Lecode Tactical Battle System 0.77.2B

Aezriel

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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
Thank you, sorry I didn't read all the recent comments, I'll do that next time to ensure my question hasn't been answered.
 

Aezriel

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I ran into another problem, I don't know what's going on but whenever a class (Warrior, Pyromancer, Cryomancer, etc.) has the skill category Magic, they always have the skills Fire and Ice even if the class doesn't have those skills.
 

Pharonix

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I ran into another problem, I don't know what's going on but whenever a class (Warrior, Pyromancer, Cryomancer, etc.) has the skill category Magic, they always have the skills Fire and Ice even if the class doesn't have those skills.
Can you post a pic
Is it iin the magoc menu or main choices

Do you use yanfly class change core?
Any classes a character has unlocked, theyll have access to those skills
 

Aezriel

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Can you post a pic
Is it iin the magoc menu or main choices

Do you use yanfly class change core?
Any classes a character has unlocked, theyll have access to those skills
Yeah, that's it then, I use yanfly class change core. Is there any way to stop them from having the skills?

Edit: It shows up under the magic tab in battle.
 

Pharonix

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Yeah, that's it then, I use yanfly class change core. Is there any way to stop them from having the skills?

Edit: It shows up under the magic tab in battle.
I thonk what i did was separate out the types

Special
Magic
Cryomancy
Pyromancy
Thaumatergy
Etc
And each class has access to only their specific types
Otherwise if its all under magic, theres no way around it
 

MiLo-Katergaris

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So I've got a question I hope you all can help me out with. I'm using Yanflys Class Change Core to allow my characters to change classes. I changed the stats, face, and character when the class changes but the battler doesn't change because the battler is in LeTBS' Battlers and not the usual Battler location. Does anyone have any insight on how to remedy this?

My only guess would be LeTBS_RTPUse which apparently allows the <use character> tag. I'm not sure if that would work (or what the RTPUse addon even is).
 

Aezriel

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I thonk what i did was separate out the types

Special
Magic
Cryomancy
Pyromancy
Thaumatergy
Etc
And each class has access to only their specific types
Otherwise if its all under magic, theres no way around it
Don't know why I didn't think of that, thank you
Edit: So I don't want to double post but how do I add icons to skill types, I can't find a note tag for them
 
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Pharonix

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Don't know why I didn't think of that, thank you
Edit: So I don't want to double post but how do I add icons to skill types, I can't find a note tag for them
You should be able to set that up in the letbs_commands list notetag
 

Pharonix

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So I've got a question I hope you all can help me out with. I'm using Yanflys Class Change Core to allow my characters to change classes. I changed the stats, face, and character when the class changes but the battler doesn't change because the battler is in LeTBS' Battlers and not the usual Battler location. Does anyone have any insight on how to remedy this?

My only guess would be LeTBS_RTPUse which apparently allows the <use character> tag. I'm not sure if that would work (or what the RTPUse addon even is).
I use the use_character with class change core
It works fine
 

Kes

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Pharonix, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


If you want to quote more than one person you have to use the Multiquote button, otherwise the forum software automatically creates a new post for each quote.
 

BluePersonMan

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I'm somewhat experienced with rpg maker mv but i have a question how do you expand how much slots you have in the plugin manager
 

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.



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.
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.

Tried this in multiple variations, no bueno. If placed in skill notetag i get 'request wait' error

upload_2019-8-30_3-18-56.png

upload_2019-8-30_3-19-20.png


I then tried to add this to a custom "sequence" in the .js file for the $Gamemap.QTE.

I then got 'undefined sequence error'

:95:

Maybe I'm missing something....:awink:

upload_2019-8-30_2-14-44.png


upload_2019-8-30_3-7-10.png



If anyone has any ideas/ advice. I'd appreciate it. Thanks in advance.
 
Last edited:

Pharonix

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I managed to Get QTE working.

Problem was "script: $gameMap.QTE(['normal'],100,['ok'],true);",
I had to change the quotes around normal and ok to single quotes, because it broke the Javascript.

Also (at least in 0.77.2, the commandScript function, actually only used the first "parameter" which means scripts that use multiple parameter break.
I fixed this by using some code to check if the number of params is >2

TBSSequenceManager.prototype.commandScript = function (param) {
if(param.length>2)
code = param.toString();
else
var code = param[0];
var user = this.getUser();
eval(code);

return {};
};

Finally, here's my QTE event:
VIDEO:
https://www.dropbox.com/s/phbf2vw72nz8zyq/Two Worlds 2019-08-30 11-41-31.mp4?dl=0

Code:
Using the LeTBS_config.js file
"qte_1": [
"play_pose: user, atk",
"wait: 10",
"script: $gameMap.QTE(['normal'],100,['ok'],true);",
"wait: 100",
"if: SceneManager._scene._QTEWindow.getResult()=='success'",
"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"
],

EDIT: the only issue i have right now is the Battle log lol
Which I don't use anyway, so I just disabled the display of the QTE Script
 

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Adventurer_inc.

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@BrightIdeaProduction I'm going have to apologize. Honestly, I haven't really tested notetags sequences myself since I'm still using the config file. I just thought it would easier to use notetags instead of explaining config since lecode was planning on dropping it. After looking up how lecode parsed notetags, this is actually how it's supposed to be written:
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>
However, since I don't have the qte script I really can't test it. I did test multiple hits sequence to make sure something actually works. If the bottom doesn't work then we really have trouble.
Code:
<letbs_Sequence>
play_pose: user, atk
wait: 10
effects: {aoe}_battlers, current_obj, obj_anim
wait: 60
effects: {aoe}_battlers, current_obj, obj_anim
wait: 60
effects: {aoe}_battlers, current_obj, obj_anim
wait: 60
</letbs_Sequence>
(These snips are really just a copy and paste of the normal attack and should work)
:rock-right:

Edit:
@Pharonix Awesome! I'm so glad it works. I was afraid that the sequence wouldn't wait for the qte but video showed otherwised. :kaojoy:

Edit 2:
Problem was "script: $gameMap.QTE(['normal'],100,['ok'],true);",
I had to change the quotes around normal and ok to single quotes, because it broke the Javascript.
Good catch! I'm assuming this is one of the reasons why lecode switched to notetags. Notetags used line parsing so you can do stuff like quote in quotes.
 
Last edited:

Myers & Sparks

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I managed to Get QTE working.

Problem was "script: $gameMap.QTE(['normal'],100,['ok'],true);",
I had to change the quotes around normal and ok to single quotes, because it broke the Javascript.

Also (at least in 0.77.2, the commandScript function, actually only used the first "parameter" which means scripts that use multiple parameter break.
I fixed this by using some code to check if the number of params is >2

TBSSequenceManager.prototype.commandScript = function (param) {
if(param.length>2)
code = param.toString();
else
var code = param[0];
var user = this.getUser();
eval(code);

return {};
};

Finally, here's my QTE event:
VIDEO:
https://www.dropbox.com/s/phbf2vw72nz8zyq/Two Worlds 2019-08-30 11-41-31.mp4?dl=0

Code:
Using the LeTBS_config.js file
"qte_1": [
"play_pose: user, atk",
"wait: 10",
"script: $gameMap.QTE(['normal'],100,['ok'],true);",
"wait: 100",
"if: SceneManager._scene._QTEWindow.getResult()=='success'",
"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"
],

EDIT: the only issue i have right now is the Battle log lol
Which I don't use anyway, so I just disabled the display of the QTE Script

Where does the TBS Sequence manager snippet code go, because without it I get a snipping error
 

Myers & Sparks

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It just replaces that same function.

Replace
TBSSequenceManager.prototype.commandScript in LeTBS.js
with the code I posted
Got it working.




Hate to ask, one more question. When I deselect certain skills in the commands, i get a blank menu.

upload_2019-8-30_15-42-19.png




This happens when I try to use my extra skill "Guard" if i cancel upon target selection, i get this weird sort off phantom menu.
 

Pharonix

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Got it working.




Hate to ask, one more question. When I deselect certain skills in the commands, i get a blank menu.

View attachment 122350




This happens when I try to use my extra skill "Guard" if i cancel upon target selection, i get this weird sort off phantom menu.
It does that sometimes
Ill be in special and cancel a skill and drop into magic choices
Its a strange glitch but idk how to fix it right now
 

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