xabileug

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This game is called langriser.. any body knows how make this effect in the sideview battle? instead of 1 unit per battle, there's a troop leader and troops? this is also the same in advance war tactics..
thanks!
1655544569539.png
1655544771637.png
 

e463gx

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This game is called langriser.. any body knows how make this effect in the sideview battle? instead of 1 unit per battle, there's a troop leader and troops? this is also the same in advance war tactics..
thanks!
View attachment 229691
View attachment 229692
You would need to make your own character sheets. Can be quite the pain if you're not super familiar with photoshop or anything. You would probably need a sv_actor sheet for each leader AND each troop. You would then switch the battler image depending on which troop was assigned.

Or you could have each troop be it's own battler and the leader is just represented by the face icon

Here's an example sheet I drew up:
 

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ultraed

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hello community. any way to get an ability to push enemy
 
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rpgmakerxp

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I have more questions after 8+more hours playing through the demo and working on another map.



1. When it's the player's turn the battle bgm plays correctly(same conditional as image), however, when it's the enemy attacking the player, the correct bgm isn't playing.(image pasted; no the songs are different just cutoff)

Not sure what replacement can be used if the enemy can't use its own id for a conditional branch during its turn?


2. How to prevent an npc from being distracted to fight the player when it should be focused on moving to a specific event with a target id in note?


3. How to change sprites to a "greyed out version" after moving or some graphic that makes it easier to tell that it already moved?


4. How to make it so only "status/support moves" like healing an ally or buffing, etc. with a dancer are not visible during sideview battle?(make it an in game option for the player to be visible or not?)


5. How to make battle bgm persist between battles rather than having it restart every time(entire song will never be heard since battles end too quick)?

6. How to make an "unlock" option appear for specific allies(with item or skill) on treasure chests?
(want to open treasure chests without standing on top of them but interacting with them; same goes for other objects).
 

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e463gx

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  1. I don't think that Conditional Branch is functional, but regardless point 1 and 5 are going to run into the same problem - the only way to have the music not start over is by having the same BGM and Battle BGM.
  2. Someone else will need to help with this one
  3. You can gray out units after use using some extra code from Boomy in the Core: Post Here
  4. Someone else will need to help with this one
  5. See #1
  6. You can do Unlock options using Shoukang's "Advanced Interactions" Download
 
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ultraed

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hello i have 2 questions
1 some way that a character occupies 2 or more spaces?
2 some way that in lateral battle the hero when he jumps to the attack stays in the enemy's position and the enemy comes out swinging without returning and that the hero does not return to his initial position... on the board I understood how to do this but in the animation side not
 
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Miss_Misery

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Silly Question regarding UnitCore by Dopan: exactly why Enemies also gain exp from this plugin. I love what the plugin itself adds but I cannot find a way to disable that feature...
 

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