Lecode Tactical Battle System 0.77.2B

omeg

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Ok i will give a try^^
 

Adventurer_inc.

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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

View attachment 121607


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

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>
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.

Did anyone ever get the larger sprites to work?
Lecode previewed it working in 0.8 last year.
 

Myers & Sparks

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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.


Lecode previewed it working in 0.8 last year.



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.
 

Adventurer_inc.

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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.
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:

Myers & Sparks

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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.
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.
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.
 

Myers & Sparks

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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"
 

Pharonix

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

Myers & Sparks

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

Pharonix

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

Myers & Sparks

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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

View attachment 121763

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.
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
 

Pharonix

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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
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
 

Myers & Sparks

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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
View attachment 121827

View attachment 121828

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

Myers & Sparks

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

Myers & Sparks

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I do use 77.2
Not B
So that might be the issue
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]
]

};
 

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UniqueName

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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
 

Aezriel

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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.
 

Myers & Sparks

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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.
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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