Lecode Tactical Battle System 0.77.2B

xaviarsly

Villager
Member
Joined
Mar 13, 2016
Messages
21
Reaction score
1
First Language
einglish
Primarily Uses
Did you copy the letbs img folder
Also it seems like you didnt copy window2.png from the demo

okay so i did that and its saying it again when i start a battle


rpg_managers.js:1949 TypeError: Cannot read property 'position' of undefined
at Sprite_TBSEntityAnimation.updatePosition (LeTBS.js:1155)
at Sprite_TBSEntityAnimation.setup (LeTBS.js:1151)
at TBSEntity_Sprite.newAnimation (LeTBS.js:9990)
at TBSEntity.newAnimation (LeTBS.js:9637)
at Function.BattleManagerTBS.placeNextEnemy (LeTBS.js:2434)
at Function.BattleManagerTBS.processEnemyPositioning (LeTBS.js:2411)
at Function.BattleManagerTBS.processPositioningPhase (LeTBS.js:2253)
at Function.BattleManagerTBS.startBattle (LeTBS.js:1898)
at Scene_Battle.start (LeTBS.js:1218)
at Scene_Battle.start (LeTBS_AutoBattle.js:113)

so now its just all these lines without that one on the bottom.
 

yeahchris

Veteran
Veteran
Joined
Apr 14, 2020
Messages
86
Reaction score
23
First Language
English
Primarily Uses
RMMV
@Pharonix

So, two things: I tried a new game and it seems like the tag you helped add (ally_passable) still isn't working. I'm at a loss as to why.

Second thing... I noticed that LeTBS is shows key items and hidden items in the item menu for use during battle.

I have a PC whose magic is "card" based (think parlour magician).

So they have various abilities allowing them to draw cards (which adds hidden/key items to inventory) in various ways. Each other ability they may want to use (other than drawing cards) costs a certain number of cards.

It's all working great except the "cards" are showing up for general use when they should be hidden, and they obviously have no effect if they get used as an item.

I was gonna try restricting them using the Yanfly Item Requirements plugin, but I thought I'd check with you first to see if there was an easier way to make LeTBS not show them.

If not, I can just give them some kind of basic effect if they get used. But would much rather be able to hide them.
 

Pharonix

Shadow Walker
Veteran
Joined
Apr 22, 2012
Messages
747
Reaction score
340
First Language
English
Primarily Uses
RMMV
@Pharonix

So, two things: I tried a new game and it seems like the tag you helped add (ally_passable) still isn't working. I'm at a loss as to why.

Second thing... I noticed that LeTBS is shows key items and hidden items in the item menu for use during battle.

I have a PC whose magic is "card" based (think parlour magician).

So they have various abilities allowing them to draw cards (which adds hidden/key items to inventory) in various ways. Each other ability they may want to use (other than drawing cards) costs a certain number of cards.

It's all working great except the "cards" are showing up for general use when they should be hidden, and they obviously have no effect if they get used as an item.

I was gonna try restricting them using the Yanfly Item Requirements plugin, but I thought I'd check with you first to see if there was an easier way to make LeTBS not show them.

If not, I can just give them some kind of basic effect if they get used. But would much rather be able to hide them.
Never noticed that myself.
ill Need to test.
There is likely a way to filter them
Did you make sure the hidden cards are set to usable never
 

yeahchris

Veteran
Veteran
Joined
Apr 14, 2020
Messages
86
Reaction score
23
First Language
English
Primarily Uses
RMMV
Never noticed that myself.
ill Need to test.
There is likely a way to filter them
Did you make sure the hidden cards are set to usable never
Err... no I did not. Just set them to hidden.

They do not get displayed if you set them to never usable, so that fixes that.

Any ideas on the ally_passable tag? I have literally no idea why it wouldn't be working.
 

eaufidrane

Villager
Member
Joined
May 11, 2020
Messages
27
Reaction score
0
First Language
english
Primarily Uses
RMMV
thank u so much men now i totally understand but apparently i have another problem here. if u dont mind me asking again
may i ask how can i edit the effect of back damage when i put it in the weapons note tag
i tried to put the code back_dmg_bonus: 30%, <back_dmg_bonus: 30%> and
<letbs>
back_dmg_bonus: 30%
<\letbs>
but still those codes are not working. T_T can u please help me with this ?
again thank u in advance
 

eaufidrane

Villager
Member
Joined
May 11, 2020
Messages
27
Reaction score
0
First Language
english
Primarily Uses
RMMV
So when skills get a bit more complicated than "aim and fire" it can be complicated to put all the information in a notetag.

Instead, there is a separate js file used by the plugin which it references. It's known as letbsconfig and is located with all your other plugins. Once you open it up you will see that there is a lot of information that references the document from summons to tile marks. What you want is the sequences.

Go down to the sequences and you will find phantom_slash in there. That is what the notetag "sequence: phantom_slash" was referencing.

Right underneath phantom_slash will be a list of commands. I don't have my computer in front of me but it will have things like: "wait: 20" and "move_to" and the like. Each command will be executed in order and that is how you get special skills. take a look at a few of them to get a feel for how they work, and if at all possible base your new skill off an already created skill that is similar.

There is also some information in the old documents that tells the different commands you can give and what they do.

Hope that helps!

thank u so much men now i totally understand but apparently i have another problem here. if u dont mind me asking again
may i ask how can i edit the effect of back damage when i put it in the weapons note tag
i tried to put the code back_dmg_bonus: 30%, <back_dmg_bonus: 30%> and
<letbs>
back_dmg_bonus: 30%
<\letbs>
but still those codes are not working. T_T can u please help me with this ?
again thank u in advance
 

yeahchris

Veteran
Veteran
Joined
Apr 14, 2020
Messages
86
Reaction score
23
First Language
English
Primarily Uses
RMMV
okay so i did that and its saying it again when i start a battle


rpg_managers.js:1949 TypeError: Cannot read property 'position' of undefined
at Sprite_TBSEntityAnimation.updatePosition (LeTBS.js:1155)
at Sprite_TBSEntityAnimation.setup (LeTBS.js:1151)
at TBSEntity_Sprite.newAnimation (LeTBS.js:9990)
at TBSEntity.newAnimation (LeTBS.js:9637)
at Function.BattleManagerTBS.placeNextEnemy (LeTBS.js:2434)
at Function.BattleManagerTBS.processEnemyPositioning (LeTBS.js:2411)
at Function.BattleManagerTBS.processPositioningPhase (LeTBS.js:2253)
at Function.BattleManagerTBS.startBattle (LeTBS.js:1898)
at Scene_Battle.start (LeTBS.js:1218)
If you want to share your project folder I would be happy to take a look and make sure that the battle and enemies appear to have been set up properly.

Saying exactly what might be wrong from the error message isn't within my skillset, but it's clear that something is missing.

Things to consider:

Do you have--
Start positions set up for one or more actors
Start positions set up for all enemies in the troop
Battler sprites set up for all entities

Etc
 

yeahchris

Veteran
Veteran
Joined
Apr 14, 2020
Messages
86
Reaction score
23
First Language
English
Primarily Uses
RMMV
thank u so much men now i totally understand but apparently i have another problem here. if u dont mind me asking again
may i ask how can i edit the effect of back damage when i put it in the weapons note tag
i tried to put the code back_dmg_bonus: 30%, <back_dmg_bonus: 30%> and
<letbs>
back_dmg_bonus: 30%
<\letbs>
but still those codes are not working. T_T can u please help me with this ?
again thank u in advance
Bear in mind, I haven't edited back attack damage via an equipment notetag before, but the documentation (found here) shows this as the format for that notetag:

back_dmg_bonus: number

Have you tried dropping the percent sign?

As in:

Code:
<letbs>
back_dmg_bonus: 30
</letbs>
Unsure whether that notetag is designed to do a percentage or fixed damage. My guess would be fixed. Collision damage, for instance, has two different notetags to use depending on whether you want a percentage or fixed value bonus/reduction:

collision_damage_reduction: number
collision_damage_reduction%: number

If there is a tag for a percentage increase to back damage, it isn't in the documentation. If it did exist he probably would have ended up naming it:

back_dmg_bonus%: number

Edit: Tried adding back_dmg_bonus: 100 to an actor, a weapon, etc. Doesn't work for me either. Wouldn't be the first time I found a nonfunctional notetag.
 
Last edited:

xaviarsly

Villager
Member
Joined
Mar 13, 2016
Messages
21
Reaction score
1
First Language
einglish
Primarily Uses
Things to consider:

Do you have--
Start positions set up for one or more actors
Start positions set up for all enemies in the troop
Battler sprites set up for all entities

Etc

First question: Yes
Second: Yes
Third: yes

apparently there is some sort of internal Setup nobody is telling me about.
because that's the only explanation I can think of!
Im tempted to just copy the demo and use that as a
barebones structure to start making my game off of.
actually I did that and its working, so I'm not going to question it.
also, follow up there some sort of movement sequencing system in this thing
and I can't find where it is!
 

yeahchris

Veteran
Veteran
Joined
Apr 14, 2020
Messages
86
Reaction score
23
First Language
English
Primarily Uses
RMMV
First question: Yes
Second: Yes
Third: yes

apparently there is some sort of internal Setup nobody is telling me about.
because that's the only explanation I can think of!
Im tempted to just copy the demo and use that as a
barebones structure to start making my game off of.
actually I did that and its working, so I'm not going to question it.
also, follow up there some sort of movement sequencing system in this thing
and I can't find where it is!
Movement sequencing thing?

Not sure what you mean.

Are you talking about skill/action sequences?

If you mean being able to move, then attack, and then move with your remaining points, make sure you review the plugin parameters.

1590885729100.png

You can change most things plugin-wide or on a skill by skill, action by action basis.
 

xaviarsly

Villager
Member
Joined
Mar 13, 2016
Messages
21
Reaction score
1
First Language
einglish
Primarily Uses
Movement sequencing thing?

Not sure what you mean.

Are you talking about skill/action sequences?

If you mean being able to move, then attack, and then move with your remaining points, make sure you review the plugin parameters.

View attachment 145951

You can change most things plugin-wide or on a skill by skill, action by action basis.

Yes Skill/Action Sequences!
sorry i don't know all the lingo for this yet.
i don't know how to make those yet and would
like to know where i go to make them. I'm looking at the skills
and they have tags for those sequences but don't know where
they are getting the sequences from.
 

yeahchris

Veteran
Veteran
Joined
Apr 14, 2020
Messages
86
Reaction score
23
First Language
English
Primarily Uses
RMMV
Yes Skill/Action Sequences!
sorry i don't know all the lingo for this yet.
i don't know how to make those yet and would
like to know where i go to make them. I'm looking at the skills
and they have tags for those sequences but don't know where
they are getting the sequences from.
Individual sequences can be found in LeTBSConfig.js

If you want to add new ones, you will need to add them to that file.

There are also default sequences that skills/magic will use automatically if no specific sequence has been specified for the skill to use.

First, backup LeTBSConfig.js. Then open up LeTBSConfig.js in notepad or your preferred text editor. Scroll down to the section called "Your Sequences".

Here is the (very incomplete) documentation on sequences.

Here are some example sequences taken from the demo and my own project:

Code:
  "shootpistol": [
        "wait: 5",
        "use_skill: user, 182",
        "wait: 30",
        "play_pose: user, atk",
        "wait: 50",
        "effects: {aoe}_battlers, current_obj, obj_anim, 0, true"
    ],

  "shotpistol": [
        "effects: user, current_obj, obj_anim, 0, true",
        "wait: 5"
    ],

  "reload": [
        "play_pose: user, atk",
        "effects: user, current_obj, obj_anim, 0, true",
        "wait: 30"
    ],

  "shufflecards": [
        "play_pose: user, atk",
        "wait: 30"
    ],

    "shadowgambit": [
        "play_pose: user, atk",
        "wait: 10",
        "projectile: dagger, user_cell, cursor_cell",
        "effects: {aoe}_battlers, current_obj, 132",
        "anim: user, 133",
        "wait: 20",
        "reach_target: user, {aoe}_battlers, back, true",
        "anim: user, 134",
        "look_at: user, cursor_cell",
        "play_pose: user, atk",
        "wait: 10",
        "effects: {aoe}_battlers, current_obj, obj_anim",
        "wait: 60"
    ],
 

eaufidrane

Villager
Member
Joined
May 11, 2020
Messages
27
Reaction score
0
First Language
english
Primarily Uses
RMMV
Bear in mind, I haven't edited back attack damage via an equipment notetag before, but the documentation (found here) shows this as the format for that notetag:

back_dmg_bonus: number

Have you tried dropping the percent sign?

As in:

Code:
<letbs>
back_dmg_bonus: 30
</letbs>
Unsure whether that notetag is designed to do a percentage or fixed damage. My guess would be fixed. Collision damage, for instance, has two different notetags to use depending on whether you want a percentage or fixed value bonus/reduction:

collision_damage_reduction: number
collision_damage_reduction%: number

If there is a tag for a percentage increase to back damage, it isn't in the documentation. If it did exist he probably would have ended up naming it:

back_dmg_bonus%: number

Edit: Tried adding back_dmg_bonus: 100 to an actor, a weapon, etc. Doesn't work for me either. Wouldn't be the first time I found a nonfunctional notetag.
Thank u so much for ur answer ! i thought im doing an error notetags format

but now i learned the notetags that im using is not working.

So now , how can i create an additonal damage if the hero will attack from the targerts side or at the back

thanks again
 

yeahchris

Veteran
Veteran
Joined
Apr 14, 2020
Messages
86
Reaction score
23
First Language
English
Primarily Uses
RMMV
Thank u so much for ur answer ! i thought im doing an error notetags format

but now i learned the notetags that im using is not working.

So now , how can i create an additonal damage if the hero will attack from the targerts side or at the back

thanks again
Happy to help as much as I can.

If you're looking to adjust directional damage globally (for all actors, enemies) then you can adjust that in the plugin parameters for LeTBS.js
1590917005793.png

If, on the other hand, you are hoping to make a particular weapon class or actor deal bonus damage from the back, then I'm afraid you may be stuck. I did not test adding it to an enemy, state, or skill. Per the documentation it *should* work on all of the above.

At least, you're stuck until who knows javascript looks at LeTBS.js and determines what it's doing with the information it collects via the back_dmg_bonus notetag and determines why it doesn't appear to actually get factored into damage calculations, and then fixes it. That may or may not actually happen.

Bear in mind that the plugin is incomplete and abandoned, so there's a lot of stuff which is unfinished/ broken/partially working.
 

Pharonix

Shadow Walker
Veteran
Joined
Apr 22, 2012
Messages
747
Reaction score
340
First Language
English
Primarily Uses
RMMV
Err... no I did not. Just set them to hidden.

They do not get displayed if you set them to never usable, so that fixes that.

Any ideas on the ally_passable tag? I have literally no idea why it wouldn't be working.
If the allypassable thing is the only changes you made to the javascript file since you shared your project with me, i can just edit the js, get it working and send you the correct file.

Edit: Btw, I got it working in your project:
1590931820622.png
 

eaufidrane

Villager
Member
Joined
May 11, 2020
Messages
27
Reaction score
0
First Language
english
Primarily Uses
RMMV
Happy to help as much as I can.

If you're looking to adjust directional damage globally (for all actors, enemies) then you can adjust that in the plugin parameters for LeTBS.js

If, on the other hand, you are hoping to make a particular weapon class or actor deal bonus damage from the back, then I'm afraid you may be stuck. I did not test adding it to an enemy, state, or skill. Per the documentation it *should* work on all of the above.

At least, you're stuck until who knows javascript looks at LeTBS.js and determines what it's doing with the information it collects via the back_dmg_bonus notetag and determines why it doesn't appear to actually get factored into damage calculations, and then fixes it. That may or may not actually happen.

Bear in mind that the plugin is incomplete and abandoned, so there's a lot of stuff which is unfinished/ broken/partially working.

yeah i was hoping that if i could create a weapon or an armor that will increase/decrease the dmge from the sides and the back of their target,
that would be awesome and a great combo for the phantom slash skill

however for now, im just gonna ignore that notetags for the mean time just not to be stucked creating the game that i desire and i wish that somebody could fix this notetags in the future. im looking forward to whom gonna fix this. by the way thank for ur time brother u explained it well.
 
Last edited:

eaufidrane

Villager
Member
Joined
May 11, 2020
Messages
27
Reaction score
0
First Language
english
Primarily Uses
RMMV
guys may i ask using this plugins if can we create a skill that will make the target deals damage per its move?
 

yeahchris

Veteran
Veteran
Joined
Apr 14, 2020
Messages
86
Reaction score
23
First Language
English
Primarily Uses
RMMV
If the allypassable thing is the only changes you made to the javascript file since you shared your project with me, i can just edit the js, get it working and send you the correct file.

Edit: Btw, I got it working in your project:
View attachment 146034
Yeah, I definitely believe you. My best guess is I probably made some kind of mistake while adding the tag check to DataManager.processLeTBSTagsForBattlers = function ()

I don't know javascript so the best I can do is mimic the formatting of other entries. I put in the full text of all relevant functions, and my note tags, on this post:


And I haven't made any other edits to that file, so if you want to share the file with me I can open both up and play "spot the difference".
 
Last edited:

ForTheWin

Warper
Member
Joined
Mar 17, 2017
Messages
2
Reaction score
0
First Language
Korean
Primarily Uses
RMMV
What should I do to change the result of the Letbs battle to yanfly's afthermath plugin?
 

eaufidrane

Villager
Member
Joined
May 11, 2020
Messages
27
Reaction score
0
First Language
english
Primarily Uses
RMMV
1590998176798.png


may i ask what seems to be the problem ? after i scanned the wooden box it suddenly appears
 

Users Who Are Viewing This Thread (Users: 1, Guests: 6)

Latest Threads

Latest Profile Posts

Working on Zelda-like tileset. Should be greatly refined. And tonight extra pave tiles, outward corners, abyss and water...
Is it possible to move posts from the in-progress project forum to completed games? I think I need to message a mod but a bit worried about bothering them
Bleeding Moons has its release date: September 3rd!
Do you stick with the RM default, or set a custom one?

Forum statistics

Threads
100,540
Messages
976,989
Members
132,081
Latest member
Kaezyelnatz
Top