Satsain

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@Gilgameshed thank you very much. That guide really help me to config my game, but now I'm stuck with this error:
 

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Gilgameshed

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You need to make sure you have the proper sprites in the Battlers folder as mentioned in the previous post.
 

Satsain

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Im here again, and this time, i have this problem:



Im using the LeRTPUse and always i get this error.
 

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Gilgameshed

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There isn't enough information in your post to go by, but taking a guess, you tried to add a new pose without updating the JS file. If so, please see this post: https://forums.rpgmakerweb.com/inde...ical-battle-system-0-77-2b.71572/post-1270969

The only other thing I can think of is that your character does not have the appropriate tags in their notebox section. See the Duran and Angela characters and copy those to get started, only changing one thing at a time until you know what does what.
 

Pharonix

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Maaaaaan,

Started working on my code again,
realized I had code that evaluated any sequence in the format of
sequence() or sequence(stuff) as normal,
so this was causing errors with sequences that actually need this
like atk_push(1)
had to edit the code to ignore things that are sequence(#) and sequence(#######......#)
man im a doofus.

This code is a hot mess. but Its something I'll need to fix as I playtest if I plan on ever finishing this 3 game series
 

Gilgameshed

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This is something I am worried about as well with all the changes I have been making. Taking some time off from the code monkey bit to spend more time learning how to sprite. After seeing some of the competition on indie dev twitter, I am a little scared tbh. Some of those projects look really good. Hope MV has what it takes to compete, but I worry that with the limitations LeTBS has, making something that stands out is going to be a little difficult. Maybe if MV3D or Ultra Mode 7 were compatible with LeTBS, but from my tests it doesn't appear so, not for UM7 anyways. Not to mention things like verticality either, with MV lacking a z axis..
 

Danielcross

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Is there a way to add effect regions (not obstacles) to show up on Tactical Mode?
 

Pharonix

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Is there a way to add effect regions (not obstacles) to show up on Tactical Mode?
Might be easy enough for me to whip something up given some time.
If we're talking about non-obstacle tiles that were given a flag for an effect, then it shouldn't be too hard to make it show up purple or something in tactical mode.
 

Danielcross

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Might be easy enough for me to whip something up given some time.
If we're talking about non-obstacle tiles that were given a flag for an effect, then it shouldn't be too hard to make it show up purple or something in tactical mode.

That would be super useful! Sort of surprised it's not something baked into LeTBS already.
 

Frostorm

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Has anyone had any luck setting skills up without them leading back to the Skill Type menu upon being cancelled from the scope selection?

With the standard attack skill, when you start targeting an enemy and cancel out, it brings you directly back to the Move | Attack | Skill| Scan menu, however if you are to say add the skill "Quickdraw" or "Double Swing" directly to the character's abilities next to Move | Attack | Skill | Scan, and cancel out from the scope selection, it brings you back to the Skill Type menu, and in the case of a skill not having a Skill Type, brings you to a blank menu instead. This is also the case with the Fire skill that Angela has in the demo. For the sake of aesthetics, it would be much better to return you directly to the Move | Attack | Skill | Scan menu.

Any ideas?
Omg, I actually got what you described working several months ago. However, I kind of forgot what edits I made to get that functionality... But, I'll let you know as soon as I remember, lol.

On another note, does anyone know how to create a slippery/ice tile in the form of a Mark or Tile Effect?

Also, welcome back @Pharonix! I missed ya, lol. I also just got back into RM after a ~2 month hiatus. You can ignore the plethora of DMs I sent you btw. I was able to fix more or less the issues I DM'd you about, it just took me a while, heh.

Btw, is anyone interested in working with me in developing a CTB system for LeTBS? I've pretty much figured out what to manipulate in LeTBS.js. It's the rest I'm having a hard time with...
 
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Frostorm

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Has anyone implemented elemental terrain effects in their game? Like in Triangle Strategy, where you can set tiles on fire. The Burning tiles can then be doused by Ice attacks that turn them into puddles of water. Puddles can then conduct Lightning attacks so that anyone standing on connected puddles takes damage. Puddles can also be Frozen via Ice attacks, causing a slow.
 

StarMaker

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Hi! I've been trying to build passive directional damage skills through the Yanflay plugin. Doesn't work.
Anyone worked with this? I mean "back_dmg_bonus" and all its variants. This should work because "move_points+: number" is working fine.
 

ultraed

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hello community ... you can put side battles like SRW
 

Frostorm

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I have a few questions...
  1. Has anyone tried to remove the unit placement scene/phase at the beginning of a battle? I would very much prefer the game skip this step instead.
  2. Has anyone been able to implement an "Attack of Opportunity" mechanic?
  3. Has anyone been able to implement a "Follow-Up Attack" mechanic?
Example:
1656393299560.png
 

Frostorm

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Btw, has anyone tried to disable the positioning phase at the beginning of combat? I managed to get it to skip the part where you actually have to place units down on the starting cells. However, I'd like to get rid of the menu completely.

 

Frostorm

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If anyone wants to recreate Triangle Strategy's "Follow-up Attack" mechanic, look no further! I just finished debugging it and can safely say it's fully working now! :D

First, we'll need to put Lecode.S_TBS.OpportunityActive = false; right after line 750 or so (where you see all the "//Divider:" stuff. Next, we add some stuff to onPrimarySequenceEnd() but the line w/ processCounterAttack() can be ignored unless you'd also like to use my Counter mechanics.
JavaScript:
BattleManagerTBS.onPrimarySequenceEnd = function (seqMng) {
    var entities = LeUtilities.uniqArray(seqMng._affectedTargets);
    this.processCounterAttack(entities, seqMng.getUser(), seqMng._action);
    if (Lecode.S_TBS.OpportunityActive == false) {
        this.processOpportunityAttack(entities, seqMng.getUser(), seqMng._action);
    }
};
…and here's the bulk of the code:
JavaScript:
BattleManagerTBS.processOpportunityAttack = function (targets, subject, action) {
    if (!action) return;
    targets.forEach(function (entity) {
        var unitDown = BattleManagerTBS.getEntityAt(entity.getCell().x, entity.getCell().y + 1);
        var unitLeft = BattleManagerTBS.getEntityAt(entity.getCell().x - 1, entity.getCell().y);
        var unitRight = BattleManagerTBS.getEntityAt(entity.getCell().x + 1,entity.getCell().y);
        var unitUp = BattleManagerTBS.getEntityAt(entity.getCell().x, entity.getCell().y - 1);
       
        this.setCursorCell(entity.getCell());
        if (subject.getDir() == 2 && entity && unitDown) {
            var skill = $dataSkills[unitDown.battler().attackSkillId()];
            if (unitDown.getDir() != 2 && unitDown.battler().luk > entity.battler().luk) {
                Lecode.S_TBS.OpportunityActive = true;
                entity.battler().clearResult();
                unitDown.lookAt(entity.getCell());
                unitDown.addTextPopup("Opportunity");
                //entity.startSequence("counter");
                this.forceAction(skill, unitDown);
            }
        }
        if (subject.getDir() == 4 && entity && unitLeft) {
            var skill = $dataSkills[unitLeft.battler().attackSkillId()];
            if (unitLeft.getDir() != 4 && unitLeft.battler().luk > entity.battler().luk) {
                Lecode.S_TBS.OpportunityActive = true;
                entity.battler().clearResult();
                unitLeft.lookAt(entity.getCell());
                unitLeft.addTextPopup("Opportunity");
                //entity.startSequence("counter");
                this.forceAction(skill, unitLeft);
            }
        }
        if (subject.getDir() == 6 && entity && unitRight) {
            var skill = $dataSkills[unitRight.battler().attackSkillId()];
            if (unitRight.getDir() != 6 && unitRight.battler().luk > entity.battler().luk) {
                Lecode.S_TBS.OpportunityActive = true;
                entity.battler().clearResult();
                unitRight.lookAt(entity.getCell());
                unitRight.addTextPopup("Opportunity");
                //entity.startSequence("counter");
                this.forceAction(skill, unitRight);
            }
        }
        if (subject.getDir() == 8 && entity && unitUp) {
            var skill = $dataSkills[unitUp.battler().attackSkillId()];
            if (unitUp.getDir() != 8 && unitUp.battler().luk > entity.battler().luk) {
                Lecode.S_TBS.OpportunityActive = true;
                entity.battler().clearResult();
                unitUp.lookAt(entity.getCell());
                unitUp.addTextPopup("Opportunity");
                //entity.startSequence("counter");
                this.forceAction(skill, unitUp);
            }
        }
    }.bind(this));
};
Lastly, you'll need to add Lecode.S_TBS.OpportunityActive = false; to the onTurnEnd() function.
JavaScript:
TBSEntity.prototype.onTurnEnd = function () {
    Lecode.S_TBS.OpportunityActive = false;
    this._battler.onTurnEnd();
    this.addPopup();
    this._battler.clearResult();
    this.setMovePoints();
    this._turnPlayed = true;
    this._movePerformed = false;
    this._actionPerformed = false;
};


Btw, does anyone know how to get the AI to try to attack from behind more often?
 
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