my current version (.77 ver. Phx). and re-release on v 1.0 since I have hundreds upon hundreds of enemies and skills that would need to be updated, unless that version supports the config file :)

See this boi?
upload_2018-5-29_14-21-16.png
This guy right here? He's a mimic.

What do mimics do? They surprise unaware adventurers.
So here's today's hack of the day.



Added this bit of code to LeTBS.js where the <Actor Cell> stuff is determined:
else if (note.match(/<Leader Cell>/i)) {
data.type = "actor";
data.fixed = $gameParty.leader().actorId();
}

What this does is it sets the cell's actor, to the actor who happens to be the Party Leader.
Pretty nifty!

But why is this important?

Well it is, because the party leader is the poor soul who triggered the mimic!!!!!!!!

Below,
1 denotes the mimic's <Enemy Cell>
2 denotes my new <Leader Cell>
3 denotes the remaining <Actor Cell>
upload_2018-5-29_14-23-13.png

But wait, there's more.

We want to at least Warn the player? right?

upload_2018-5-29_14-24-14.png

So here, we say "This is strange' "Do you still wanna open?"


Most of the chests you can open up to this point are simple, wooden ones 'a la FSM
upload_2018-5-29_14-25-30.png So stating the Red one "looks strange" might tip off the player, but maybe not.

The best part though is, in DND mimics have this nasty adhesive power.
I tried to replicate this as closely as possible, but its difficult to "Stitch" the player and mimic together,

So my adhesive state is this:
upload_2018-5-29_14-27-6.png You're stuck, you lose 2 spaces of move but WAIT, you're focused by ai for offense now? HOOOO BOY!!! I chose this route to "Punish" The player.
Adhesive lowers the poor sap's atk by 50%.

Now, it gets better.
Using Yanfly's passive states. My mimic takes form

<Custom React Effect>
// Check to see if any physical damage is dealt.
if (value > 0 && this.isPhysical())
{
//Make the user become adhesive at 50% chance
var chance = Math.floor(Math.random() * Math.floor(2));
if(chance=1)
User.addState(); //inflict adhesive if chance = 1, otherwise chance=0, so do nothing
}
</Custom React Effect>

If you do physical damage, you have a 50% chance of auto-infliction of adhesive. This is because Mimic Adhesive makes EVERYTHING stick to it. So bye-bye sword.

Last but not least, since the Party leader touched the mimic, we should auto-inflict this sticky punishment. So I use this script, Right before the battle call:
$gameParty.leader().addState(426);
to inflict my adhesive state.

Now for testing:

below we see that Simon has been auto-placed:
upload_2018-5-29_14-32-37.png

And when I switch it up?

boom:
upload_2018-5-29_14-33-31.png
 
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Lecode

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@Pharonix This is awesome!!
THAT is the kind of tweaks I want to see. I'll add that Leader Cell thing for 0.8.
I wonder, with all the new ninja stuff that 0.8 adds I'm sure you and Chaosicaa are going to make amazing features with that.
 

Pharonix

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@Pharonix This is awesome!!
THAT is the kind of tweaks I want to see. I'll add that Leader Cell thing for 0.8.
I wonder, with all the new ninja stuff that 0.8 adds I'm sure you and Chaosicaa are going to make amazing features with that.

I actually run some persistent switches and variables myself.
Anytime a save file is loaded (or new game) through yanfly's save core, it updates the system with my saved variables.
Like Animation Speed, Battler move speed, Whether the turn order flashes or whether turn order displays at all.
As well as how many command lines display, and whether to show move and action scopes.

It's all wrapped in the common event menu 'a la Yanfly.

My current goal is figuring out what enables the "Start Battle" button, as placing a character on the map via <actor cell: x> will not let you start battle unless you place or place/remove another actor.

EDIT: Figured this out.

Added this line
LeUtilities.getScene()._windowPositioningConfirm.setEnabled(true);

To the bottom of:
BattleManagerTBS.processActorsPrePositioning = function () {
In LeTBS.js

This function checks if there are any allies to position before the positioning phase, and if it is 0, then it returns out.
By adding my line of code to the bottom, if the system auto-positions any ally, it enables the "Start Battle" button.

Interesting bug I found though.

When positioning, if you use the back/menu button (In my case "X") on an ally's picture, it removes them from the battle.

Problem is, if you do this to an auto-placed character, it frees their battle spot, ONLY to throw an error if you place someone there.

You may want to add a preventative measure to prevent anyone from removing auto-placed characters from battle this way.

EDIT 2:

How battle with auto-place works normally:
https://www.dropbox.com/s/jetdlyvt5tjtwp3/without my code.mp4?dl=0


With my line of code:
https://www.dropbox.com/s/vgmjsbeq8lnq0t6/with my code.mp4?dl=0
 
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Danielcross

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Hi all,

I was wondering what'll happen if I turn off the LeTBS_RhymeSmoothMapScrolling plugin. It seems to be causing my movement to stutter in-game.
 

ImperiousRex

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Hi all,

I was wondering what'll happen if I turn off the LeTBS_RhymeSmoothMapScrolling plugin. It seems to be causing my movement to stutter in-game.

I’m not sure in what situations your experiencing stutter but here are some tips on improving your games performance with this plugin.

1. Turn on LeTBS only right before the start of a battle and off at the end. You can use plugin commands to turn it on and off.

2. If you have a time system running, switch it off before battle begins.

3. Turn off as many common parallel events as possible before battle.
 

Danielcross

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I’m not sure in what situations your experiencing stutter but here are some tips on improving your games performance with this plugin.

1. Turn on LeTBS only right before the start of a battle and off at the end. You can use plugin commands to turn it on and off.

2. If you have a time system running, switch it off before battle begins.

3. Turn off as many common parallel events as possible before battle.


Thanks! The Map Scrolling plugin seems to make my characters "shiver" when out of combat, but I need it on during combat. I'll play around with it.
 

Guardinthena

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Sorry if this has been asked before, but when can we see large sprite compatibility? Also, does this work with a visual equip plugin such as the one by Rexal?

://forums.rpgmakerweb.com/index.php?threads/visual-equipment.50259/
 

Pharonix

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Sorry if this has been asked before, but when can we see large sprite compatibility? Also, does this work with a visual equip plugin such as the one by Rexal?

://forums.rpgmakerweb.com/index.php?threads/visual-equipment.50259/

Large sprites work bit u gotta cut em out and they only work with 1 cell for now

.8 might have the full fix.

It supports anything that changes the characters graphics if u hard code their graphics in the notetags then it won' work

For instance I use yanfly equip and class change cores to change actor images.
 

Guardinthena

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Large sprites work bit u gotta cut em out and they only work with 1 cell for now

.8 might have the full fix.

It supports anything that changes the characters graphics if u hard code their graphics in the notetags then it won' work

For instance I use yanfly equip and class change cores to change actor images.


Err, what exactly do you mean by cut out for large sprites?

And for the visual equip, I think i know what you mean. I read up on the main website about having to code poses. Is that what you mean? So using notetags won't work unless its coded?
 

Lecode

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Sorry if this has been asked before, but when can we see large sprite compatibility?
It'll be there for 0.8; If by large sprite you mean, "taking more than one cell".

Also, does this work with a visual equip plugin such as the one by Rexal?
Nope, haven't wrote a compatibility patch for such plugins yet.
 

Danielcross

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Is there any alternative to entities_can_stay_on_me_on_death? I would like something to mark where a character has died, but not simply passable.

Additionally, the collapse animation won't play upon death but the code seems to be right in the config file. Another animation plays in its place. Anyone have any thoughts what might be going wrong?

Edit: Solved. Also I didn't realize that the collapse animation is in the 136 anim slot and will play whatever is currently occupying it. Posting this here in case anyone else has any trouble with it.
 
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Pharonix

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Is there any alternative to entities_can_stay_on_me_on_death? I would like something to mark where a character has died, but not simply passable.

Additionally, the collapse animation won't play upon death but the code seems to be right in the config file. Another animation plays in its place. Anyone have any thoughts what might be going wrong?

I give all player characters a spinning crystal when dead. Simple but effective
 

Amarok

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Hey guys, maybe you can help me with a doubt i have, im also reading trough the doc but since i heard its very obsolete i thought i should ask here too.
Basically, what's the best way to limit the aggro of the enemy? I want to make large dungeon like levels, but for that i need the enemies to only react to the player when they are on a certain radius. So for example a room is full of monsters, but they only come after you if you enter it.
 

Pharonix

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Hey guys, maybe you can help me with a doubt i have, im also reading trough the doc but since i heard its very obsolete i thought i should ask here too.
Basically, what's the best way to limit the aggro of the enemy? I want to make large dungeon like levels, but for that i need the enemies to only react to the player when they are on a certain radius. So for example a room is full of monsters, but they only come after you if you enter it.

I could probably hack the system to do that but other than that, there' no "aggro range"

For maps I need lots of enemies, I'll create a handful of actor and enemy cells, and reposition and call battle

Problem with large maps is it will take a long time for the player to clear
 

Amarok

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@Pharonix bummer :( i think since mechanics like traps and treasure chests are already there, aggro range is the last one you would need for a full dungeon crawling system. Still thanks for letting me know!
Also since you mentioned that you use large groups of enemies, what would be the best way to add more enemies to the map? since the troops editor can only go up to 8. Im guessing it has to do with maybe triggering an event that summons them, but im not sure how to do this.
 

Danielcross

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I give all player characters a spinning crystal when dead. Simple but effective

I just find it off-putting for enemy sprites to disappear completely, but also block anyone from occupying that spaces (which is problematic in smaller rooms).

Also I didn't realize that the collapse animation is in the 136 anim slot and will play whatever is currently occupying it. Posting this here in case anyone else has any trouble with it.

Now onto a simpler question: How do I remove the "Attack" action from the action menu? I want to rely on skills only.
 

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