Lecode

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Lecode Tactical Battle System
(LeTBS)
Version 0.77.2



Introduction

This TBS is shaped to be more like Wakfu and Dofus battle system than any other one. LeTBS has nice features and that's probably for now the best TBS RPG Maker has ever knew.
More features are coming and I hope to pursue this project untill the end.​


Terms of Use

As of 02/10/2017 I switched the license from MIT to a more adapted ToU for RPG Maker projects. The full ToU is here.
LeTBS and its add-ons are free for commercial use. It's free thanks to my ******* page and people supporting me !
Credit me and please keep the headers of my plugins.
But I'd like to know about your commercial project if you plan to use LeTBS, so please PM me :).

Download

You'll find additional informations about the project on its github page, including plugins, demo and documentations. (too old)
A proper demo with the latest version will be up once the documentation and the help files follow.

0.77.2 Update
But I recommend getting this demo uploaded by Chaosicaa. Contains a full RPG Maker project with latest files and bugfixes.

Live Updates

On the home page there is a tiny demo that I intend to update regulary, to show progress about next versions.
The last live update is about timeline control and is ON since 14/06.



Known bugs
  • ---​
Compatibility

I haven't tested all of yanfly's plugins, but currently LeTBS is compatible with:​
  • YEP_CoreEngine​
  • YEP_BattleEngineCore​
  • YEA_BuffStateCore​
  • YEP_SkillCore​
  • YEP_SkillCooldowns​

Note

Please report any bugs you find. I'll try to make LeTBS compatible with most of yanfly's plugins.
Let me know what plugin worths to be mixed with it.​
 
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kovak

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Have you tried to update your demo to v.1,3,4 to see if your script can run the current version?
 
 

Ygdrassill

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Glad this is finally out, now I can start on the tactics game i've always wanted <3
 
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PsychicToaster

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Wonderful. : D When Christmas stops draining my wallet I'll be throwing some ******* money your way. 


As for Yanfly compatibility, I would suggest just about anything formula, item, and skill related, provided they aren't sideview battle dependent. 


For the future, action sequences would be fantastic for when you do the Fire Emblem style sideview battle scene. I also suggest an improvement to that system. Fire Emblem didn't have any real AoE spells(at least not the ones I played). To retain your battle system's AoE system, perhaps putting all affected units into the sideview scene would be an easy solution. Any ranged unit within range of the AoE user should be able to attack back as well, adding a degree of strategic choice in where you position your unit to AoE. If you attacked a group of 3 mages, all of which are within range of your unit, you'd suffer 3 simultaneous ranged counter-attacks. Personally, I'd make AoEs have decent enough range at higher skill levels to not have to worry about that but that's a design choice and not something you'd have to actually code.
 
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Utopiablue

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Thanks for creating a tactical battle system for everyone. Despite having some bugs it does have great potential. I will add my support by signing up at your ******* page.


The main bug I see is the random crash I get when I begin placing more than three actors at the battle scene. It's weird... sometimes it won't crash, sometimes it will.


I was able to take a screen shot of the error.item72.png


Could it be that the entities need to be preloaded  before the battle script gets called... I don't know but the crash doesn't happen all the time.


Also, I would like to add some suggestions:


1. Add a third party. Like protecting a NPC who battles independently.


2. Add a "Critical" animation to character who low on health.


3. Give option to allow all enemies to appear all at once. Instead of loading each one at a time.


4. Add move points to status screen.


5. Give option to disable that "enemy appeared" window.


6. I think this has been asked before but could you add large units (larger than one square)
 

Lecode

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Have you tried to update your demo to v.1,3,4 to see if your script can run the current version?

The current version of MP ? Nop I did not try.

Thanks for creating a tactical battle system for everyone. Despite having some bugs it does have great potential. I will add my support by signing up at your ******* page.

Thanks :) .

The main bug I see is the random crash I get when I begin placing more than three actors at the battle scene. It's weird... sometimes it won't crash, sometimes it will.

I'll see what's wrong.

1. Add a third party. Like protecting a NPC who battles independently.


2. Add a "Critical" animation to character who low on health.


3. Give option to allow all enemies to appear all at once. Instead of loading each one at a time.


4. Add move points to status screen.


5. Give option to disable that "enemy appeared" window.


6. I think this has been asked before but could you add large units (larger than one square)

They are all good suggestions. Some are already planned but I added the remaining one to the todo-list.
 
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I am not able to use the AoE Creator error in the version of my window is 32bit how can I solve this?
 

so1us

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Hey Lecode, thanks for creating this plugin and the effort put into it. Fantastic addition to the engine and thanks for opening it to the community. It's given me an idea on how I can overhaul the strategic combat in part of my game! Will give it a shot this weekend.
 

Ashouse

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Very exciting. Will keep my eye on this!
 

KU001

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Hello, thank you for the amazing plugin!!
If possible I would like to use YEP_gridFreeDoodads for battle map scene to make it better!
Looking forward to your updates!!
 

Hyorei

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i'm having this bug, could someone help me ?

bug mv.png
 

Lecode

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Hello, thank you for the amazing plugin!!
If possible I would like to use YEP_gridFreeDoodads for battle map scene to make it better!
Looking forward to your updates!!

I haven't tested it but i'll make a patch if needed. Not for 0.6 though.

i'm having this bug, could someone help me ?

Seems like you don't have the plugin LeUtilities. Insert it above all my other plugins.
 

Mojo907

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I do hope you continue improving this, it's a quite solid battle system as it is, As I use it now, I event a battle map which the player is transported to for battles, as my maps seem a little big for the way you currently have battles play out.

It has worked out well in playtesting, maybe that could be a featured plugin command for you in the near future.

One thing I did notice, is the transition to battle seems to change the tileset settings, I tested dungeon set, and once battle started enemy mobs could move thru walls when pathing...
 

Lecode

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One thing I did notice, is the transition to battle seems to change the tileset settings, I tested dungeon set, and once battle started enemy mobs could move thru walls when pathing...

As explained in the documentation (map configuration section) you need to configure your map for obstacles handling :).
 

Mojo907

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As explained in the documentation (map configuration section) you need to configure your map for obstacles handling :).

Yeah, I didn't have access to that for some reason, probably fault of my own, but thanks for showing me how much awesomer this system has gotten....man there is so much into it already, and you say it's not even finish  :rock-left: :D :rock-right:  KUDOS my friend, much continued success with this system!
 

Caidran

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Hello,


I'm quite new to using RPG Maker MV and I have a question, hopefully a simple one to answer;


Using the 'minimal' configuration on a brand new project I am able to get the battle up and going - the game will randomly crash however with the ReferenceError; param is not defined. I suspect this is something to do with the attack configuration and I have not done something that I should have - possibly adding scope etc to a skill (not entirely sure where I would do that - I have it in the notes section in the database/skills... <scope: line(2)> for 0001 Attack. although I am almost certain this isn't the correct location/syntax)


ReferenceError: param is not defined
    at TBSAiManager.commandMoveForActionP2 (LeTBS.js:3974)
    at TBSAiManager.updateCommandMoveForAction (LeTBS.js:4155)
    at TBSAiManager.updateRunningCommand (LeTBS.js:4097)
    at TBSAiManager.update (LeTBS.js:3731)
    at Function.BattleManagerTBS.updateBattleProcessing (LeTBS.js:2005)
    at Function.BattleManagerTBS.updatePhase (LeTBS.js:1441)
    at Function.BattleManagerTBS.update (LeTBS.js:1335)
    at Scene_Battle.update (LeTBS.js:687)
    at Function.SceneManager.updateScene (rpg_managers.js:1788)
    at Function.SceneManager.updateMain (rpg_managers.js:1754)


This always occurs on the enemy turn, the enemy can successfully attack me without crashing the game if I am adjacent to them but the game will crash on the enemy turn if they are within 2 squares but not adjacent. 


Any help would be appreciated,


Cheers
 

CyndaBytes

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Great Job, Lecode! ;) I'll try it soon. Anywway, keep it up :)
 

BoredDudesGames

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I got three idea's that I think are neat.


1: When a player has a shield equipped, damages taken from the front is reduced based on a note tag stating how big the shield is and how sturdy the shield is.


2: The ability to change equipment mid battle, similar to Yanfly's Change Battle Equipment plugin (http://yanfly.moe/2016/03/13/yep-83-change-battle-equip/)


3: The Option to configure Attacks and special moves to take up X amount of move points on top of MP or TP (insted of only once a turn or multiple times a turn.)


Also, good job making compatible with most of Yanfly's engine's, it allows for wide screen and message core.
 

Lecode

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1: When a player has a shield equipped, damages taken from the front is reduced based on a note tag stating how big the shield is and how sturdy the shield is.

There are notetags for front/side/back damage but I forgot to cover them in the documentation. The same applies to collision damage.

2: The ability to change equipment mid battle, similar to Yanfly's Change Battle Equipment plugin

I can make an add-on for that.

3: The Option to configure Attacks and special moves to take up X amount of move points on top of MP or TP (insted of only once a turn or multiple times a turn.)

This feature will be available with the action point system.

I have it in the notes section in the database/skills... <scope: line(2)> for 0001 Attack

The right tag is:


<letbs>
scope: line(2)
</letbs>


There is only one tag. Insert the instructions mentioned in the doc inside it. Ex:


<letbs>
scope: circle(4)
aoe: circle(1)
sequence: spark
ai_offense_type
</letbs>


Also it's useless to use this tag on the Attack skill in the DB because it isn't used directly.


Instead, apply your tag to your weapons.
 
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