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AzureWhitetail

25
Posts
9
Topics
A member registered Sep 10, 2023

Recent community posts

Attack Pattern.

Okay, that kind of worked. But now I've run into another problem.


When having multiple Actors in battle, all  Actors' regular Attack will have the same attack range as the Actor who attacks first.

The regular Attack skill? I'm pretty sure it's untouched, but here's the Skill Configuration for it:


Here's the Data Configuration for Attack:









And here's the Summon Settings:


Using the Demo, I've decided to set up a configuration for Weapon ID 4, which is the Bow.


Here's the Weapon Configuration:



And here's the Equipment Configuration, in case it's important:


After some fooling around, I realized the Weapon Attack Range doesn't appear to be working. Regardless of the weapon and the configuration, it'll still have the same attack range as a regular Attack.

I've created a State that's supposed to prevent the affected battler from being knocked back, but it doesn't seem to be working, no matter how high it is. Even setting No Knockback to True doesn't seem to do anything.

Pretty much what the title said. For some reason, only the first 4 members of my Party gain EXP from battle, even though I have well over that amount in battle. They also gain EXP, even if they don't participate in the battle.

I don't know if there's something I'm overlooking, but would this plugin happen to have a Battle Forecast?


Basically, I want the player to be able to see the possible results of the action they are about to perform, such as success chance, chances of being countered, how much damage they'll do, how much HP they'll heal, etc.

I think it'd be pretty handy to have a window displaying information like that before the player perform their action.

Oh, didn't know I could put all those characters in a single line through Control Variables. Sorry about that, my scripting knowledge isn't all that great.

Oh, I see! All this time, I was doing script calls through Control Variables. It didn't occur to me that using a normal script call would be the answer to my problem. Thanks for the advice!

(1 edit)

I hate to bother you over trivial things, but I've been trying to figure this out for two days, and nothing seems to be working....

I was able to get the total number of enemies and allies in battle by using

$gameMap._actors.length

and

$gameMap.enemies.length

through Control Variables, but I can't, for the life of me, figure out a script call that makes the Variable only track remaining allies/enemies (In other words, actors/enemies that doesn't have the Knockout status).  Is it possible to do this with this battle system? Or at the very least, is it possible to remove all dead Actors/Enemies from battle?

Awesome!

I do have one more question that isn't related to the topic, though. Is it possible to change variables in mid-battle, based off of number of enemies, number of allies, or turn count?

I'm not sure if that's what it's typically called in TBS games, but basically, I'm hoping for a feature that allows enemies to be hidden until a unit with a large enough viewing range gets close enough to reveal them.

You can look at the Fog Wars in Advance Wars to see what I'm talking about, but a similar feature also exists in Battle for Wesnoth, and some of the Fire Emblem games.

Oh, I see. I haven't gotten around to using the Summoning feature yet, so I didn't know it worked that way. Thanks!

I see there is a way to spawn Enemies in the middle of a battle, but I was wondering, is it possible to spawn Actors too? I was hoping to make certain battles in the game provide reinforcements to allies/enemies as the battles progress.

Thanks! Also, I like the idea of having a variety of ways to Counter. That's a really good feature to have.

The title pretty much speaks for itself.  In the MV version of the plug-in, Whenever a Battler Counters an opponent during Active battles, it would often times lead to either the game crashing, or it would soft-lock the game (Meaning it doesn't crash, but the game refuses to progress). The battles work fine on the "Turn" setting, but Countering breaks the game when battles are set to "Active".


On a side note, are Battlers supposed to use their Magic when Countering, or are they only supposed to use their regular attack? Because the former sometimes happens when given the opportunity to Counter.

Oh, that's cool. Once again, thank you!

Thanks! I do have one question though. I've noticed there's a stand-alone download for the MZ version of the Plugin, but not the MV version. Can the same file be used in both versions of RPG Maker, or do they have their own separate files?

(2 edits)

Whoops... forgot to make my post a Reply, so I'm not sure if you got a notice for it or not. But I provided an example in the topic.

Working on the MV version,

I went into Tileset Configuration, and changed Tag 1 to only affect battlers on the "same (1)" layer, which is a majority of the characters.



Then I went into Actor Configurations and changed Actor 1's TBS Layer to Above (2).



In the example below, we have Actor 1 set to Above (2), and the affected tile area set to same (1)


So I had Actor 1 "fly" over the other Actors to reach the affected area...

"battler is not defined"... I don't know if there's a setting I'm overlooking that can fix this problem or not.

Okay, so I have one of my characters set to "Above" to represent flying units, and I have "Same" tilesets to give certain effects to my Same units, which represents ground units. But for some reason, the game crashes when I send an Above unit to a Same tile. I even changed one of the units to Above in the demo, and set the tile to Same, just to make sure it's not an error on my end. But it crashed on the demo too.

The terrain tags were matching, but I didn't have it set to Damage Floor... It appears to be working now. Thanks for the reply!

Thanks for the update! But I updated my plugin, and nothing seemed to have changed... I even redid the settings and started a new save game, but it looks like I'm getting the same problems.

I just recently started using this plugin (for MV), and I'm using the latest version of this plugin (v1.4.8 as of writing this post). So far, everything seem to be working, except for the Tileset Configuration. The only thing that works is the Move Range Modifier, but nothing happens when I use the other settings, such as the HP/MP Modifier, Add/Remove States, Terrain Effect Animation, and for some reason, the game crashes when I use the Move Phase Animation. I don't know if this is just a problem on my end, or if it's something that went wrong during an update. If it's the former, could someone tell me the possible problems it could be on my end?