Lecode Tactical Battle System 0.77.2B

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

  1. staf00

    staf00 Veteran Veteran

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    Gotcha, thank you for sharing. I don't intend to have random battles anyways so that part won't be an issue for me. In my game, most maps are cut into 25x15 tile pieces. So basically a dungeon or forest or w/e might be 75x45 for example, but cut into 9 (3x3) smaller 25x15 maps that link together, each w/ their own separate encounters and stuff. Also, from what we know so far of v0.8, do you think that will better support a "seamless" transition? Or no different from v0.77?
     
  2. Doktor_Q

    Doktor_Q I'm not a real doktor, but I am a real Q Veteran

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    @staf00 I doubt it will change much, since it's still using a separate battle scene. It might be a bit easier to update placements of units, at best.
     
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  3. staf00

    staf00 Veteran Veteran

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    Hmm, I just tried the SRPG Demo...I really don't like how it takes u to MV's battle scene w/ each and every attack. It really kills the flow of combat for me. I much prefer Lecode's TBS and how you get a damage popup above the target when u attack.
     
  4. Sacrifyx

    Sacrifyx Veteran Veteran

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    So I added those notetags, but I'm still having a problem with the dead blocking my routes. The dead bodies aren't there, I just can't pass where they were. Since the first land battle takes place in a fairly confined space with a fairly large number of characters (8 player, 8 enemy), this causes serious navigation issues. In addition to that I also noticed the last kill doesn't get a death animation, they're hit, HP drops to 0 and the victory music plays.
     
  5. TheWorldOfCM

    TheWorldOfCM Villager Member

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    Anyone knows how to make a combo skills between two characters? I'm searching for guide somewhere but no one can help. Hope someone can assist me. With Yanfly retiring, I hope Lecode will still continue this awesome plugin.
     
  6. TheWorldOfCM

    TheWorldOfCM Villager Member

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    Whoever is helping me always here, I'll make you one of the cards in my game as a thank you. Lecode is already in my game. :)
     
  7. staf00

    staf00 Veteran Veteran

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    So is it the norm for you guys to transfer to a new/different map when entering combat? Has anyone set their up to have combat initiate on the same map?
     
  8. J-G

    J-G Veteran Veteran

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    Looks awesome! Will the command replace still work here?
     
  9. Pharonix

    Pharonix Shadow Walker Veteran

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    yeah, i have. See my prior video where I demonstrate it.

    You either have to rearrange all the "positions" or you have to deal with all of them being in the same place.
    The battle I have in that cave IS the battle map.
    However, for actual random battles, and story battles, I prefer using "throwaway" maps so to speak.
    I'll create maps that represent the regions of the map, and transfer to those during the random encounters.
    Boss fights typically get sent to a clone of the actual map, with all other events removed (except necessary ones).


    Do you mean the "enemy replace" command?
     
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  10. J-G

    J-G Veteran Veteran

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    Sorry I should have explain more. I mean the replace command for the attacks. Like when to reaches X amount, attack changes to something else.
     
  11. staf00

    staf00 Veteran Veteran

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    Are you referring to the QTE video u uploaded on Dropbox? Sorry I'm having a hard time finding it.
     
  12. Pharonix

    Pharonix Shadow Walker Veteran

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    This one:
    https://www.dropbox.com/s/1gnqktadroh99f1/Two Worlds 2019-11-03 11-11-22.mp4?dl=0

    Ultimately looks like this in editor
    upload_2019-11-6_18-0-0.png

    The 10 events in top left get rearranged bases on which direction you face when you touch an enemy.

    Event code (just a portion of it)
    upload_2019-11-6_18-1-25.png

    The BIGGEST issue with this however, is that if you have any events that have 1 page with a condition, you need to make sure the page 1 is blank with no conditions.
     
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  13. Myers & Sparks

    Myers & Sparks Veteran Veteran

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    Where did you disable the transitions?

    Like an old school limit break?
     
    Last edited by a moderator: Nov 7, 2019
  14. staf00

    staf00 Veteran Veteran

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    Nice! That video pretty much sums up exactly what I was going for!

    Edit: Would it be possible to use the same approach but have combat start by getting within a certain aggro radius of the monster instead of battle initiating from touching the monster? Basically, would your methodology be compatible w/ Yanfly's Event Proximity Activate, Event Region Trigger, Event Hitbox Resize and/or Region Events? (not sure which of these plugins would best serve my needs yet)
     
    Last edited: Nov 7, 2019
  15. J-G

    J-G Veteran Veteran

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    Yes. So that I can have them use an "Ultimate" move.
     
  16. staf00

    staf00 Veteran Veteran

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  17. J-G

    J-G Veteran Veteran

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    Not quite, but I think I figured it out. Thank you
     
  18. Pharonix

    Pharonix Shadow Walker Veteran

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    Should be compatible.
    You would still need to move events, but it may even be easier, as you could always define a set location for the events, rather than mine which rearranges based on location and direction
    As long as the event is triggered, i dont see any problems
     
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  19. staf00

    staf00 Veteran Veteran

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    Ah that makes sense. Btw, is there a reason u made its direction dependent?
     
  20. Pharonix

    Pharonix Shadow Walker Veteran

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    For that map, yes. Because the map was a "dark" map, and the light source was centered around the player,
    unless the player was on top of the "battle area" all you could see was a dark screen due to the lack of light.


    Only a couple of my small maps have on-screen ones that are direction based.
    A few larger maps just move the battle events into a specific area
     

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