Lecode Tactical Battle System 0.77.2B

chengsta

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yea since my scripting knowledge is very abysmal, I cannot use his system the way it is. auras remain even when enemies are dead. Do you know how to fix that? Also back damage doesn't work.
 

Pharonix

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yea since my scripting knowledge is very abysmal, I cannot use his system the way it is. auras remain even when enemies are dead. Do you know how to fix that? Also back damage doesn't work.
Wait, your auras remain? Do you leave the enemy on screen?
 

chengsta

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yea when my characters or summons die, their auras remain. Same with the enemies, their auras remain even when they die and disappear.
 

Pharonix

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yea when my characters or summons die, their auras remain. Same with the enemies, their auras remain even when they die and disappear.
Thats bizarre.
Can you send me a few snippets/screens of how you have the auras set up.
When I get a chance I'll try to see whats going on

I'll also check the logic for front/back/side attacks to see if i can get you a fix.

EDIT: Even better, copy the "broken" actors/summons into a test project and replicate it and zip it to me.
 

chengsta

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wait, auras go away when they should for you?
 

chengsta

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Thats bizarre.
Can you send me a few snippets/screens of how you have the auras set up.
When I get a chance I'll try to see whats going on

I'll also check the logic for front/back/side attacks to see if i can get you a fix.

EDIT: Even better, copy the "broken" actors/summons into a test project and replicate it and zip it to me.
eh, i appreciate your help, but there are also other issues that I don't want to bother you with that are also game breaking. Fixing it would only lead to more roadblocks. thanks.
 

Sp1itLip

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Are there any working demo copies of this plugin out there? All the links I take on the home page are dead. And I can't locate any tutorials on how to properly install and start up the battles. The errors I keep getting upon starting a fight seem common place in this thread, although I also can't seem to figure out how to fix those.

I just need a working copy so I can deconstruct the scripts/ events to figure out what makes it work. Then I can do the rest.


Figured it out. May come back later with other questions.
 
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Sp1itLip

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Edited- Got rid of another problem.

Now on to another new problem. So I am trying to make a gun. But when I switch the words (bow_arrow) into (bullet) it crashes the game and throws "cannot read property 'filename' of undefined". What do I put there to load up the bullet png file I made? I put it right next to 'Arrow' in the LeTBS projectiles folder...

because I cant find the file bow_arrow ANYWHERE. Cant even find its reference when I pull apart the JS files in Notepad + +.... and I don't want my gun shooting arrows forever.... I'm super stumped.

newproblem.png
 
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Vaslow

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It’s in the LETBS config file. All sequences and actions are located in there. Make sure you also have an image file located in the LETBS projectile folder.

I have an unrelated question. Is it possible to have an uncontrolled actor in the battle that moves in a specific direction and may be targeted by enemies?
I’d like to make an escort mission where the player has to keep a few villagers alive while being attacked by bandits.
 

Pharonix

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I got the theory of playing sounds through javascript working.

Next step is reading the sound from notetags
 

Danielcross

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So Lecode posted on his patron that his work on LeTBS is taking a back seat to real life things, like getting a job. Totally understandable. I'll continue supporting him, but it probably means that the next version is not coming anytime soon.
 

AbstractMan

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Hi! New hear and have been working a project using lecodes script for awhile. Now, I am not sure if this is possible but I am trying to have a better visual representation of how many TP points a character has, however all I can manage is a thin Green bar. Is there a way to adjust this?
 

Doktor_Q

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@AbstractMan Not within the settings of the default plugin- you'd need to make your own modifications to the code that draws the status window.
 

AbstractMan

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Thank you. I wonder if it's possible to add a State that is applied when you receive TP which can be used as some sort of counter...
 

Pharonix

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Its a bit simpler

You should be able to just copy the hp/mp formatting
I can take a look sometime this week
Shouldnt take too long
Im just busy these days
 

AbstractMan

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You would actually be my hero, however no rush and no pressure. If not then I am sure I can figure something out.
 

Pharonix

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In LeTBSWindows.js

Find
Window_TBSStatus.prototype.refresh = function () {
replace the whole if statement for if (Lecode.S_TBS.Windows.statusWindowShowTP) {
with
if (Lecode.S_TBS.Windows.statusWindowShowTP) {
y += this.lineHeight()-8;// / 4 + 4;
//this._gaugeHeight = 6;
this.drawActorTp(this._entity.battler(), x, y, 130);
}

Find
Window_TBSStatus.prototype.drawActorTp = function (actor, x, y, width)

Replace code with
Window_TBSStatus.prototype.drawActorTp = function (actor, x, y, width)
width = width || 186;
var color1 = this.tpGaugeColor1();
var color2 = this.tpGaugeColor2();
this.drawGauge(x, y, width, actor.tpRate(), color1, color2);
this.changeTextColor(this.systemColor());
this.drawText(TextManager.tpA, x, y, 44);
this.changeTextColor(this.tpColor(actor));
this.drawText(actor.tp, x + width - 64, y, 64, 'right');
};

This fixes the height of tp bar and does this:
1581433642777.png

Then to fix the window height
In Plugin Manager go to LeTBSWindows and change
Status Window Height to:
window.fittingHeight(4)

Finally to show TP in the party selection panel:
1581433968515.png

Find
Window_TBSPositioning.prototype.drawItem = function (index) {
in LeTBSWindows.js

Add
this.drawActorTp(actor, x, y, w);
right above
this.drawActorIcons(actor, x, y, Window_Base._iconWidth * 5);
1581434054550.png

Final Results

1581434094101.png
1581434126033.png
1581434151643.png
1581434167212.png
 

AbstractMan

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Thank you soooo much!


AP Capture.PNG

These worked like a charm.

AP Capture 2.PNG
 

AbstractMan

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So a question to anyone with eyes to “listen”



States using _sprite poses

I have been trying to program a state that represents knocking an enemy to the ground. Now the whole making the enemy not move thing is simple, but I wanted to go one step forward and make a pose that shows the enemy on the ground! Sooo i arted the pose and I thought it would be simple by having a state call a _Knockdown pose i made for the enemy, but I had no immediate luck. Is there another simple way to have a state call a _function of a sprite or am I in too deep?
 
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chengsta

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anyone figure out how to show the states and descriptions of the states on a character during battle?
 

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