Vivere, technically, as long as you dont say IS_BOW? = true for the weapon, then it will use direct line of site for attacks. it wont fill in the 'between' tiles. You could also just set L-SHAPE_FOR_BOWS = false, and it would do it all the time for all weapons... only direct line of site.
The changes you are asking for here is really more like a different battle system. Kind of sounds more like the system that SephirothTDS has done for his VX game. Its a tactics based as well, but is only a 9x9 grid and you can place bombs and other what not to occur in a couple turns etc. Pretty neat stuff. I just wish I had the time to do all the programming he does.
LtPLegend,
1. This is likely because the enemy level is really low compared to your current level and hence little to no experience. Its like saying.. I am going to learn something by kicking this tiny kids butt that I know wont be able to do anything about it.
2. You could create a method to check the average party level and return that for the enemies +- 1,3 randomly..
something like this..
class Game_Party
def get_average_level
lev = 0
for actor in @actors #if you are using VX it would be for actor in 'members' not @actors
lev += actor.level
end
lev /= @actors.size # or members.size
return lev
end
end
Then under the section in the GTBS module..
def level
lev = Enemy_Levels[@enemy_id]
return $game_party.get_average_level if lev == nil
return lev
end
This way.. if the enemy level is not manually specified they will "grow" with the party.. However this is only a level indicator and will not affect their hp/sp/attack/def etc.
3.
when 99; range = [0, 1, false, true ] #spin fist
What this means is...
[ Can Cast how far away, Area of Effect, Only Affect in LINE?, Exclude Caster? ]
[0 = can only cast on self, 1 = 1 area of effect.. beyond casting postion, do not affect in line, and yes,exclude caster]
So.. if you are casting on yourself.. and you are excluding yourself.. and you have 1 range (1 cell beyond casting location) then it will affect the surrounding 4 cells.
Keep playing with it and let me know if you continue to have problems. I hope I explained that clear enough.
4.
to create a projectile...
1. Set the weapon to the projectile element_id that you want.
2. Ensure that there is a "skill/weapon name".png file in the projectiles folder under GTBS (must be exact)
... and thats it.. everything else will take care of itself. I would usually recommend that projectiles be ranged weapons.. but I have seen ones that are only 1 away. It doesnt really care.. it just thinks.. ok, im a projectile.. where is my image.. go.
5. if you are using XP it should be fine.. however VX doesnt have 'autostate' animations and hence no "state' will display. Something I didnt have the time to recreate when making the VX version. Sorry
6. Technically XP 1.4 is VX 1.0.. There has been only the 1 version of VX released. 1.4 is reffering to XP users. I will however be releasing XP 1.5 soon and thinking that I will just call it VX 1.5 so that there is no confusion. as we are experiencing now.
Cyrtii...
Untested of course.. but
#-------------------------------------------------------------
# Sets battle_scene to change if called from specified map, otherwise it is self
#-------------------------------------------------------------
def self.battle_map(map_id)
case map_id
when 1
for area in $data_areas.values
case area.id
when 1; map = 2
else return 1
end
end
else; map = map_id
end
return map
end
That should do the trick..
Violent..
The response given to LtPLegend should work for you as well.
.. healling spells should already give you exp. unless you are not doing "per hit exp". In fact you should always receive 10exp for every actor affected by a healing skill the way it is setup.. however it should likely be doing it by average so that you dont get so much exp so quickly. I will look into that for the future.
Well that is everyones responses... I hope.
Anyway, it looks like I will have to scrap the mouse support for both XP and VX.. it proves to buggy in response to keep in. Perhaps in the future.. but i tried. Its just one of those things that you cannot help I suppose. But.. large units are coming along nicely.. Just need to resolve a movement bug with them and it should be ready to go. Then next on the list is that DIM objects and updated Animation stuff! I know.. I said a couple of weeks.. but life happens. Well later all.
Lucas Scoppio,
No problem.. you create iso maps like this..
1. Create the iso map.. the way it should look etc in a map..
2. create a sub map of that one.. name it whatever you like, but it must include 'ISO' somewhere in the name.
3. When teleported to the child map.. the parent (actual iso map) is called, while movement is based on the child map.
As for the actor# and place#..
dont put #'s after place cause it does nothing.. however it wont cause an error. Regardless actor# is the index in the party.. so if you have 8 members.. then actor 5 would be the 5th member. This is not based on ID, but party index. again, hope that makes sense. later!