Lecode Tactical Battle System 0.77.2B

MrBech

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Hard to say, honestly -- I didn't have that problem.

My first guess would be something misspelled/put in the wrong place, but you seem to have checked that. If you would feel comfortable sharing the project files I would be happy to see if I can help figure out the issue.
I send you a PM - thx :)
 

yeahchris

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@MrBech

After reviewing the files, it looks like you may have a leading space in the leTBS folder's name inside the img folder. The plugin probably can't find the folder as a result. I can't confirm on my end since I have a PC which wont allow me to put leading spaces in filenames. Your ZIP had a .DS_Store file with it, so my guess is you're working on a mac which will allow such shenanigans.

Hopefully that helps?
 
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MrBech

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@MrBech

After reviewing the files, it looks like you may have a leading space in the leTBS folder's name inside the img folder. The plugin probably can't find the folder as a result. I can't confirm on my end since I have a PC which wont allow me to put leading spaces in filenames. Your ZIP had a .DS_Store file with it, so my guess is you're working on a mac which will allow such shenanigans.

Hopefully that helps?
omg - embarrasing :/ But thank you so much for your assistance :)
 

Diluiksapu

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Hi guys,
Someone know if there is a way to add maximum summon and add more to this number later,
like Greg have 1 summon, if he equip this hammer he got 2 more summons so he got 3 summons yeah !!

I'm new with this plugin so i don't know everything yet !
Thanks !

EDIT : And there is a way to do more than 1 action per turn ? Like action point system ?
 
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chengsta

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anyone know how lecode is doing?
 

Pharonix

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Sorry I've been away far too long, and quarantine isn't helping.
My workload has exploded due to coronavirus.

I finally managed to get some work done regarding my last post about battle sounds.

Here's what works so far.

Start: plays when an entity begins his/her turn

Attack: plays when an entity uses a "Physical Attack"
Magic Attack: Plays when an entity uses a "Magical Attack"
Special Attack: Plays when an entity uses a "Certain Hit"

Is Hurt: Plays when an entity takes damage
Evaded: Plays when an entity successfully evades damage

still working on:

Use Item: Will play if an entity uses an item and not a skill

Victory: Will play when an entity destroys the last target. The entity that "wins" the fight will have their victory sound play

Level up (Trickier than the others): Will play when an actor Successfully Levels up

Injured: Will play instead of Start if entity begins his/her turn with under 50% health
Dying: Will play instead of Injured if an entity begins his/her turn with under 25% health,
Dead: Will play before death animation if an entity reaches 0 health


---
If anyone has any other suggestions for sounds that I have not included here, I greatly welcome them.
 

chengsta

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Sorry I've been away far too long, and quarantine isn't helping.
My workload has exploded due to coronavirus.

I finally managed to get some work done regarding my last post about battle sounds.

Here's what works so far.

Start: plays when an entity begins his/her turn

Attack: plays when an entity uses a "Physical Attack"
Magic Attack: Plays when an entity uses a "Magical Attack"
Special Attack: Plays when an entity uses a "Certain Hit"

Is Hurt: Plays when an entity takes damage
Evaded: Plays when an entity successfully evades damage

still working on:

Use Item: Will play if an entity uses an item and not a skill

Victory: Will play when an entity destroys the last target. The entity that "wins" the fight will have their victory sound play

Level up (Trickier than the others): Will play when an actor Successfully Levels up

Injured: Will play instead of Start if entity begins his/her turn with under 50% health
Dying: Will play instead of Injured if an entity begins his/her turn with under 25% health,
Dead: Will play before death animation if an entity reaches 0 health


---
If anyone has any other suggestions for sounds that I have not included here, I greatly welcome them.
Hello, my game has blocking in it. Meaning that you get hit, but take reduced or 0 damage if you block. Does that go under 'evaded'?
 
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Hello all!

I'm hoping to include a destructible cover mechanic in my game using LeTBS. Does anyone have any thoughts on how this could be implemented?

My initial thought was to create events with a "mark" or "aura" that adds an evasion buff state to adjacent entities, however it seems like that buff should be reliant on the line of sight or direction of enemy attacks. Any ideas?

Thanks!
 
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Pharonix

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Hello, my game has blocking in it. Meaning that you get hit, but take reduced or 0 damage if you block. Does that go under 'evaded'?
No actually

The way LeTBS is currently set up is this:

if (target.battler().result().i****()) {
if (hitAnim)
target.newAnimation(hitAnim, false, animDelay);
if (target.battler().result().hpDamage > 0)
target.callSequence("damaged");
} else {
target.callSequence("evaded");
}

However, as I am replacing these functions in my own code, I can easily add an
If Damage ==0
play block sound
then play evade sound in the evaded branch,
 

WithosEmpire

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I've been trying to get this set up but every time I run a battle I get this in the console.

TypeError: Cannot read property 'apply' of undefined
at new Window_TBSPositioning (LeTBS.js:8979)
at Scene_Battle.createPositioningWindow (LeTBS.js:989)
at Scene_Battle.createAllWindows (LeTBS.js:966)
at Scene_Battle.createAllWindows (LeTBS_WinConditions.js:121)
at Scene_Battle.createDisplayObjects (LeTBS.js:902)
at Scene_Battle.create (LeTBS.js:891)
at Function.SceneManager.changeScene (rpg_managers.js:2005)
at Function.SceneManager.updateMain (rpg_managers.js:1982)
at Function.SceneManager.update (rpg_managers.js:1907)
 

Pharonix

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I've been trying to get this set up but every time I run a battle I get this in the console.

TypeError: Cannot read property 'apply' of undefined
at new Window_TBSPositioning (LeTBS.js:8979)
at Scene_Battle.createPositioningWindow (LeTBS.js:989)
at Scene_Battle.createAllWindows (LeTBS.js:966)
at Scene_Battle.createAllWindows (LeTBS_WinConditions.js:121)
at Scene_Battle.createDisplayObjects (LeTBS.js:902)
at Scene_Battle.create (LeTBS.js:891)
at Function.SceneManager.changeScene (rpg_managers.js:2005)
at Function.SceneManager.updateMain (rpg_managers.js:1982)
at Function.SceneManager.update (rpg_managers.js:1907)

Make sure the animations for "actor placed" and "enemy placed" listed in letbs.js in plugin manager are valid animations in your database.
 

WithosEmpire

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Make sure the animations for "actor placed" and "enemy placed" listed in letbs.js in plugin manager are valid animations in your database.
It turns out I had a plugin missing, but now I'm seeing this when I try to start a battle
TypeError: ImageManager.loadLeTBSTurnOrder is not a function
at TBSTurnOrderVisual.loadBorderBitmaps (LeTBSTurnOrderA.js:72)
at TBSTurnOrderVisual.initialize (LeTBSTurnOrderA.js:56)
at new TBSTurnOrderVisual (LeTBS.js:7259)
at Function.BattleManagerTBS.createTurnOrderVisual (LeTBS.js:1653)
at Function.BattleManagerTBS.createTBSObjects (LeTBS.js:1619)
at Function.BattleManagerTBS.createTBSObjects (LeTBS_TilesMarksAuraEffects.js:59)
at Function.BattleManagerTBS.prepare (LeTBS.js:1609)
at Function.BattleManagerTBS.startBattle (LeTBS.js:1602)
at Scene_Battle.start (LeTBS.js:931)
at Scene_Battle.start (LeTBS_WinConditions.js:116)
 

Pharonix

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It turns out I had a plugin missing, but now I'm seeing this when I try to start a battle
TypeError: ImageManager.loadLeTBSTurnOrder is not a function
at TBSTurnOrderVisual.loadBorderBitmaps (LeTBSTurnOrderA.js:72)
at TBSTurnOrderVisual.initialize (LeTBSTurnOrderA.js:56)
at new TBSTurnOrderVisual (LeTBS.js:7259)
at Function.BattleManagerTBS.createTurnOrderVisual (LeTBS.js:1653)
at Function.BattleManagerTBS.createTBSObjects (LeTBS.js:1619)
at Function.BattleManagerTBS.createTBSObjects (LeTBS_TilesMarksAuraEffects.js:59)
at Function.BattleManagerTBS.prepare (LeTBS.js:1609)
at Function.BattleManagerTBS.startBattle (LeTBS.js:1602)
at Scene_Battle.start (LeTBS.js:931)
at Scene_Battle.start (LeTBS_WinConditions.js:116)
do you have the images from the demo
 

Morganis

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hello all,
I have a silly question. Is it possible for any of you to give me a copy of a latest working plugin or demo for this? thank you kindly
 
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Screen Shot 2020-05-19 at 9.10.16 AM.png
Hello again. So I've started fooling around a bit more with a cover system for LeTBS. So far, I've been able to get crates to appear as entities that do have HP, but do not appear in the initiative carousel.

Now I'm moving on to the harder parts, but I'm wondering if anyone might want to chip in on a couple questions:
  1. How would I go about making the crates "free" in terms of line of sight, but not passable by battlers? The "Free_LOS" tag for eventing does not appear to work for entities.
  2. How could I make the crates absorb any attacks made on a battler behind them (in the vein of FF7's "Cover" materia)? I'm leaning toward an invisible "cover" mark, but I will need to calculate whether or not the mark should provide a defense based on the attacker's LOS or direction.
Thanks!
 

Pharonix

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So you want Crates to be non-LOS-Blocking?
I can probably help here.
I have ghosts in my game that needed to be counted as "See-through" for the purpose of being able to actually use a magical attack through them.

In LeTBS.js
there is this function

TBSCell.prototype.isObstacleForLOS = function () {
if (this.regionId() === Lecode.S_TBS.obstacleRegionId) return true;
if (this.isThereEntity()) {
var entity = this.getEntity();
if (entity.isPassable()) return false;
return true;
}
var tbsEvent = this.getEvent();
if (tbsEvent && tbsEvent.isObstacleForLOS()) return true;
return false;
};

So by this logic, if the entity is NOT passable, it blocks LOS.

I modified my function however,

TBSCell.prototype.isObstacleForLOS = function () {
if (this.regionId() === Lecode.S_TBS.obstacleRegionId) return true;
if (this.isThereEntity()) {
var entity = this.getEntity();
if (entity.isPassable() || entity._battler.hasLeTBSTag("see_thru")) return false;
return true;
}
var tbsEvent = this.getEvent();
if (tbsEvent && tbsEvent.isObstacleForLOS()) return true;
return false;
};
This means if the entity has the <passable> tag or my new <see_thru> tag, it returns false- it does not block LOS

I also added a tag to "processLeTBSTagsForBattlers"
under the line where it checks for passable, i added one for see_thru

else if (line.match(/passable/i))
obj.TagsLetbs.passable = true;
else if (line.match(/see_thru/i))
obj.TagsLetbs.see_thru = true;

1589899037166.png

I do not guarantee that this will work for you, nor do I recommend editing the JS file if you are not confident in your ability


I got cover working from an aura, however, it applies regardless, so if you set it to NSE&W, if anyone is in those 4 positions, it protects them regardless.


I used Yanfly's cover mechanic however to make a "Cover" skill that allows the user of cover (only the paladin in my game) to draw the fatal damage to themselves.

Basically This is linked to an aura (set up in letbs_config.js

"aura_sacrifice": {
size: "circle(1)",
affect_caster: false,
target_type: "ally",
states: [331],
},

Covers the area of a 1 size circle, and any ally in that circle is granted the "Guardian Angel" State.
So if this ally would take fatal damage, it redirects the the Lanna/Landon character in my game.
I am able to do this, because the aura originates from L.

Apply State: Cover To an ally you want the cover aura to belong to, use these notetags:
This will surround the user with an aura that applies the "If i take damage, redirect it" thingo.
<letbs>
auras: aura_sacrifice
</letbs>


Put this in the state belonging to the aura

<Custom React Effect>
// Check if this action deals HP damage greater than current hp
if (this.isHpEffect() && value > target.hp)
{
var redirect = value;
value = 0;
var member;
for (var i = 0, len = $gameParty.battleMembers().length; i < len; i++)
{
member = $gameParty.battleMembers()
if(member._name=="Lanna" || member._name=="Landon")
{
break;
}
}
if(member._name=="Lanna"|| member._name=="Landon")
{
console.log("Landon/Lanna Found"
}
if (member.isDead())
{
value=redirect; redirect=0;
}
else
{
// Make Landon/Lanna take damage
member.gainHp(-redirect);
member.startDamagePopup();
member.startAnimation(2);
if (member.isDead()) {member.performCollapse();}
}
}
</Custom React Effect>


BIG EDIT:
Realized I accidentally put see-thu instead of see_thru

EDIT 2: fixed broken code
changed entity.hasLeTBSTag to entity._battler.hasLeTBSTag
 
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Thank you, Pharonix. This is awesome.

In terms of the LOS problem, I added and edited the code that you suggested in LeTBS, and added the tag to the notes on "Crate" in the enemy database, but it didn't work for me (although the tag "passable" does). Is there any other spot in the LeTBS code that you've added "see_thru"?

I'll fool around with this cover code, too, although I would imagine it would look a little different, since Create is a spawned enemy and not a party member. I'm just a beginner at Javascript, but I have this system in a sandbox game file, so mucking around should be okay.
 
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Pharonix

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Thank you, Pharonix. This is awesome.

In terms of the LOS problem, I added and edited the code that you suggested in LeTBS, and added the tag to the notes on "Crate" in the enemy database, but it didn't work for me (although the tag "passable" does). Is there any other spot in the LeTBS code that you've added "see_thru"?

I'll fool around with this cover code, too, although I would imagine it would look a little different, since Create is a spawned enemy and not a party member. I'm just a beginner at Javascript, but I have this system in a sandbox game file, so mucking around should be okay.
The only other place i added see_thru was under
DataManager.processLeTBSTagsForEquipmentsAndStates
This allows me to create equipment and states for "going ghost" so to speak.

However, it might be treating them as separate entities altogether, so im not entirely sure.

Can you post the notetags you used for the crate?



EDIT:

Probably a good time to ask, but did anyone manage to get Yanfly's Victory Aftermath working yet?
 

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