Lecode Tactical Battle System 0.77.2B

whozeduke

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Hey Lecode, great work on the update. Few bugs I found, though:

1. LeTBS_BattleLog.js doesn't work unless YEP_BattleEngineCore.js is enabled (without it, the game crashes when you win a battle)
2. I can't get automatic actor placement to work (ex <Actor Cell: 0001>, etc...). It places all my actors and then hangs and won't start the battle. I tried using the demo and got the same thing, too.
3. The version of LeTBSTurnOrderA.js on github doesn't match the version in the demo and doesn't work. Demo one works fine. The one on github is missing lines 204-209 (the function ImageManager.loadLeTBSTurnOrder)
 

Pineapple Gamers

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I just got this plugin and have been messing with it for a few hours and have gotten absolutely nothing to work on it yet! (but that's all part of the learning curve, I'll get it eventually).

Though a question I had is can I make it so the 1 on 1 sequences happen off the map in the default RPG maker battle screen and then make use of something like Yanfly's action sequences to create each individual attack and skill but then have it go back to the map afterwards but changed based on the results of the 1 on 1 sequence?

The best example I can think of would be something like the GBA fire emblem games but without counter attacks and getting exp after a battle.

Just wondering if something like this is possible or will be in the future.
 

Lecode

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1. LeTBS_BattleLog.js doesn't work unless YEP_BattleEngineCore.js is enabled (without it, the game crashes when you win a battle)
2. I can't get automatic actor placement to work (ex <Actor Cell: 0001>, etc...). It places all my actors and then hangs and won't start the battle. I tried using the demo and got the same thing, too.
3. The version of LeTBSTurnOrderA.js on github doesn't match the version in the demo and doesn't work. Demo one works fine. The one on github is missing lines 204-209 (the function ImageManager.loadLeTBSTurnOrder)
Thanks but I don't have any problem in the demo with the point 2. It's working well. On which map of the demo
did you try it ?

I just got this plugin and have been messing with it for a few hours and have gotten absolutely nothing to work on it yet! (but that's all part of the learning curve, I'll get it eventually).
Use the documentation and the examples on the demo and if you still have feel free to ask for help.

Though a question I had is can I make it so the 1 on 1 sequences happen off the map in the default RPG maker battle screen and then make use of something like Yanfly's action sequences to create each individual attack and skill but then have it go back to the map afterwards but changed based on the results of the 1 on 1 sequence?

The best example I can think of would be something like the GBA fire emblem games but without counter attacks and getting exp after a battle.

Just wondering if something like this is possible or will be in the future.
That's something planned in the feature since more and more people are asking for it.
But I'm honestly not fond of this system. My TBS is more based on Wakfu and Dofus one.
It'll be difficult to combine Yanfy's battle system with LeTBS.
 

Figtorious

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Just want to say that this is absolutely fantastic. Keep up the great work!
 

whozeduke

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Thanks but I don't have any problem in the demo with the point 2. It's working well. On which map of the demo
did you try it ?
I tried on the first map. Maybe I'm missing something. Is there anything you have to do besides tag the cells <Actor Cell: 0001> etc...?
 

Lecode

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I tried on the first map. Maybe I'm missing something. Is there anything you have to do besides tag the cells <Actor Cell: 0001> etc...?
No, this alone is enough. I suggest you to download the demo again. On my side it's correctly working. I put the tag <Actor Cell: 0001> on a random actor start cell. Harold is correctly positioned at this location and the battle starts correctly.
Though the confirmation windows popups even though all actors aren't placed. This is a minor bug and already fixed on my side.
 

Omega Weapon

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Is there anything I should have to watch out for when upgrading to the new version?
 

Lecode

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Is there anything I should have to watch out for when upgrading to the new version?
Yes, I changed almost all sequence commands for targeting. For instance the key word aoe became {aoe}. This change was necessary for allowing the use of data scopes in sequence commands. {circle(4)} instead of {aoe} for example.
In addition the filename for battlers graphic have changed. It's no longer required to add _Sprite at the end of the window status sprites, for instance.
 

whozeduke

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No, this alone is enough. I suggest you to download the demo again. On my side it's correctly working. I put the tag <Actor Cell: 0001> on a random actor start cell. Harold is correctly positioned at this location and the battle starts correctly.
Though the confirmation windows popups even though all actors aren't placed. This is a minor bug and already fixed on my side.
So the problem I have is when all of the Actors are positioned automatically, the battle does not start. So if there's four Actors and I set <Actor Cell:0001 through <Actor Cell: 0004>. I tried this on Basic Map 1 and in my own project. It places all of the Actors but the game is stuck in placement mode and you can't click Start Battle. If you set all but one automatically, you can manually place the last one and the battle will start.
 

Lecode

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I just did a live update. I added a tiny feature that was in my mind for a while...

So the problem I have is when all of the Actors are positioned automatically, the battle does not start
Yes it's the bug I talked above. I didn't know you were talking about this one.
But..

I tried this on Basic Map 1 and in my own project. It places all of the Actors but the game is stuck in placement mode and you can't click Start Battle
You should be able to click on the battle start button...Weird.
Anyway I just did an hotfix, download the plugin again :).

Code:
/*
# - 0.7b : The automatic call of the battle start is now correctly processed
#          Fixed actors cannot be swaped
#          The command, skill and item windows can't be off the screen
*/
 

ShinGamix

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Wakfu and Dufus! OMG I love them!

Make it more like final fantasy tactics and you have a winner!!
 

Tomozow

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Hello Lecode.
This plug-in is really nice.

I plan to use this plugin for the main battle system.
However, I have three problems.

The first one is the window display problem.

When I changed the color tone of the screen at the event,
The color of the command window is changed.
Can not you create a command window in the upper layer?

スクリーンショット 2017-06-01 9.46.03.jpg

The second one is quite serious for me.
I temporarily deleted an empty event on map. And we started fighting on the same map. The error "Can not read property 'list' of undefined" appears on the screen.

スクリーンショット 2017-06-01 9.46.40.jpg
スクリーンショット 2017-06-01 9.50.07.jpg

The third one is probably inconvenient for a variety of people.

When the battle is over, RPGmaker should be able to make a branch of victory or escape, but this is not working.

For example,
When I made a message 'execute!' Displayed after I ran away from battle.
The event is executed when the fight starts again after escaping.

スクリーンショット 2017-06-01 11.05.17.jpg
スクリーンショット 2017-06-01 10.23.40.jpg

When these problems have been resolved,
I would use this system. And I will be your patron.

I am cheering for your wonderful plug-in.
Thank you for reading my long and bad English.
 
Last edited:

autophagy

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Thank you so much for the update! It looks great and I could finally get the battle system to work in my own project (somewhat), so the hype is real.

I have another question though, are there any plans of making the battle command list customizable? Or making the plugin compatible with plugins that alter the command list? With my old battle system, I used a plugin that let me put skills and such as battle commands (as in, not the Skills command, but the skills themselves). I would love to see this functionality in your battle system!
 

Lecode

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When I changed the color tone of the screen at the event,
The color of the command window is changed.
Can not you create a command window in the upper layer?
Interesting. I didn't add it to the usual window layer because the command window should be bind to the map, not to the screen.
Thanks for reporting, it should not be an issue to fix it without changing the layer of the command window :).

I temporarily deleted an empty event on map. And we started fighting on the same map. The error "Can not read property 'list' of undefined" appears on the screen.
So, the event launched a battle then deleted itself ?

The third one is probably inconvenient for a variety of people.

When the battle is over, RPGmaker should be able to make a branch of victory or escape, but this is not working.

For example,
When I made a message 'execute!' Displayed after I ran away from battle.
The event is executed when the fight starts again after escaping.
Thanks for reporting !

When these problems have been resolved,
I would use this system. And I will be your patron.

I am cheering for your wonderful plug-in.
Thank you for reading my long and bad English.
It's alright, my english isn't good either :kaohi:.

I have another question though, are there any plans of making the battle command list customizable? Or making the plugin compatible with plugins that alter the command list? With my old battle system, I used a plugin that let me put skills and such as battle commands (as in, not the Skills command, but the skills themselves). I would love to see this functionality in your battle system!
It is planned ! That's funny because I was thinking about adding such feature for 0.75 and one my patron also requested it.
So I'll indeed at it for 0.75.
 

Tomozow

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So, the event launched a battle then deleted itself ?
No, deleted events are really empty.
I started fighting at another event on the same map.

Actually, I'm trying to fight on adventure maps in my game.
I am trying to use an adventure map as a battle map.

スクリーンショット 2017-06-01 22.22.19.jpg
 
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Ronivan

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I've a question, can I create custom animations for specific skill? for sample my character uses a Sword to attack, but he have a skill which he uses a bow to shoot an arrow at the enemy. It's possible to specify that by using that skill, the character will have this unique animation using a bow?
 

Chaosicaa

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@Tomozow
Nice catch!

Here is a quick fix for you :
Do not use the command "erase event" but activate a local switch A (you can also use a normal switch "enemy 1 dead" to ON and when you leave the map turn it to OFF if you want re-spawning enemies), then add a new page inside the event with the condition "if local switch A is ON" Then put nothing in it and no graphics in this new page.

@Ronivan
Yes you can by modifying the script : LeTBSConfig
You can learn more about sequences here :
https://lecodemv.github.io/leTBS/sequences.html

So, if you put the tag :

<letbs>
sequence: bow
</letbs>

In your skill box, the skill will use the bow animation
 
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Tomozow

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Do not use the command "erase event" but activate a local switch A
Chaosicaa, Thank you for thinking about my problem.
That idea is very good.

But, in my game, players are allowed to create events freely (eg barricading etc.).
If players can not delete, there is a danger of problems with memory and game systems.
I want to delete the event if possible.
 
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Ronivan

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@Tomozow
Nice catch!

Here is a quick fix for you :
Do not use the command "erase event" but activate a local switch A (you can also use a normal switch "enemy 1 dead" to ON and when you leave the map turn it to OFF if you want re-spawning enemies), then add a new page inside the event with the condition "if local switch A is ON" Then put nothing in it and no graphics in this new page.

@Ronivan
Yes you can by modifying the script : LeTBSConfig
You can learn more about sequences here :
https://lecodemv.github.io/leTBS/sequences.html

So, if you put the tag :

<letbs>
sequence: bow
</letbs>

In your skill box, the skill will use the bow animation
I'm very grateful for your help, I'll dive on it, since I'm still learning how to make proper use of this amazing battle system, and since I'm creating my own sprites, this was very helpful to me. Thank you again.
 

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