Lecode Tactical Battle System 0.77.2B

Discussion in 'JS Plugin Releases (RMMV)' started by Lecode, Nov 28, 2016.

  1. Myers & Sparks

    Myers & Sparks Veteran Veteran

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    More interestingly, can you manually call a sequence from the editor? I.E in script plugin line?

    upload_2019-8-18_23-18-17.png


    Like with either of those?
     
  2. Pharonix

    Pharonix Shadow Walker Veteran

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    What exactly are you trying to do
     
  3. Aezriel

    Aezriel Shadow Slayer Member

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    Thanks man.
     
  4. Myers & Sparks

    Myers & Sparks Veteran Veteran

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    Something like a "combo" system

    I figured out how to make it functional(ish) -I think, I noticed that you can define sequences in common commands

    upload_2019-8-20_2-59-4.png


    So I aim to have it where a player does a qte correctly, they will get additional attacks
     
  5. Pharonix

    Pharonix Shadow Walker Veteran

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    Then you will need a few lines

    var skill = $dataSkills[skillId];
    //This to get the actual Skill you want them to use

    entity = BattleManagerTBS.activeEntity();
    //This gets the active Entity (The guy attacking)

    BattleManagerTBS.forceAction(skill, entity);
    //This should force the skill to be used by the entity.

    Now, if you use pass_on_use
    This may or may not work. I have yet to try ANY of this in a common event as part of the skill, so I can't guarantee these work.
     
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  6. Pharonix

    Pharonix Shadow Walker Veteran

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    Apparently all I did was use yanfly's states and stuff, to use apply/remove effects

    So the "Transmutate skill" simply added a state, which used this.
    However, it is very inelegant, and may not work properly.

    For the "Rock Transform" I made an enemy that was a rock with max stats (to prevent damage).
    Then I gave it no skills, no movement, and basically made settings that forced it to wait instead of making a move.
    Then when the state wore off they went back to normal.
    This was crude and didn't always work, not to mention it didn't work on player characters.

    <Custom Apply Effect>
    // Check if the user is an enemy.
    if (user.isEnemy()) {
    // Archive the previous enemy ID.
    user._prevEnemyId = user._enemyId;
    // Set the target enemy ID you want the enemy to change into.
    var transformEnemyId = 35;
    // Transform the user.
    user.transform(transformEnemyId);
    }
    </Custom Apply Effect>


    <Custom Remove Effect>
    // Check if the user is an enemy.
    if (user.isEnemy()) {
    // Retrieve the archived enemy ID.
    var transformEnemyId = user._prevEnemyId;
    // Transform the enemy back.
    user.transform(transformEnemyId);
    // Clear the archived data.
    user._prevEnemyId = undefined;
    }
    </Custom Remove Effect>
     
  7. Aezriel

    Aezriel Shadow Slayer Member

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    Oh well, thanks for trying to help, I'll just keep experimenting with stuff to try and figure out a way to make it work.

    Edit: So just to confirm, there isn't a way to make a players sprite change mid battle?
     
  8. Pharonix

    Pharonix Shadow Walker Veteran

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    I use class change core, and set up graphics that take place when they change classes.
    at this time, I am not sure if they change graphics in battle if you change their class. I know this works with yanfly core, but I do not know whether it works inside LeTBS.
    I would need to do testing.
     
  9. Aezriel

    Aezriel Shadow Slayer Member

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    I'll go ahead and test this to see if it works or not, thanks again.

    Edit: So I got the plugin working and everything but now when I go into a battle it says "Cannot read property 'fittingHeight' of undefined"
     
    Last edited: Aug 21, 2019
  10. Aezriel

    Aezriel Shadow Slayer Member

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    I'm sorry, I'm an idiot, Yanfly Battle Core was conflicting with everything so as soon as I got rid of it battles started working
     
  11. Myers & Sparks

    Myers & Sparks Veteran Veteran

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    When I tried this, it only make the taller people shift side to side.
     
  12. RUMTHECROW

    RUMTHECROW Warper Member

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    whenever an actor or a foe dies, this error pops up on my screen can you help?
     

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  13. Pharonix

    Pharonix Shadow Walker Veteran

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    can you attach the console output.
    As well as what version you're using
    As well as the entire notebox for an/the entity that causes this issue.
     
  14. RUMTHECROW

    RUMTHECROW Warper Member

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    Im using 0.77.2
    cant open the console idk why
    here is the notebox:
    <letbs_sprite>

    pose(idle): use_chara, Evil, 0

    pose(dead): use_chara, Damage2, 0, 0

    turn_order: auto

    status_sprite: auto

    </letbs_sprite>
     
  15. Aezriel

    Aezriel Shadow Slayer Member

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    Alright, I can confirm, there is no way as of now to change an actors sprite mid battle. Hopefully Lecode adds something to help.
     
  16. Pharonix

    Pharonix Shadow Walker Veteran

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    So you're using 0.77.2 and not 0.77.2B?
    Because that makes things way easier for me, since I do not use version B
    But add this plugin to your project, this should enable the console(F8 I believe) But it should open automatically anyway
     

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  17. omeg

    omeg Veteran Veteran

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    HEY guys ^^

    Anybody knows if we can integrate this for some battle only?
    For example you play in default battle system and in the game orcs attack a castle and the combat in tactical mode begin?
    Obviously after the fight everything go back to DBS ^^
     
  18. Pharonix

    Pharonix Shadow Walker Veteran

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    Just turn off LeTBS and it'll enable other stuff.
    Plugin Command:
    LeTBS OFF

    I'm looking into it, I'll let you know what I come up with.
     
  19. omeg

    omeg Veteran Veteran

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    @Pharonix is that simple? few month ago some people told me its will be hard to switch because of the engine itself ^^"
     
  20. Pharonix

    Pharonix Shadow Walker Veteran

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    It sorta works for me at least:
    Just don't see allies, because I don't set side-view chars, because I don't use it.
    upload_2019-8-21_11-25-49.png

    The Biggest issue is making sure the skills work properly.
     

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