Lecode Tactical Battle System 0.77.2B

Mojo907

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I was wondering, is there a way to disable the turn order display...(I kinda believe it's unnecessary). Also while I love your making it an any type sprite sheet viable.

I think if you made it so the walk sprites from MV were usable by default without placing them within the LeTBS folders would increase the accessibility of your engine as a whole. (more downloads, more widely used, and compatibility).

Having both I think will greatly benefit your system.
 

ShellFlare

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I was wondering, is there a way to disable the turn order display...(I kinda believe it's unnecessary). Also while I love your making it an any type sprite sheet viable.

I think if you made it so the walk sprites from MV were usable by default without placing them within the LeTBS folders would increase the accessibility of your engine as a whole. (more downloads, more widely used, and compatibility).

Having both I think will greatly benefit your system.

You cant disable it as far as I know for now, but you can edit the TurnOrderA.js (or whatever its called) and you can hide it from there.

Look for this section:

/*-------------------------------------------------------------------------
* Get Parameters
-------------------------------------------------------------------------*/
var parameters = PluginManager.parameters('LeTBS');

Lecode.S_TBS.turnOrderPos = "right";
Lecode.S_TBS.turnOrderRightMargin = 20;
Lecode.S_TBS.turnOrderLeftMargin = 20;
Lecode.S_TBS.turnOrderTopMargin = 10;
Lecode.S_TBS.turnOrderBottomMargin = 20;
Lecode.S_TBS.turnOrderSize = 40;
Lecode.S_TBS.turnOrderSpace = 6;
Lecode.S_TBS.turnOrderSpeed = 12;
Then set all the values to 0. Leave the "right" as right though. don't change that, just the number values. this should result in the visuals being disabled because the parameters by which they are drawn is 0. I tested it and it does hide them. This is the only solution I can offer for now.


The alternate method if you don't wanna mess with code is for you to change all the images to just an alpha transparent blank image so it's "drawn" invisibly.

The drawback in both cases is that you still need to have the images (including an image title for each actor/enemy) in your folder.

But if you are hiding it just copy the default Bat icon or whichever one and rename this image to the appropriate name in both methods I describe.
 

Mojo907

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Thanks for your input, initially I had just used placeholders images, but I just found that I didn't like the turn order idea all together (personal preference).
 

RetroBoy

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Here are the toad-line of Amphibian Monsters from my game. I need to adjust the sizes a bit but I just thought I'd share them to show I am still in with this and making progress. :D

 

ShellFlare

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Here are the toad-line of Amphibian Monsters from my game. I need to adjust the sizes a bit but I just thought I'd share them to show I am still in with this and making progress. :D

I love the tiny one ._.
 

Lecode

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Hello people. Just to let you know that I probably won't be able to work on RPG Maker (and so the TBS) untill March 18. :esad:
 
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Pharonix

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how would I do a tutorial kinda thing, where I need 2 party members to be placed in very specific spots.

Also for battle conditions, if I wanted to force a game-over scenario if a guest character dies, Would I just run a parallel event in the battle map that checks their hp? and if 0, it turns a self-switch and performs game-over dialog?
EDIT: ^^ Exactly how you do it, though a parallel event with a condition of if(actor is knockout) is all you need, then in the true-path just put dialog/send to game over etc.
Still need to figure out the first part.

EDIT 2:
So I figure neutral enemies might be what I want, but i need to know:
1). How do I make them move?
2). How do I get their HP (To determine if dead) do i check an event page? - This is to determine if a guest unit dies.
4). Can I give neutral units a skill set and their own AI?
5). Can I have them only target enemies?
6) Target only allies? (Like a healer)

I understand I can use guest units (add party members temporarily) , but at that point in time the party has like 6 people in it and adding 2 guest units will clutter the screen. I want to set this to like 4 and the guest units.
 
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Pharonix

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Is there code that prevents enemies from attacking their allies or healing enemies?
I copied your simple fire spell, changed the damage output to negative, and the enemy refuses to use it.
Copying the simple attack skill, i changed target to [ally] and it doesn't work either.

I am trying to use the limited functionality when it comes to enemy troops, so i plan on making "betrayal units" that will attack your enemies and heal you. Then I plan on running a parallel event that tracks these 2 units and if either one dies, you get game over.

However, I cannot seem to make enemies heal you or damage each other :(
Is there a simple way to do this?

EDIT: Actually, even using the basic heal spell, The enemy refuses to heal even himself.
 

Luth

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Here are the toad-line of Amphibian Monsters from my game. I need to adjust the sizes a bit but I just thought I'd share them to show I am still in with this and making progress.
I love your style :) I'd love to play your game. I mean, good art and good game mechanics ? Say no more ! :ahappy:

Hello people. Just to let you know that I probably won't be able to work on RPG Maker (and so the TBS) untill March 18. :esad:
Take your time, you've done so much already :awink:
 

RetroBoy

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Actually, even using the basic heal spell, The enemy refuses to heal even himself.
Actually, this is a big deal. I hope this is resolved with the next patch.

I love your style :) I'd love to play your game. I mean, good art and good game mechanics ? Say no more ! :ahappy:
It also has tranny goblins. :)



I'm kidding, this is just the working female face for the Goblin. I wanted it to look like a normal goblin in drag. It still needs more eyeliner.

Thanks though, I hope that people enjoy the game. I've put an insane amount of work into this.
 

Luth

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@RetroBoy I honestly think a tranny goblin would make a sick character. Roger Smith style :)
 

RetroBoy

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I actually have open character creation, so there is very little specific characterization of your team. I just was reminded of Gremlins II: The New Batch when I was designing the Goblins and decided to have a field day with it.

Back on topic of the plug-in though, by the time Lecode gets back I should have a couple of hundreds bucks set aside (disbarring car trouble or some other unforeseen disaster) and I am going to try to see if I can use that to help motivate him to work more on the plugin. There are a few key things I want to see implemented and hopefully a few extra sheckles will justify some of the time and effort he has put into this project for us already. ;) :D
 

El Capitan

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Been experimenting with this lately, and I love it so far.

Now I was wondering if there's a way to implement a "berserk" state where the target runs around and melees whoever it finds in the way for a few turns, as well as a "chain lightning" effect where a projectile hits a single target and it bounces into a couple more random ones. That would really do it for me, I think.
 

RetroBoy

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Been experimenting with this lately, and I love it so far.

Now I was wondering if there's a way to implement a "berserk" state where the target runs around and melees whoever it finds in the way for a few turns, as well as a "chain lightning" effect where a projectile hits a single target and it bounces into a couple more random ones. That would really do it for me, I think.
It was one of the things pending implementation.

I'm hoping to get

Berserk: Moves and attacks nearest foe.
Fear: Can only move away from foes.
Stagger: Moves at random at the beginning of each turn.
 

Pharonix

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I just really want guest characters or a way that I can set up neturals to always attack the enemy.
I want to set up a (Save this char by killing all enemies) but I don't want to use up 2 enemy slots for these guest characters.
Or neutral enemies that only attack allies, but if you let them live I have neat things happen.

Also, if I use neutral enemies, how do I add a conditional loop that checks if that neutral enemy is dead?
 

RetroBoy

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I am thinking of having my neutrals basically do nothing. Then when they are attacked I want them to "activate" and attack both sides indiscriminately.
 

Will Lawless

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Anyone seen this error before with LeCode TBS? It has suddenly appeared when I start a battle... but I didn't change anything between when it worked and now. :/

TypeError: Cannot read property 'list' of undefined
at Game_Event.list (file:///C:/Users/-/Desktop/Mystic%20Tournament/Mystic%20Tournament/js/rpg_objects.js:8626:23)
at Function.<anonymous> (file:///C:/Users/-/Desktop/Mystic%20Tournament/Mystic%20Tournament/js/plugins/LeTBS.js:1449:35)
at Array.forEach (native)
at Function.BattleManagerTBS.prepareEntityFlags (file:///C:/Users/-/Desktop/Mystic%20Tournament/Mystic%20Tournament/js/plugins/LeTBS.js:1448:23)
at Function.BattleManagerTBS.prepare (file:///C:/Users/-/Desktop/Mystic%20Tournament/Mystic%20Tournament/js/plugins/LeTBS.js:1330:10)
at Function.BattleManagerTBS.startBattle (file:///C:/Users/-/Desktop/Mystic%20Tournament/Mystic%20Tournament/js/plugins/LeTBS.js:1320:10)
at Scene_Battle.start (file:///C:/Users/-/Desktop/Mystic%20Tournament/Mystic%20Tournament/js/plugins/LeTBS.js:741:26)
at Scene_Battle.start (file:///C:/Users/-/Desktop/Mystic%20Tournament/Mystic%20Tournament/js/plugins/LeTBS_WinConditions.js:117:44)
at Function.SceneManager.updateScene (file:///C:/Users/-/Desktop/Mystic%20Tournament/Mystic%20Tournament/js/rpg_managers.js:1824:25)
at Function.SceneManager.updateMain (file:///C:/Users/-/Desktop/Mystic%20Tournament/Mystic%20Tournament/js/rpg_managers.js:1790:18)
 

deathsia

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*waits for an update to the plugin*
 

Kanzlerino

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Hey guys!
Just a question, how inteligent is the AI ?
I mean are some units able to defent a special Point on the Map or a Specific NPC ?
 

Chaosicaa

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Hello Kanzlerino,
Actually the I.A is not very smart and can't use support spells effectively, if you want them to use support spell, the best way to do it (v0.61) is to set this up in the troop events with each end of turn activation.

Example (if you want one of your unit use a ATK buff spell on turn 1,3,5,7... and a healing spell on turn 2,4,6,8...):

Set up a battle variable to 1 (BEFORE the battle starts)

In your troop event Conditions: Turn 0 + 1 * X, Span type: Turn

If battle variable = 1 or 3 or 5 or 7 or ...
AND if The support enemy state is not "Dead"
Then :
Message with enemy faceset : I'm going to buff you
Show animation/picture on screen
Change state of enemy X : +ATK Buff

If battle variable = 2 or 4 or 6 or 8 or ...
AND the support enemy state is not "dead"
Then :
Message with enemy faceset : I'm going to heal you:
Show animation/picture on screen
Change HP of enemy X : + 9999HP

Then :
Change variable battle = +1 (that way, the battle var will store the turn number)


That way you can create "intelligent enemies" and since they talk, the player will know that this enemy is an annoying buffer
Now you can use the same technique but you can store x enemy HP into a variable and then if the var number is below a certain point, you can heal it etc.
 

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