Lecode Tactical Battle System 0.77.2B

TheWorldOfCM

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please anyone knows how to implement combo skills between party members and enemy party as well?
 

Myers & Sparks

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Hey got a weird one today apparently Conditional branch+ by Mjshi gives an error.

upload_2019-11-14_21-19-7.png


Which is weird considering the script only gives more conditional branch options and in the console it

upload_2019-11-14_21-21-8.png

Any thoughts?

Gonna redact this comment. Think it was the screen skipper. for what ever reason its best left at the top...

Edit to the edit. another problem. I can't escape from fights.
 
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Myers & Sparks

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Tried to edit the post to show my new problem but couldn't (excuse the double post) but for some reason I can't run from battles.
upload_2019-11-14_22-7-51.png


upload_2019-11-14_22-9-7.png
 

Myers & Sparks

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If party A and B is in the battle field together, player can use a combo skill...else no combo.

I only need to know how I can code this?
TBH may have to write a plugin for it. Force action really isn't a thing yet. to my knowledge.


EDIT: After posting this it occured to me you could do it by proxy. Kinda how i'm doing my combo system.

You'd probably have to edit the LETBS config file and and some if statements in the right way and cast the follow up skill from there....

But the BIGGEST problem i'd forsee you having to figure out is how to save a last action for the game to know what to do. This is why I wish someone would make like a "Forced action" mod. but to be honest LETBS is kinda heavy as is.
 

TheWorldOfCM

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There is actually a combo skill in LeTBS demo but I don't know how to use it...

What about Yanfly's combo tip & tricks, do you think it's possible in LeTBS?
 

Myers & Sparks

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Hey got a weird one today apparently Conditional branch+ by Mjshi gives an error.

View attachment 127386


Which is weird considering the script only gives more conditional branch options and in the console it

View attachment 127388

Any thoughts?

Gonna redact this comment. Think it was the screen skipper. for what ever reason its best left at the top...

Edit to the edit. another problem. I can't escape from fights.
Bump
 

Pharonix

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Are you sure it isnt the start battle plugin command thats causing it?

It looks to me that its starting a battle without a troop or something
 

Myers & Sparks

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Are you sure it isnt the start battle plugin command thats causing it?

It looks to me that its starting a battle without a troop or something
I think that was a bit of code I picked up from the demo. When I remove it, it still runs the battle but crashes on escapes.
 

Danielcross

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Is it possible to remove the mouse functionality when placing characters? I found an insistent bug that occurs when using the mouse during placement, and it's probably easier just to remove the mouse functionality.
 
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Is there any clear documentation for the commands? I am trying to get the LeTbs encounters to work and am struggling.
 

Ygdrassill

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I use lettbs commands to actually set each character to NOT have an attack.
Then on each weapon i just have a line that sets the Extra skill

Ends up looking like this:

View attachment 126282


View attachment 126283


So to do this, I put this tag in each actor:

<letbs_commands>
move 82, [extra], skills 64, items 176, scan 243, pass 84
</letbs_commands>

Then on the weapons I use this notetag:
<letbs_commands>
skill[403]
</letbs_commands>
In this case this is a Dagger weapon, which gives the character the [Extra] skill [Dagger]
hey the way you had it set up work for me, however im just getting one issue now, when I go to select shoot and choose the enemy after I confirm the shoot action I get this issue

https://gyazo.com/c68d1df52c711e2502075cb263f6b67f

This is how I have my notetags set up

In the (Skill) Notetag
<letbs>

scope: circle(5)

ai_offense_type

sequence: gun

</letbs>

------------------
(Weapon Notetag)
<Augment Slots>

Rune

</Augment Slots>



<letbs_commands>

skill[212]

</letbs_commands>

-----------------
(Actor Notetag)
<letbs_sprite>

pose(idle): use_chara

turn_order: auto

status_sprite: auto

</letbs_sprite>



<letbs>

move_points: 6

</letbs>





<letbs_commands>

move 82, [extra], skills 64, items 176, scan 243, pass 84

</letbs_commands>
-------------
Oh just incase it matters I also have the gun sequence set up like this in the coding
"Gun": [
"play_pose user, atk",
"wait: 10",
"projectile: Bullet, user_cell, cursor_cell",
"effects: aoe_all_battlers, current_obj, obj_anim",
"wait: 60",
],
 
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