Awesome, thank you!In the LeTBS_Commands plugin, delete this part:
View attachment 91405
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.

Thank you for responding. I believe the problem I'm having is that I'm working with larger sprites in general than the database. So is the standard single tile for 42×42 sprites for can i have larger actors occupying one tile?It'll be there for 0.8; If by large sprite you mean, "taking more than one cell".
Nope, haven't wrote a compatibility patch for such plugins yet.
Some of my sprites are slightly bigger (48x56) and I've had no problems with them. And I imagine as long as they're not a lot bigger (like double the standard size) it should be fine.Thank you for responding. I believe the problem I'm having is that I'm working with larger sprites in general than the database. So is the standard single tile for 42×42 sprites for can i have larger actors occupying one tile?
You need to use the tagSome of my sprites are slightly bigger (48x56) and I've had no problems with them. And I imagine as long as they're not a lot bigger (like double the standard size) it should be fine.
I have a question as well. How do I stop actors from influencing the attack range? In my example, 2 seems to be preventing 1 from attacking 3:
View attachment 91416
Additionally, is there a way to prevent allied actors from blocking movement?
Large actor sprites seem to work well. But map (event) sprites have Z-index issues where a character can stand behind the map object, but will appear to step on top of it, despite being set to "same as characters". This happens during combat only.Some of my sprites are slightly bigger (48x56) and I've had no problems with them. And I imagine as long as they're not a lot bigger (like double the standard size) it should be fine.
That's currently not possible but since I can see how easy it can be implemented. I'll do it for the next release.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
Normally if an entity has no corpse he's automatically set as passable on death.but also block anyone from occupying that spaces (which is problematic in smaller rooms).
Thanks for responding Lecode!Normally if an entity has no corpse he's automatically set as passable on death.
thank you so much!That's currently not possible but since I can see how easy it can be implemented. I'll do it for the next release.
By your statment I was curious if there was then intention to create a plugin for such things?Nope, haven't wrote a compatibility patch for such plugins yet.

Did you happen to call battle in an "autorun" event?Hello every one, I am fairly new to the script changes and interface of MV, so I have a couple of beginner questions.
I have worked with a lot of scripts in the past but interacting with it directly does not seem as straight forward any more, is there a way to look at the like, line by line file like how it was in VX Ace?
But also, I tried to copy everything from the demo to a T, but every time a battle starts in my Demo I can place my character, and every thing displays properly but I cannot select my character and no command options open up, after the "Battle Start" graphic appears, its just kind of frozen, unable to select any one or use any commands. The Graphics (appear) to show up properly and my enemies and actors have as many identical features in their note boxes as their demo counterparts. I apologize if this is a very simple but it has left me stumped.
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I've noticed that its very device specific when it comes to lag.First of all: Your work is pretty awesome!
I just wanted to say that it lags for me pretty hard. I downloaded your demo to test it out but the lag happens very often. Is there anything I can do about it so it doesn't lag that hard?
But besides that it's really cool!![]()