So, I want to have a variety of different attacks with unique patterns. How would I make these? The red represents the user, and the green represents the affected area. It would be best if single-target and multi-target versions could be provided.
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To make the above pattern with the square and the lines, simply select it from the damage pattern. To exclude the inner ranges, select exclusion damage pattern and then exclusion damage range.
Cross patterns aren't made possible yet.
As for the scope checks, it's something I'll look into. It does not recognize the random scoping for randomization.
So I have a problem. I tried making the second pattern (the 3x3 area two tiles away from user, and i set it up like this:
However, in game it looks like this, which obviously is not how it's meant to look. Because of this, the skill is completely useless and is essentially just a glorified End Turn.
(also, i'd like to know how i can change the icons on the turn order from the character sprite (which is cut off at a very weird place) to a picture file, or at least change the offset.)
Oh, and also, I'd like for the player to be able to select any actor that's currently in the party (active or not), to be on the battle. I plan to have 40+ actors that can be used, and I've set up the map to have a maximum of 6 actors, but I can only place 4, which are the ones in the active party. (Cabbage-pult is in the reserve party, and I can't place him on the map)
Sorry for the bombardment, but I have two gripes. First, is that for some unexplained reason, the enemies always get 3 actions instead of 1 before the party does. I don't know why it's doing this, but I have no way to fix it. It would be very unfair to have the enemies act three times before anyone else can! Here's the database setup and the plugin setup.
Also, a more minor problem. I want all the levels to be replayable, but have a reward that is only given the first time you beat it that shows up alongside dropped items. I could add it to the victory event under a conditional branch, but then it doesn't show up in the battle results as it isn't a drop item. I could also add it as a drop item to a monster, but then every monster of that type will drop it in every level it's in, and making a whole new monster that drops it every level would be a hassle.
Oh, that was it! Thanks! Now, I'm sorry for all the questions, but how would I make an event that happens when a character dies, where they are revived immediately? In my tutorial battle, the Peashooter (the only actor) is very weak and prone to dying, and as this is the tutorial battle, i'd like it to automatically revive when killed. However, when I set the defeat event, the game over happens instead of reviving the Peashooter.
Unfortunately, what I have in mind is that the player is in a 1v2 battle with one player and two enemies. Unfortunately, adding another battler would compromise that! If it can't be done with the dead condition, could it be possible to make the event occur when the character's HP drops too low instead?
I looked at your screenshots and I see you do have an enemies array setup for the map.
Highlighted is the default enemies which I see you have configured. On my end I have also setup region enemies without modifying the code:
Enemies do spawn normally in which I get two slimes.
The code error comes from using the spawn enemy function which has a different line up on my end.
Are you using the latest version of the plugin? I did a series of rapid updates recently.