sorry to bother you guys again, but ive been reading trough the documentation and havent found anything, is there absolutely no way to tell LTBS to change the sprite of an actor? only way i can think of is changing the actor itself, but that comes with its own set of problems.
Not normally, as it loads from the notetags.
Notetag data
can to an extent be changed in-game, but it will not save. (Think of it like it gets stored as session-data, erased after reset).
The only way around this is to use the use_character function.
I use Yanfly's class change core and force characters to change graphics when their class changes.
Only problem is that it uses the actor's name when looking for 'dead' etc.
But I can confirm using the use_character works.
I understood that currently, a tile MUST either be actor or enemy cell but how do I implement it wherein like in a 2x2 (4 cells in all) map, just a simple example, the system can place 2 enemy AI randomly in any 2 of the 4 cells while the player can also place the 2 actors on the 2 cells left?
You can't, the function to let the system just randomly select any 2 of 4 cells doesn't exist.
The system currently only works like such:
Places Enemies in <Enemy Cell>
Places Actors in <Actor Cell>
there is no <Entity Cell>
you would have to modify the core code.
================
EDIT:
Which I did.
Added a new cell type called <Entity Cell>
which sets the data type to "all"
then I updated the functions that determine which cells are enemy/actor
inside the actor one, i added a check for if the type is "all" and if the cell is NOT occupied by an enemy.
The result was this video.
https://www.dropbox.com/s/m5cf3pns58h0b33/shared_entity_cells.mp4?dl=0