@linsahemil Humm, the system is not made for that but maybe you could try running a common event after each player spell or turn with a message box :
Which player should move?
- Actor 1
- Actor 2
...
With a switch system, when a player played, a switch "This actor has played" is ON and so the choice does not appear in the box until the enemy turn when all switches are OFF again.
When the player selected someone, the common event will inflict a state on the actor making him a priority to move with the timeline control :
https://lecodemv.github.io/leTBS/timeline_control.html
I didn't tried it so I'm not sure if it would works but why not : ).
@ShinZeta Are you sure the starting positions of actors and enemies (events) exists in the map where the battle happens OR the animation of the starting event is well set in the database?
For example by default, the "placed" animation is on the slot 249 in the animation database, if your database is shorter than that, an error message like this one would appear.
----------------------------------------------------------
For everyone, I have a new tutorial idea :
How to make a skill that does not work and a skill that show animations even on entity-less cells !
Yes, I know that might be a crazy idea but there is something cool about it!
1: For the skill that do not work but have an animation, here is an example of utilization :
Let's say you want to use a skill only on yourself that runs a common event.
You would probably tell me to just set the skill normally like this :
<letbs>
scope: circle(0)
scope_options: include_center
</letbs>
With in the effects : Run common event number X
Damage type : None.
But if you are picky you would see a message at the top of the screen : (This has no effect on the Actor_X) (Which is a very misleading message in that case)
So how to make this message disappear and still run the common event?
Create a sequence in LeTBSConfig.js under "Your sequences" :
//------------------
"Donotwork": [
"call: pre-skill",
"map_anim: {aoe}, obj_anim",
"wait: 20",
"call: post-skill"
],
//------------------
Do not put that in last sequence position if the comma in the end exists.
This sequence will basically play the animation on the target but the spell will not work (event if you set some damages in it) but your common event will play so you will get rid of that annoying message at the top of the screen!
Here is the configuration :
<letbs>
scope: circle(0)
scope_options: include_center
sequence: Donotwork
</letbs>
Now the second thing !
2 : How to make a skill that show animations even on entity-less cells !
Are you dreaming to make a very cool good looking inferno skill that basically burns a good portion of the map away and feel the power?
If you do, you will probably realize that only the entity on the maps will have the animation played on them and not all the cells that are supposed to burn... and that's pretty annoying in that case, so here is a fix for that :
Create a sequence (I will call it: Aoe) in LeTBSConfig.js under "your sequences" like that :
//------------------
"Aoe": [
"call: pre-skill",
"map_anim: {aoe}, obj_anim",
"effects: {aoe}_battlers, current_obj, obj_anim",
"wait: 20",
"call: post-skill"
],
//------------------
Do not put that in last sequence position if the comma in the end exists.
The "map-anim" will basically play the animation on all the cells that are in the Aoe.
Actually you can even add a delay between the map anim and the actual animation on battlers like that :
//------------------
"Aoe": [
"call: pre-skill",
"map_anim: {aoe}, obj_anim",
"wait: 60",
"effects: {aoe}_battlers, current_obj, obj_anim",
"wait: 20",
"call: post-skill"
],
//------------------
If you do that all cells will burn and the entities will have the animation played on them again 1 second later so it will look like they caught fire *sadistic smile*
(It looks way cooler in live that on this screenshot)
There is the skill configuration :
<letbs>
scope: line(5)
scope_options: include_center
aoe: cross(5)
sequence: Aoe
</letbs>
That's all for today, sorry for some of you, that was some very basic info especially if you studied the skills inside the demo like the volcano ground but I hope that I helped someone!