Lecode Tactical Battle System 0.77.2B

MushroomCake28

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@huoixn , please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.

 

huoixn

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pose(dead): use_chara, Damage4, 1, 1

This is why your unit is doing the "side walking".

Btw, be wary of double (or triple in your case) posting. The mods are definitely gonna say something about it... Best to just merge them together, there's an edit button.
I am not familiar with LTBS script, I want to use official default material to complete, what should I do? Where is the Edit button? I need your help
 

UniqueName

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hey guys Im trying to make big monster sprites so I modified LeTBS_RTPUse
In TBSEntity_Sprite.prototype.createCharaBitmap function I replaced this
var bitmap = new Bitmap(48 * 3, 48 * 4);
with this
var wh = fbitmap._url.match(/Big/g) ? fbitmap._image.width / 3 : 48;
var ht = fbitmap._url.match(/Big/g) ? fbitmap._image.height / 4 : 48;
var bitmap = new Bitmap(wh * 3, ht * 4);
and it kinda worked but the only problem is that enemy sprites get their right edge cut
Edit: I replaced this
var pw = fbitmap.width / 4;
var ph = fbitmap.height / 2;
with this
var pw = wh == 48 ? fbitmap.width / 4 : fbitmap.width / 3;
var ph = ht == 48 ? fbitmap.height / 2 : fbitmap.height / 4;
and now it kinda works but actually it doesnt
instead of moving they just dissappear
 

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UniqueName

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hey guys Im trying to make big monster sprites so I modified LeTBS_RTPUse
In TBSEntity_Sprite.prototype.createCharaBitmap function I replaced this

with this

and it kinda worked but the only problem is that enemy sprites get their right edge cut
Edit: I replaced this
with this

and now it kinda works but actually it doesnt
instead of moving they just dissappear
oh lol I didnt even need this I totally forgot that non rtp letbs sprites can be whatever size
 

Calluses

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  • Does anyone know if there's a way to make the AI check the states of it's available targets before selecting an action?

    I'd like to use this for adding small objectives/conditions for the AI, such as prioritising targets with less health, engaging in character dialogue or picking up a flag and moving it to a different location.
 

UniqueName

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  • Does anyone know if there's a way to make the AI check the states of it's available targets before selecting an action?

    I'd like to use this for adding small objectives/conditions for the AI, such as prioritising targets with less health, engaging in character dialogue or picking up a flag and moving it to a different location.
Thats also smth i wanna know
And it would be cool if ai could check parameters and extra pamaters of their targets
 

Reji

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Is there a way to change the default attack into a quick turn base attack?
 

AbstractMan

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So here is a potentially complicated question!

So in my game, you can pick up items on the field at the cost of 1 tp. This all works well and fine, however, it only takes the TP from Actor one as opposed to the particular actor that is standing on it. Is there a way to make it register exactly what character is standing on it?



My script screenshot is attached
 

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Verrillion

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Does any one know how to make enemy reinforcements appear? For some reason they don't even seem to work in the Demo Battle either when I bring it up.
 

huoixn

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I have a problem and need your help:

1. How to fight in different places on a map?

2. If the character controlled by the player is surrounded by the corpse of the enemy, it will be unable to move, and the battle will never end! How to solve it?
 

AbstractMan

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1. Do you mean start? If so you would make any number of events on your map with the note <Actor Cell> on the upper right.
2. I would make them disappear. To do so add a tag in the enemy note box under the letbs tab with sequence(dead): dead_vanish has_no_corpse.
 

huoixn

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1. Do you mean start? If so you would make any number of events on your map with the note <Actor Cell> on the upper right.
2. I would make them disappear. To do so add a tag in the enemy note box under the letbs tab with sequence(dead): dead_vanish has_no_corpse.
Thank you for your answer
Did I get it wrong? Will the body disappear immediately? Or wait for a round and disappear?

<letbs_sprite>

pose(idle): use_chara, Monster1, 0

pose(dead): use_chara, Damage5, 3, 0

turn_order: auto

status_sprite: auto

dead_vanish has_no_corpse

</letbs_sprite>



I have set up < actor cell > in the upper part of the map. After the battle is over, when the character goes to the lower part of the map, the character and the enemy may appear in the < actor cell > in the upper part of the map or in the < actor cell > in the lower part of the map. How can I specify where an enemy appears
 

AbstractMan

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Actually cross off the second thing I said. New version is different. Remove the dead code and the pose and they will just disappear. As for the cells do you have a screen shot of the event ? If not I can show you mine tomorrow
 

Myers & Sparks

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Question. Is there a way to make AOE skills only affect allies or enemies. Trying to make a skill called stamina surge. It gives TP to allies around player. cant figure out how to exclude enemies. any help is appreciated.
 

AbstractMan

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@huoixn
this enemy would have no corpse

<letbs_sprite>

pose(idle): _idle, 1

pose(move): _move, 4

pose(Punch): _Punch, 4

pose(hit): _hit, 1

pose(Use): _Use, 4

pose(KD): _KD, 1

turn_order: auto

status_sprite: auto

</letbs_sprite>



<letbs>

move_points: 8

sprite_name: Purple

auto_turn_order_face

auto_status_sprite

</letbs>




@Myers & Sparks
Yes of course.
{aoe}_ally_cells
 

huoixn

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Actually cross off the second thing I said. New version is different. Remove the dead code and the pose and they will just disappear. As for the cells do you have a screen shot of the event ? If not I can show you mine tomorrow
Where the first battle took place
QQ图片20200827122316.png

I think the second battle took place in this area
QQ图片20200827122419.png

But if I set them all on one map, the characters and enemies will appear randomly in two places
QQ图片20200827123518.png
 

GREEN-TEA

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You can use the AoE option.


aoe_options: exclude_allies
aoe_options: exclude_enemies


For example

74d8b24b9fd82bd96849f1de67803f21.png

this skill gif

 

AbstractMan

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So i have the PHX_lemod which should fix charm, but my state appears to not be cutting it. The person afflicted with the state does not target its allies what so ever and seems to have no effect. Should I be doing more then adding a state that had the target attack anyone ( allies) or am I missing something else?

1598565743826.png
 

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