Lecode Tactical Battle System 0.77.2B

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

  1. omeg

    omeg Veteran Veteran

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    Ok i will give a try^^
     
  2. BrightIdeaProduction

    BrightIdeaProduction Veteran Veteran

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    Did anyone ever get the larger sprites to work?
     
  3. Aezriel

    Aezriel Shadow Slayer Member

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    Nope, I've actually been wondering how to get those myself.
     
  4. Adventurer_inc.

    Adventurer_inc. Technically a Programmer Veteran

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    Although, it is possible to define sequences in the common commands. What you have noticed aren't sequences at all. They are event commands like Set Move Route and Show Text. What you want could be accomplished using sequences, but it will be gritty and will require some custom sequence commands.

    Someone actually figured out how to do it last year using a similar method. One way to do it is to tell exactly what you want and use "applyFilenameChange()" (For example):
    This changes the character sprite mid-battle if you are using "use_character".
    'monster_sheet' is the name of the transformation sprite sheet. The number 0 right after it is the index of the pose set you want to use starting with 0 on the top left. (Each sheet usually holds 8 pose set)
    Code:
    <Custom Apply Effect>
    user._prevCharName = user._characterName;
    user._prevCharIndex = user._characterIndex;
    user.setCharacterImage('monster_sheet', 0);
    user.getEntity().applyFilenameChange();
    </Custom Apply Effect>
    
    <Custom Remove Effect>
    user.setCharacterImage(user._prevCharName,user._prevCharIndex);
    user._prevCharName = user._prevCharIndex = undefined;
    user.getEntity().applyFilenameChange();
    </Custom Remove Effect>
    Enemies are a bit different since they are bounded to images by names and not direct character sheet. To change enemies sprite, change their names and apply:
    Code:
    user.getEntity().applyFilenameChange();
    What "applyFilenameChange()" does is update the sprite accordingly.

    Lecode previewed it working in 0.8 last year.
     
  5. BrightIdeaProduction

    BrightIdeaProduction Veteran Veteran

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    I thought in the documentation he said you can set up sequences via common events

    It'd be nice to get them working. Chibi sprites just aren't as pleasing aesthetically.
     
  6. Adventurer_inc.

    Adventurer_inc. Technically a Programmer Veteran

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    I do remember reading that somewhere also.

    I was actually trying to sequence what you wanted but then I realized I have no idea how quick time event works. However, this should help. This goes in the note box of the skill.
    Code:
    <letbs_Sequence>
    "play_pose: user, atk",
    "script: $gameMap.QTE(["normal"],100,["ok"],true)",
    "wait: 10",
    "effects: {aoe}_battlers, current_obj, obj_anim",
    "wait: 60"
    </letbs_Sequence>
    The quick-time event thing will now play before the actual strike (where the formula is calculated) because the actual strike is the "effects:".

    Closer to what you have is this? If you get the quick-time you strike twice and if you don't you strike once.
    Code:
    <letbs_Sequence>
    "play_pose: user, atk",
    "wait: 10",
    "if: $gameMap.QTE(["normal"],100,["ok"],true)",
      "effects: {aoe}_battlers, current_obj, obj_anim",
      "wait: 60",
      "effects: {aoe}_battlers, current_obj, obj_anim",
      "wait: 60",
    "else",
      "effects: {aoe}_battlers, current_obj, obj_anim",
      "wait: 60",
    "endif"
    </letbs_Sequence>
    A "wait: 60" is equal to 1 second. This means a "wait: 10" is 1/6 of a second, just incase the sequence doesn't wait for the quick-time to finish.
     
    Last edited: Aug 22, 2019
  7. BrightIdeaProduction

    BrightIdeaProduction Veteran Veteran

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    Im gonna try it. The way I a setting it up is where every item may give a +/- to "combo" variables (one per actor so people can have their own distinct "combos" based on variant timing, blah blah.

    So each Actor has a
    <Letbs> Command tag with them linking each actor to their own unique "attack" skill. Depending on the items they have equipped they may be granted "additional attacks"

    Each skill calls its own common event which ask as a "Character combo handler"
    Where each sequence will be called. I tested out via text calls and the "QTE" function works. Just wanted to know if anyone had tried using common events to define and run sequences, for input.
     
  8. BrightIdeaProduction

    BrightIdeaProduction Veteran Veteran

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    Also I thought of something. In previous RPG Maker versions, you could modify/ change the RTP. Is there a way to do that in MV? if so would that solve the larger sprites issue if they were just "standard assets"
     
  9. Pharonix

    Pharonix Shadow Walker Veteran

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    Not sure
    However i use big sprites and it isnt an issue
    You just gotta cut them out into individual 3x4 spritesets,
     
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  10. BrightIdeaProduction

    BrightIdeaProduction Veteran Veteran

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    Screen shot of your tags to call them please to make sure i'm doing it right
     
  11. Pharonix

    Pharonix Shadow Walker Veteran

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    <passive state: 910>
    <letbs>
    auto_status_sprite
    auto_turn_order_face
    move_points: 2
    has_no_corpse
    sequence(dead): dead_vanish
    </letbs>
    <Ignore Level Bonus>

    As you can see, I don't have any special Notetags.
    All I did was separate out this enemy's sprite set into its own, and dropped it into \img\LeTBS\Battlers

    upload_2019-8-23_6-53-0.png

    If you try to use an actual Spritesheet, it'll crash. But that's because of RTP_Use
    If you go the Battler route, it is fine, as those get managed directly by LeTBS.
     
  12. BrightIdeaProduction

    BrightIdeaProduction Veteran Veteran

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    Wait i'm confused now. This is an enemy, I was speaking for actors.
    Secondly, if I try that with no notetags for Actor sprite i get the error that no battler is set up
     
  13. Pharonix

    Pharonix Shadow Walker Veteran

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    Here's my "big guy"

    <letbs>
    auto_turn_order_face
    auto_status_sprite
    sprite_config: Water_Elemental
    Sprite_Name: Water_Elemental
    move_points: 5
    has_no_corpse
    sequence(dead): dead_vanish
    </letbs>


    Here's the LeTBSconfig.js line for him
    "Water_Elemental": [
    ["idle", "_idle", 1],
    ["move", "_move", 3],
    ["dead", "_dead", 1]
    ],


    Then I have 3 files under
    img/LeTBS/battlers
    upload_2019-8-23_18-9-18.png

    upload_2019-8-23_18-10-10.png
     
  14. BrightIdeaProduction

    BrightIdeaProduction Veteran Veteran

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    There is nowhere in the Config to add characters. Did you add in a snippet of code for it?
     
  15. BrightIdeaProduction

    BrightIdeaProduction Veteran Veteran

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    Found the original in github with the code for sprites in it. Copied it to the demo Config.js however i still get the error of no sprite configuration. I renamed my Character "Duran" for testing purposes.

    upload_2019-8-23_21-21-45.png



    upload_2019-8-23_21-22-6.png
     
  16. Pharonix

    Pharonix Shadow Walker Veteran

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    I do use 77.2
    Not B
    So that might be the issue
     
  17. BrightIdeaProduction

    BrightIdeaProduction Veteran Veteran

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    I had a breakthrough last night. In version B I found the most reliable way, thus far to use the larger sprites is to use the _x idle, _move , etc and making sure enemies have a Battler with the same names.

    upload_2019-8-24_12-53-42.png



    upload_2019-8-24_12-49-46.png

    upload_2019-8-24_12-50-39.png

    Also my config files in .2B didn't have the sprite setup in them for some reason. It has to be setup up to have the "Default" stuff to work I think. Posting it below for people looking for a fix.



    /*-------------------------------------------------------------------------
    * Sprites Poses
    -------------------------------------------------------------------------*/
    Lecode.S_TBS.Config.Battler_Sprites = {

    // Config_name: data
    "Default": [
    // [pose_name,filename,frames]
    ["idle", "_idle", 3],
    ["move", "_move", 4],
    ["dead", "_dead", 1]
    ],

    "Angela": [
    ["idle", "_idle", 1],
    ["move", "_move", 4],
    ["cast", "_cast", 1],
    ["atk", "_atk", 4],
    ["hit", "_hit", 1],
    ["dead", "_dead", 1],
    ["turn_start", "_victory", 5],
    ["victory", "_victory", 5]
    ],

    "Duran": [
    ["idle", "_idle", 1],
    ["move", "_move", 4],
    ["cast", "_cast", 3],
    ["atk", "_atk", 4],
    ["hit", "_hit", 1],
    ["dead", "_dead", 1]
    ],

    "Rabbit": [
    ["idle", "_idle", 1],
    ["move", "_move", 3],
    ["atk", "_atk", 3],
    ["hit", "_hit", 1],
    ["dead", "_dead", 1]
    ],

    "Mago": [
    ["idle", "_idle", 1],
    ["move", "_move", 3],
    ["cast", "_cast", 2],
    ["atk", "_atk", 4],
    ["hit", "_hit", 1],
    ["dead", "_dead", 1]
    ],

    "Evil Statue": [
    ["idle", "_idle", 1],
    ["cast", "_cast", 3],
    ["atk", "_cast", 3],
    ["dead", "_dead", 1]
    ]

    };
     

    Attached Files:

  18. UniqueName

    UniqueName Veteran Veteran

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    hey guys
    is there any way to do force action in battle?
    cause default force action doesnt seem to work
    and I also want to make a character use certain skill on themself
     
  19. Aezriel

    Aezriel Shadow Slayer Member

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    Hey, me again, I was wondering if its possible to use bigger sprites in the battles like a dragon, phoenix, etc.
    Sprites that are bigger than that of a regular player sprite but wider instead of taller.
    Here's an example.
    [​IMG]
     
  20. BrightIdeaProduction

    BrightIdeaProduction Veteran Veteran

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    Yes, but it will still only take up 1 tile space until .08. See my last comment I made for how to do it
     

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