Lecode Tactical Battle System 0.77.2B

Kenode

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Would be great if there was a way to switch between the default battle system and the TBS.
Don't get me wrong! I love this system, it's very similar to what I was looking for (in fact, I think it's the closest to it), but I'd like to reserve it for special battles, such as bosses or specific missions in the game, and leave the other battles handled by "DoubleX Popularized ATB"
 

Doktor_Q

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@Kenode good thing there is! You have to turn the LeTBS on with a plugin command, which can also be used to turn it right back off again. If you turn it on before the boss battle, and then off right after, you can still use your normal system everywhere else.
 

mojoaa13

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Would be great if there was a way to switch between the default battle system and the TBS.
Don't get me wrong! I love this system, it's very similar to what I was looking for (in fact, I think it's the closest to it), but I'd like to reserve it for special battles, such as bosses or specific missions in the game, and leave the other battles handled by "DoubleX Popularized ATB"
leTBS is trigger by a plugin command that can be toggled on an off
ON = LeTBS ON
OFF = LeTBS OFF
 

Kenode

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I had no idea, I looked everywhere and I couldn't find that command... woot! thanks guys!
 

GreenDude

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Is there a way to make a character have several actions per turn ?

Like having 5 Action Points, with abilities, attack and moving costing Action Points ; said character would end its turn as his Action Points reach zero.
Here's what I did. Use Yanfly's Enhanced TP script. Set Max TP, Initial TP, and TP gain to whatever you want in the plugin config. Also set "preserve TP" to false. Then make every skill in your database, including basic attack, have a TP cost and no TP gain. Add add two skill types on the "systems" tab of the data base; Actions and Items. Go to the Skills tab and change Attack to "Actions" type. I did the same with Guard and have a few other skills (Steal, Counter, etc) there too. Next, make a skill for every item in your game that's usable during battle and set them to the Item type. Remaining Skills will remain whatever you had them. I made a third type called Skill and they reside there. Go to the classes tab and add the created item skills to the learned list.
Next go into the LTBS plugin config. In the command box you'll see two numbers after the commands "attack" and "item". A few rows down you'll see "skill icons". Add the number for attack before the number that is there, and the number for item after the number already there. Go to commands and delete "attack" and "item" and the numbers you pasted in the other box.
That should do it! The green bar below battlers in battle is their TP. It doesn't show numbers, unfortunately. I'll be checking this thread periodically if you have trouble. As far as I know, there's no way to use TP for move points. I have TP set with a formula (user.agi / 2 for example) and wish I could set move points to agi as well.

Now onto my issue!
I'm having a problem with states that damage/heal at the end of a battler's turn. Currently I'm using Yanfly's Extended DOTs. Enemy gets the state, loses HP at end of turn... but there's no popup! Also the plugin itself doesn't allow any sort of MP healing/damage.
My previous project used "ellyestatesdamage". It does everything I want. Unfortunately, whenever a battler is effected, I get an error at the end of their turn:

"TypeError
Cannot read property 'refresh' of null"
TypeError: Cannot read property 'refresh' of null
at Function.BattleManager.refreshStatus (file:///C:/Users/***/Desktop/***/js/rpg_managers.js:2407:23)
at Game_Enemy.<anonymous> (file:///C:/Users/***/Desktop/RPG/***/js/plugins/ellyestatesdamage.js:211:31)
at Array.forEach (native)
at Game_Enemy.Game_Battler.ProcessEllyeStatesDamage (file:///C:/Users/***/Desktop/***/js/plugins/ellyestatesdamage.js:170:23)
at Game_Enemy.Game_Battler.onTurnEnd ((file:///C:/Users/***/Desktop/***/js/plugins/ellyestatesdamage.js:164:14)
at TBSEntity.onTurnEnd (file:///C:/Users/(file:///C:/Users/***/Desktop/***/js/plugins/LeTBS.js:8841:19)
at TBSEntity.onTurnEnd (file:///C:/Users/(file:///C:/Users/***/Desktop/***/js/plugins/LeTBS_DamagePopupEX.js:78:55)
at TBSEntity.onTurnEnd (file:///C:/Users/(file:///C:/Users/***/Desktop/***/js/plugins/LeTBS_EntityHud.js:71:51)
at TBSEntity.onTurnEnd (file:///C:/Users/(file:///C:/Users/***/Desktop/***/js/plugins/LeTBS_TilesMarksAuraEffects.js:409:56)
at TBSEntity.onTurnEnd (file:///C:/Users/(file:///C:/Users/***/Desktop/***/js/plugins/LeTBS_TimelineControl.js:198:57)

Any idea how to fix this?

Couple of other quick questions:
1. Does YEP CTB work with this?
2. Enemies lower than party members tend to run away from battle (YEP Enemy Levels). Is this intended?
 

Doktor_Q

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@GreenDude
1) very much no. LeTBS replaces the entire battle system framework, so nothing that tries to change the system will work with it.
2) I have never seen this, does that only happen when you have enemy levels installed?
 

GreenDude

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1. I didn't think it would. Was hoping it would though. Wanted a way to manipulate the turn order with skills/states.
2. I figured it out. Its the way I have TP set up (explained above). My "test enemy" didn't have enough TP at level 1 to do anything. Fixed now.

Still trying to figure out why DOTs/HOTs won't popup.

@Pharonix, how do I go about implementing your Confusion fix? Its the only state aside from DOT damage popups that I'm having an issue with. Not a big deal, only one high level skill uses it.
 
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Doktor_Q

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1. I didn't think it would. Was hoping it would though. Wanted a way to manipulate the turn order with skills/states.
Well, if you look at the documentation, there's a couple ways you can manipulate turn order- shuffle someone's turn higher or lower on the order, or give them additional turns. If your turn order is still based on agility, you can combine those with agility buffs/debuffs to make them last longer than just the current round.
 
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Hello, someone know if it is possible to make battle turns where first the player can move and/or attack with all his characters and only after finishing the turn the Enemies can do the same?
 

Doktor_Q

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@HeartlessMachine Depends on what exactly you want. If you are fine with the turn order being fixed, and just want to make sure players go before enemies, just go to the turn order settings on the plugin, set "Fair" to false, and replace the ".agi" with ".isActor()" in the formula. This will base turn order on whether it's a player or not, instead of their agility.

If you want something that lets you switch between characters and use them in any order, like, say, Fire Emblem, then you'd need a bunch of code modifications. I've been working on a plugin to add the functionality, but it's still a bit finicky and needs more work.
 

ivo333

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Has anyone gotten this to work with parallax mapping?
 

Doktor_Q

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Has anyone gotten this to work with parallax mapping?
I believe there was a fix somewhat early on to make sure it handles parallax backgrounds correctly, and since you define all the walls and such via regions anyway, it should theoretically work fine. If you're doing your parallax via something like Yanfly's Region Restrictions, you could easily set it up to use the same walls regions and everything.
 

Tonny

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Anyone know why using the <Enemy Cell: index #> to distribute different enemies on specific enemy cells doesn't work? They just get randomized.
 

mojoaa13

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Anyone know why using the <Enemy Cell: index #> to distribute different enemies on specific enemy cells doesn't work? They just get randomized.
I recall having this issue once and I fixed it by starting the index at 1 instead of 0.
 

Doktor_Q

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Anyone know why using the <Enemy Cell: index #> to distribute different enemies on specific enemy cells doesn't work? They just get randomized.
You have to start from 1 and specify a cell (or cells) for every enemy. Otherwise, it's possible for the randomly-placed enemies to "steal" the reserved spots, which means that enemy is more randomly placed, and so on.
 

ForTheWin

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i need a help....!!!

how i can use actor random spawn? (encounter spawn)

plz help me~!
 

kanaza

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Hi,
is there a way to leave a battle?
Thanks
 

Doktor_Q

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Hi,
is there a way to leave a battle?
Thanks
If you set the battle as allowing escape when you started it, the "escape" option should be enabled in the party menu as normal. You can also make escape events (there's one in the demo you can clone, the magic circle looking thing in the town). Lastly, I believe you can use the "abort battle" effect from events like normal.
 

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