Lecode Tactical Battle System 0.77.2B

Pharonix

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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",
],
I forgot that the LeTBS_Commands.js doesn't handle [extra] very well, especially if there's additional commands.
In LeTBS_Commands.js Try Replacing the getCommandsString function with

Code:
TBSEntity.prototype.getCommandsString = function () {
    var value = this.rpgObject().TagsLetbsCommands.toString();
    var extra = "";
    this.battler().states().forEach(function (state) {
        if (state) {
            extra += "," + state.TagsLetbsCommands.toString();
        }
    });
    if (this.battler().isActor()) {
        this.battler().equips().forEach(function (equip) {
            if (equip) {
                extra += "," + equip.TagsLetbsCommands.toString();
            }
        });
    }
    //console.log(extra)
    extra=extra.replace(/(^,*)|(,*$)/g,"");
    //console.log(extra)
    return LeUtilities.perfectStringList(value.replace("[extra]", extra));
};
 

Doktor_Q

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I forgot that the LeTBS_Commands.js doesn't handle [extra] very well, especially if there's additional commands.
In LeTBS_Commands.js Try Replacing the getCommandsString function with

Code:
TBSEntity.prototype.getCommandsString = function () {
    var value = this.rpgObject().TagsLetbsCommands.toString();
    var extra = "";
    this.battler().states().forEach(function (state) {
        if (state) {
            extra += "," + state.TagsLetbsCommands.toString();
        }
    });
    if (this.battler().isActor()) {
        this.battler().equips().forEach(function (equip) {
            if (equip) {
                extra += "," + equip.TagsLetbsCommands.toString();
            }
        });
    }
    //console.log(extra)
    extra=extra.replace(/(^,*)|(,*$)/g,"");
    //console.log(extra)
    return LeUtilities.perfectStringList(value.replace("[extra]", extra));
};
It works fine if you put a , after every command, even the last one, in my experience.
 

Myers & Sparks

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upload_2019-12-11_20-1-15.png

upload_2019-12-11_20-1-22.png


Upon further testing with escaping battles I have only had it work successfully randomly, I even tried my more vanilla version A fresh version of 0.77.2B and some battles escapes works perfectly, other. I get the above pictures, has anyone else seen this problem?

edit: I've noticed specifically that if I try to escape as soon as the fight starts, the escape is successful, however if the fight goes on, and someone takes damage, then I get said error, it's really strange.

Could really use a hand on this if anyone has any ideas
 
Last edited:

Myers & Sparks

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upon even more testing, re downloading the bare bones 0.722B file, and simply inserting "can escape" into the options. I get the same error. however it's only if a few turns into the battle go past and then you try to escape, then you get this error, Can anyone else test this out and see if its not just me.



@Doktor_Q @Pharonix @Lecode
 
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Doktor_Q

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@Myers & Sparks how are you triggering the escape? I used the "escape" effect on a tile trigger, and it worked fine. Meanwhile, the "escape" special effect from the default skill effects list never really works properly for players even with players, and somehow getting the "escape" menu into LeTBS is bound to have problems.
 

Pharonix

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The "Escape" option through the quit menu in battle has yet to give me issues.
But i don't use it much, so I would need to check more.

I've been far to busy rebuilding servers after this move. The movers effectively broke our accounting server so work has been a mess.
 

VinDeagle

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Hello everyone! It's my first time here and I'm using this magnificent script but I'm encountering a huge problem: I can't force a defeat during a battle :|. The abort battle doesn't work and I don't know what to do. (Hypothetically they should stop an enemy before he reaches a certain point).
(Btw @Doktor_Q your fixes like 30 pages ago saved my life, thank you)
 

Doktor_Q

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@VinDeagle use the victory/defeat conditions extension and make a custom default condition based on a flag you can manually trigger via an in-combat event. You can customize what the text says freely for those conditions, too.
 

Myers & Sparks

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@Pharonix sry to hear that,
@Doktor_Q , i was using the escape menu, to get to the "escape" auto scan etc page, if I try to escape right when the battle starts, it works with no issue. If I take a turn, it may or may not give me an error.
 

VinDeagle

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Oh, right. Thank you very much for your help! I'm having another problem though. When during a fight I press shift this happens:
unknown.png

Anyone knows how to fix it?
 

cmcorbin

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Hey everyone! Quick question. I am trying to make a skill that does a different amount of damage based on if the target is hit from the front back or side. Using yanflys damage core, is it possible to write a damage formula like this:

if(attackingBackOfTarget){
value = 10;
}

Hopefully that question makes sense. Thanks in advance for any help!
 

Myers & Sparks

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Hey everyone! Quick question. I am trying to make a skill that does a different amount of damage based on if the target is hit from the front back or side. Using yanflys damage core, is it possible to write a damage formula like this:

if(attackingBackOfTarget){
value = 10;
}

Hopefully that question makes sense. Thanks in advance for any help!
To my knowledge there is some issues with the directional attacks. I could be mistake tho.
 

Myers & Sparks

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@Myers & Sparks how are you triggering the escape? I used the "escape" effect on a tile trigger, and it worked fine. Meanwhile, the "escape" special effect from the default skill effects list never really works properly for players even with players, and somehow getting the "escape" menu into LeTBS is bound to have problems.
Thats interesting. Could you share a screenshot of how you set the tile event up @Doktor_Q ?
 

Jiah Miah

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I have not posted here in a while, but i am having some issues with deploying a project, it works fine when i run it in the rpg maker mv program, but when i deploy it i get this error
I do have the file inside of the project when its deployed, I dont get why i'm getting the error
 

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Pharonix

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I have not posted here in a while, but i am having some issues with deploying a project, it works fine when i run it in the rpg maker mv program, but when i deploy it i get this error
I do have the file inside of the project when its deployed, I dont get why i'm getting the error
This can sometimes happen if the file is named file.PNG. renaming to file.png fixes this in some cases.
RPGmaker MV deployments can be stubborn sometimes.
 

Danielcross

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Has anyone experimented with letting the player choose their own battler appearance without changing the actor #? For example, changing the player appearance and having that reflect on the battler too?
 

staf00

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Sigh, 2019's almost over and still no update on v0.8...or has anyone heard from Lecode or Chaosica?
 
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