Lecode Tactical Battle System 0.77.2B

yeahchris

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@deathsia

I can tell you that LeTBS can definitely be made to work on parallax maps without weird white squares around objects. It does take some doing to make everything look right though. I have a little bit of experience in that regard and would happily help you troubleshoot.

Example:

 
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Pharonix

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Just did some more testing on this. This resolves the crash that occurs when a status effect drops your movement to negatives -- big checkmark there.

It does not resolve the crash that occurs when viewing a skill type menu (special, misc, whatever) which would normally contain skill where the range is dependent on movement points when your points are 0 or less.

It is possible to mitigate that using Yanfly's to hide the skill. I'm assuming it's trying to calculate the range so that it can preview the area of effect when I hover over the skill, and the math there was not set up to handle a negative or 0 value.
Can I get an example of one that uses scope? I haven't actually made one like that yet.
Most likely you would need to mitigate this error with yanfly to hide the skill


Also, whenever I try to spawn in an enemy via a TBS event command I get this:

View attachment 144963

Here is my TBS event:

View attachment 144965

It's mostly a copy/paste of the bandit event from the demo, with camera movement and such stripped out. Also I tried keeping the flags as bandit1 and bandit2... I get the same error.

I'm very likely missing something, but can't figure out what.
I don't see anything wrong with this code tbh, unless your map is NOT over 92 squares wide, or 18 squares high.
The "width" error you get usually indicates an entity broke, or doesn't have a valid sprite.
I can't guarantee if it'll work if you try to select a cell outside the bounds of the map, but that might be likely.

Also make sure your event is set to "Action Button" not autorun/parallel (these can break stuff) just use the plugin command LeTBS ForceEventTrigger ById ID
If you can send the actual console output, that'd be much more helpful

Mine is this:
1590309470664.png
Troop event that triggers it
1590309747506.png


Yes, you read that correctly, I dropped all the entities into the same cell.
I then moved them out.
Mainly bc they run out of a cave
1590310041524.png

I did eventually scrap this map for better storytelling than "Big Ol' Fight at the start of the game"
 

yeahchris

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Can I get an example of one that uses scope? I haven't actually made one like that yet.
Most likely you would need to mitigate this error with yanfly to hide the skill



I don't see anything wrong with this code tbh, unless your map is NOT over 92 squares wide, or 18 squares high.
The "width" error you get usually indicates an entity broke, or doesn't have a valid sprite.
I can't guarantee if it'll work if you try to select a cell outside the bounds of the map, but that might be likely.

Also make sure your event is set to "Action Button" not autorun/parallel (these can break stuff) just use the plugin command LeTBS ForceEventTrigger ById ID
If you can send the actual console output, that'd be much more helpful

Mine is this:
View attachment 144981
Troop event that triggers it
View attachment 144982


Yes, you read that correctly, I dropped all the entities into the same cell.
I then moved them out.
Mainly bc they run out of a cave
View attachment 144983

I did eventually scrap this map for better storytelling than "Big Ol' Fight at the start of the game"
First the event issue:

Of course my map was 92x18.... until I shrank it *facepalm*. But I moved the coordinate to one that is in bounds and I'm still getting the same message.

Right here at 92,9 and 92,10:
1590314732880.png

I'm calling the event using that plugin command from a troop event set to run on turn 0.

Console output:

Code:
rpg_managers.js:1949 TypeError: Cannot read property 'width' of undefined
    at TBSTurnOrderVisual.getSpriteBitmap (LeTBS_RTPUse.js:194)
    at TBSTurnOrderVisual.makeSprites (LeTBSTurnOrderA.js:241)
    at TBSTurnOrderVisual.refresh (LeTBSTurnOrderA.js:204)
    at TBSTurnOrderVisual.set (LeTBSTurnOrderA.js:169)
    at Function.BattleManagerTBS.determineTurnOrderSimple (LeTBS.js:2946)
    at Function.BattleManagerTBS.determineTurnOrder (LeTBS.js:2930)
    at Game_Interpreter.interpretLeTBS_AddEntity (LeTBS.js:11240)
    at Game_Interpreter.pluginCommand (LeTBS.js:10752)
    at Game_Interpreter.pluginCommand (LeTBS_WinConditions.js:102)
    at Game_Interpreter.pluginCommand (YEP_EventMiniLabel.js:223)
As for the movement point thingy:

The demo ability Witch's Escape uses remaining movement points to determine the scope of the ability. Similarly, the jump ability I made uses remaining movement points to determine scope, so more mobile characters can jump farther early in their turn, and the jump distance of all characters gets smaller when they have fewer remaining points.

Example scope-- scope: circle(e.getMovePoints()+1)

Theoretically if Angela from the demo were to get hit with a status effect that reduced her movement to -1, the demo would crash when you opened up her "support" skills list.
 
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Pharonix

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From that error code it looks like the turn order sprite isn't set up for the enemies you are adding

Can you crash with the scope issue and send me the console output

EDIT:
As for the scope issue, there is quite a bit of code there, and it all functions on object data. I don't think I'd be able to get a fix anytime soon. Best option for now is to make sure you hide skills that can't be used using Yanlfy's skill hide.
 
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deathsia

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@deathsia

I can tell you that LeTBS can definitely be made to work on parallax maps without weird white squares around objects. It does take some doing to make everything look right though. I have a little bit of experience in that regard and would happily help you troubleshoot.

Example:

Thank you but i know what's causing the white blocks, its a debug mechanic from a parallax map plugin I'm using, lets me know where impassable terrain is during playtesting.
 

deathsia

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Hmm, that is good news.
If it works, thats not an issue then.
I'll look into the win condition popup at some point..

EDIT:

The fix is stupidly simple...

In LeTBS_WinConditions.js

go to the function: getConditionTexts

look for this:

this._defeatFlaggedEntities.forEach(function (info) {
var flagName = info[1];
texts.push("Defeat " + flagName);
}.bind(this));

The funny thing here is
info, if used for defeat flagged entities, has actually ONLY ONE element in the array, so using info[1] here causes flagName to return "undefined"
change this to
this._defeatFlaggedEntities.forEach(function (info) {
var flagName = info[0];
texts.push("Defeat " + flagName);
}.bind(this));

View attachment 144689
Stupid question: Can I snag this code snippet fix for my game or is it custom tailored to a specific plugi version?
 

Pharonix

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Stupid question: Can I snag this code snippet fix for my game or is it custom tailored to a specific plugi version?
This fix should be 100% compatible with your game,as it is merely fixing an overflow error
(not exactly an "error" as it doesn't cause a crash, but it causes an undefined text)
 

yeahchris

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From that error code it looks like the turn order sprite isn't set up for the enemies you are adding

Can you crash with the scope issue and send me the console output

EDIT:
As for the scope issue, there is quite a bit of code there, and it all functions on object data. I don't think I'd be able to get a fix anytime soon. Best option for now is to make sure you hide skills that can't be used using Yanlfy's skill hide.
Can't be the turn order sprite. Or the sprite at all, actually.

1590340287244.png

The enemy is literally a reskin of the bandit from the demo, and they're still working on the other map with the new sprite. Including the part where they're added by event.
 
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Pharonix

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do you have any events on your map that are set to only display if a switch is on?

Can you resend the addEntity commands, I still only have the previous one where you are adding an entity at 9,18
1590352876198.png
 
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yeahchris

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do you have any events on your map that are set to only display if a switch is on?

Can you resend the addEntity commands, I still only have the previous one where you are adding an entity at 9,18
View attachment 145063
I had one event that was set to run only when a switch was on. It was a holdover from the map that the battle area is a copy/paste of. I've removed it just to check... same issue.

Here is an updated screenshot of the event:
1590356707839.png
92,9 and 92,10 are these two squares:
1590358890662.png
In bounds and unobstructed.

As of right now I only have the following events:

1 Enemy Cell
1590358414917.png

6 Actor Cells
1590358451855.png

9 of these, which set a victory flag when stepped on.
1590358497762.png

And finally the controller for the event, seen above. Event is called via the troop, seen here:
1590358641177.png
 

Pharonix

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So you load the same enemies in the train map and it crashes?

Just need to confirm a few things, sorry if I am asking already answered stuff:
This all occurs Turn 0
Nothing is set to Autorun on the battlemap(unless it uses switches and has a blank first page)
Nothing is switch dependent (and anything that is, has a blank first page with no condition)
 

yeahchris

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So you load the same enemies in the train map and it crashes?

Just need to confirm a few things, sorry if I am asking already answered stuff:
This all occurs Turn 0
Nothing is set to Autorun on the battlemap(unless it uses switches and has a blank first page)
Nothing is switch dependent (and anything that is, has a blank first page with no condition)
Correct. I have at this point removed everything that was not push to activate.

Works on their map, does not work on my map. Or any map that I create. Same enemy getting spawned.

Tried swapping all of the sprites. No change.

Also does not work on another brand new map I created that is just an empty field of grass tiles containing only: the event controller, 4 enemy cells, 4 actor cells, and a (non-TBS, push to activate) event to initiate the encounter.

But, I copy pasted one of my add entity commands into the controller event in the demo area... that one works.

I am completely at a loss.

Everything is currently set to occur turn 0. However, I've tried changing that. Crashes whenever I call the event, however I call the event. Specifically on this step:

(this is from the new map that I created -- the grass field, so that you don't get confused by the 0,0)
◆Plugin Command:LeTBS AddEntity Enemy(7) (0,0) Order(remake) 0 bandit1
 
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Pharonix

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Correct. I have at this point removed everything that was not push to activate.

Works on their map, does not work on my map. Or any map that I create. Same enemy getting spawned.

Tried swapping all of the sprites. No change.

Also does not work on another brand new map I created that is just an empty field of grass tiles containing only: the event controller, 4 enemy cells, 4 actor cells, and a (non-TBS, push to activate) event to initiate the encounter.

But, I copy pasted one of my add entity commands into the controller event in the demo area... that one works.

I am completely at a loss.

Everything is currently set to occur turn 0. However, I've tried changing that. Crashes whenever I call the event, however I call the event. Specifically on this step:

(this is from the new map that I created -- the grass field, so that you don't get confused by the 0,0)
◆Plugin Command:LeTBS AddEntity Enemy(7) (0,0) Order(remake) 0 bandit1
Would you feel comfortable sending me the project?
I wouldn't mind taking a direct look at this. There might be something we are overlooking, but without having a real look at the map and such, I can't really think of anything.

We know its not the enemies, or the spawn event as it works in the demo map.
So I would really like to look at the project directly if possible.
 

yeahchris

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Would you feel comfortable sending me the project?
I wouldn't mind taking a direct look at this. There might be something we are overlooking, but without having a real look at the map and such, I can't really think of anything.

We know its not the enemies, or the spawn event as it works in the demo map.
So I would really like to look at the project directly if possible.
Sure, no problem. Gonna step away for a bit. When I get back I'll figure out how to bundle it up and get it to you.
 

yeahchris

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You know what would make this plugin about 100x better? The ability to have Rhyme Map Smooth Scrolling only enabled during battles or otherwise turn it on and off as needed.

It breaks the majority of plugins intended for parallax mapping. Sometimes in dramatic ways, other times very subtle ones.

It also breaks just plain old normal parallax scrolling too.
 
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Pharonix

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You know what would make this plugin about 100x better? The ability to have Rhyme Map Smooth Scrolling only enabled during battles or otherwise turn it on and off as needed.

It breaks the majority of plugins intended for parallax mapping. Sometimes in dramatic ways, other times very subtle ones.

It also breaks just plain old normal parallax scrolling too.
What you would want then is a modified Rhyme smooth scrolling that gives you the ability to turn on/off. You should put in a Plugin Request in the support forums.
The LeTBS Rhyme file is simply a patch for Rhyme to work properly in LeTBS.
 

yeahchris

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What you would want then is a modified Rhyme smooth scrolling that gives you the ability to turn on/off. You should put in a Plugin Request in the support forums.
The LeTBS Rhyme file is simply a patch for Rhyme to work properly in LeTBS.
Yeah. I could try, but as far as I can tell Rhyme has been unsupported since like 2016, so it's pretty unlikely.

Went ahead and reached out to the guy who ported it to MV. Maybe he can let me know how feasible it is at least.
 
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UniqueName

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You know what would make this plugin about 100x better? The ability to have Rhyme Map Smooth Scrolling only enabled during battles or otherwise turn it on and off as needed.

It breaks the majority of plugins intended for parallax mapping. Sometimes in dramatic ways, other times very subtle ones.

It also breaks just plain old normal parallax scrolling too.
Or the ability to manually scroll map during battle cause automatic scroll is really inconvinient
 

yeahchris

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Or the ability to manually scroll map during battle cause automatic scroll is really inconvinient
You're supposed to be able to manually pan the battle camera by holding shift and mousing around. However, at least in my project, when you hold shift it forces the camera up and to the left. So you can technically manually scroll the map, but you have to fight the camera. Hah. I'll probably end up disabling the hotkey.
 

UniqueName

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The most inconvinient thing is when you click on one cell the camera automatically centers on it and the cursor moves to another cell
 

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