Lecode Tactical Battle System 0.77.2B

Chaosicaa

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@Ronivan
Yes you can but not where you think, it is in Yanfly core :
In the battle section of the plugin there is "animation rate" option.
But default it is set to 4, the lower you set the value, faster will be the animation.
You need to know that by default mv animations are set to 15 frames per second.

So 4 = 15 fps
2 = 30 fps (if you still plan to use the normal 15 fps animations this option might be the best because if set to 60 fps they will look really fast or if you want to release your game to weaker computers / portable devices)
1 = 60 fps (this one is the best if you want to use really fluid and beautiful animations and only them but it takes 4x more time to make!)

@Pharonix

1) I do not know how to do with flags but you can either run a parallel common event during the battle or check in your troop event if the actor X dies, then you set a GameOver

2) Humm, why not making them ally then? Or at least neutral when the option will be available :D
 
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Ronivan

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Thanks for the suggestion, but I'll pass anything that have ''core'' stuff on it, I really want to keep my game as clear as possible from that. I'll look for other ways to circumvent this inside the LeTBS. Outside battle I managed to fix the frame rate by myself, just inside is giving me trouble.

Also a problem I would like to share, look at this:

The bat when he moved down to my character, his animation as shown above my character, but the bat should be behind it, since it moved in the block just above to attack. I noticed this today while testing my sprite, and it's supposed to be like this?
 
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MinesharkGaming

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@MinesharkGaming
That's weird, it does happen only in your project or in the tbs demo as well? (if it happens in letbs demo, you should try to download it again, if it is in your game only, it might be a plugin compatibility issue)

@moldy
In the demo, Lucius can summon a wind spirit try to look the skill (ID number 64)
In the script : LeTBSConfig.js, there is a section for summon:

"wind_spirit": {
active: true,
turn_order: "after_caster",
visible_in_timeline: true,
type: "user_playable",
kind: "actor",
id: 10,
tied_to_caster: true,
stats: {
default: "90%",
mhp: "70%",
mmp: "+10%"
}
},

And yes, the ice prison is bugged actually :/


So basically, this sequence will summon the actor with the ID 10 in the database
In the skill ID 64 in the database, there is this line :

<letbs>
scope: circle(2)
scope_options: need_free_cell
sequence: summon(wind_spirit)
</letbs>
<letbs_AI>
type: summon
</letbs_AI>
Range 2, needs a free cell, it will use the sequence : wind spirit (in LeTBSConfig) and will use the IA of a summon

@Mythforger
Did you imported your files into the new tbs demo or imported the new tbs demo into you project?
You should try the other way around, if it stills do not work you can pm me a demo if you want, I'll try to see what's wrong!
So I tried what you said, and unfortunately it did not fix anything. I feel that I most likely messed up something in the event or something. Is there anything I need to know about having items in battle?

Edit: It works perfectly fine in the demo. Even if I add my custom item. But on a different map, it decides to give me an error.

Edit 2: It only seems to happen when the event that gives the item happens and the battle is done after that otherwise it's fine. I will try to fix the other event.

Edit 3: If the battle is initiated in the same event as the item was given. It works.
 
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Ronivan

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Well I found what was causing that, and solved:


So if I may ask something else, how you set the ''dead'' animation to stop and not repeat itself? Because the way it is, it just keep reaping, I would like to know how it would just stop and the enemy body desapear from the battlefield. Of course, there are certain conditions which bodies are necessary, but how would make they just go away after the death animation?
 

Lecode

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Do you guys have anything planned for charmed units that fight on your side temporarily? Or controlling their actions temporarily? :D
Really nice idea. With 0.7 confused states are supported though.

1). How would I set a flag to event (Enemy or ally position) that if they die, you get a game over?
Add in comment:
Code:
<LeTBS> Flag: xxxx
.
And use these commands before launching a battle.
LeTBSWinCds Clear
LeTBSWinCds Add Defeat FlaggedEntity xxxx

2). Can I make enemies that will only attack enemies (or neutral enemies) I want to create a scenario where you assist 2 other units, and if either dies, you get game over.
Best to use actors instead of enemies. I'll add a tag for actors to be played by AI automatically.

Do you guys have anything planned for charmed units that fight on your side temporarily? Or controlling their actions temporarily? :D
Really nice idea. With 0.7 confused states are supported though.

The bat when he moved down to my character, his animation as shown above my character, but the bat should be behind it, since it moved in the block just above to attack. I noticed this today while testing my sprite, and it's supposed to be like this?
That happens randomly.

So I tried what you said, and unfortunately it did not fix anything. I feel that I most likely messed up something in the event or something. Is there anything I need to know about having items in battle?

Edit: It works perfectly fine in the demo. Even if I add my custom item. But on a different map, it decides to give me an error.

Edit 2: It only seems to happen when the event that gives the item happens and the battle is done after that otherwise it's fine. I will try to fix the other event.

Edit 3: If the battle is initiated in the same event as the item was given. It works.
Are you using the lastest version ? If yes and you still have that error please send me your files.

So if I may ask something else, how you set the ''dead'' animation to stop and not repeat itself? Because the way it is, it just keep reaping, I would like to know how it would just stop and the enemy body desapear from the battlefield. Of course, there are certain conditions which bodies are necessary, but how would make they just go away after the death animation?
I'll do something about that. I'll release a little fix soon.
 

DartFisher

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Hello everyone! This is my very first post here.
I am using the latest version of LeTBS and I encountered with an issue that ruins all my plans. When the battle initiates, it continues to execute commands that must be executed after combat. For example, if i place "return to title screen" below "execute battle" it returns to title screen right when the battle starts. I had no such issue with vannila and yanfly battle systems. Am I doing something wrong?
 

Lecode

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Hello everyone! This is my very first post here.
I am using the latest version of LeTBS and I encountered with an issue that ruins all my plans. When the battle initiates, it continues to execute commands that must be executed after combat. For example, if i place "return to title screen" below "execute battle" it returns to title screen right when the battle starts. I had no such issue with vannila and yanfly battle systems. Am I doing something wrong?
Are you sure you have the latest version ? The 0.7c one ?
 

DartFisher

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Are you sure you have the latest version ? The 0.7c one ?
I used the version, which was included with the demo. Now I had updated all files from your github repo, and get new error when entering combat.
TypeError: undefined is not a function
at TBSTurnOrderVisual.loadBorderBitmaps (LeTBSTurnOrderA.js:72)
at TBSTurnOrderVisual.initialize (LeTBSTurnOrderA.js:56)
at new TBSTurnOrderVisual (LeTBS.js:7254)
at Function.BattleManagerTBS.createTurnOrderVisual (LeTBS.js:1650)
at Function.BattleManagerTBS.createTBSObjects (LeTBS.js:1616)
at Function.BattleManagerTBS.createTBSObjects (LeTBS_TilesMarksAuraEffects.js:59)
at Function.BattleManagerTBS.prepare (LeTBS.js:1606)
at Function.BattleManagerTBS.startBattle (LeTBS.js:1599)
at Scene_Battle.start (LeTBS.js:926)
at Scene_Battle.start (LeTBS_WinConditions.js:116)
 

Ronivan

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Thanks for the answer, and sorry if I made a mess in my question, mixing a lot of points together, but just for now, it's possible to just make the "dead" animation don't loop, I mean, the way the plugin is now? I tried some work inside the sequence commands, but I found no clue on how to avoid the loop yet. The line "play_pose: entities, pose_name, after_pose", if I remove the third parameter, the animation don't loop, however, it returns to the ''idle'' animation, instead of just stopping in the last frame, which has nothing on it. Perhaps I need to create some kind of ''post mortem" animation, I'll try some work on it.
 
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moldy

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Really nice idea. With 0.7 confused states are supported though.
Ah okay! Do you guys have anything planned like Beastmaster from Final Fantasy Tactics Advance controlling a unit's actions directly? Also, a charmed state that allows enemies to use skills against their targets would be cool too, considering confusion is limited to just the Attack command. :)
 
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autophagy

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@Ronivan I don't know if this is the problem in your project, but have you looked at the config file? (LeTBSConfig.js)
If you use the default poses configuration for your battler, it should look like this on line 10:
Code:
"Default": [
    ["idle", "_idle", 3],
    ["dead", "_dead", 1]
]
If you use one of the other pre-defined configurations for your battler's poses, it's possible that the "dead" line looks something like this:
Code:
["dead", "_dead", 3]
The 3 at the end could also be a different number. As long as it's something different than 1, the sprite will loop. If you change it to 1, the pose command in the sequence should not be needed and the battler should stop looping.

You can define which poses configuration your battler uses by adding this line to their notebox (inside the <letbs></letbs> tags of course):
Code:
sprite_config: string
Replace "string" with the name of the configuration. If an actor's name in the database matches the name of a configuration, it will automatically use that configuration, unless you use the above line in their notebox to define a different one.
 

Lecode

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Little update:
Code:
/*
# - 0.7d : "Cannot move" states are handled
#          The battlers layer is now correctly below the upper map layer
#          Added a tag to make the AI play an actor
#          Added sequence overloading
#          Entities can now stay on a corpse if it's opacity is 0
#          Added the sequence command "sprite_prop"
*/
I'll update the doc with the overloading, summoning and eventing systems.

@Ronivan : With the sequence overloading system you'll be able to define special "dead" sequences for your battlers.
Add these new sequences:
Code:
    "dead_no_loop": [
        "anim: user, collapse_anim",
        "play_pose: user, dead",
        "set_frame: user, dead, last",
        "wait: 40"
    ],

    "dead_vanish": [
        "play_pose: user, dead",
        "anim: user, collapse_anim",
        "set_frame: user, dead, last",
        "wait: 20",
        "sprite_prop: user, opacity, 0"
    ],
Then use the tag sequence(dead): dead_vanish (or dead_no_loop).
If you want the same dead sequence for every battlers then just replace the default one
with one of them.

Ah okay! Do you guys have anything planned like Beastmaster from Final Fantasy Tactics Advance controlling a unit's actions directly? Also, a charmed state that allows enemies to use skills against their targets would be cool too, considering confusion is limited to just the Attack command. :)
I like the idea so if there's a room for them in the next major version I'll add them.
 

Franci

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@Chaosicaa
Thanks for your attention


Due to my bad english I can not explain myself well sorry, I was referring to the menu
Of battle where it appears, move, attack, magic, etc.
at 0.6 I followed the character, but at 0.7
As the first image on a larger map shows, the menu
I do not see it if I move character in battle.

Thanks again!
 

moldy

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I like the idea so if there's a room for them in the next major version I'll add them.
Thanks so much for considering my idea. I am in love with this plugin. Is there currently a way for us to allow ally units to pass through each other on the map? Also, how do I activate the skill speech bubbles like in the live demo? Or is that for the next update only?
 

MinesharkGaming

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Really nice idea. With 0.7 confused states are supported though.


Add in comment:
Code:
<LeTBS> Flag: xxxx
.
And use these commands before launching a battle.
LeTBSWinCds Clear
LeTBSWinCds Add Defeat FlaggedEntity xxxx


Best to use actors instead of enemies. I'll add a tag for actors to be played by AI automatically.


Really nice idea. With 0.7 confused states are supported though.


That happens randomly.


Are you using the lastest version ? If yes and you still have that error please send me your files.


I'll do something about that. I'll release a little fix soon.
I am using the latest version and I am curious to which files you want me to send. In other words, which files should I send? The game files?
 

Ronivan

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Thanks for the great support, but I'm stuck in a problem which I don't know why happened:

I was working on the database, and after I tried to test the battle again got this as soon as I trigger the battle. I rechecked everything and still got the same error. I think it has something to do with my database.
Also thanks a lot Lecode for your kindness to make a quick update here in the post, as soon as I solve the problem above, I'll got put it to work.
 

Maxoumi

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Hello !

Sorry but i have some problem in LeTBS with spells.

All my spells in battle do not have much opacity =/

In animation editor. My animations have many colors but in-game it is not like that.

Thanks =)

Ps : Sorry for my bad english im not speak english very well ^^'
 

Lecode

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Or is that for the next update only?
Yes. Live updates are previews for the next version.

@MinesharkGaming & @Ronivan please look in LeTBS.js for these lines:
Code:
BattleManagerTBS.prepareEntityFlags = function () {
    .....
};
(Line 1743~)
Replace them with:
Code:
BattleManagerTBS.prepareEntityFlags = function () {
    $gameMap.events().forEach(function (event) {
        if (event && event.event()) {
            for (var i = 0; i < event.list().length; i++) {
                var command = event.list()[i];
                if (command && command.code == 108) {
                    var comments = command.parameters;
                    for (var j = 0; j < comments.length; j++) {
                        var comment = comments[j];
                        if (comment.match(/<LeTBS>\s?Flag\s?:\s?(.+)/i)) {
                            this._startupFlags[event.x] = {};
                            this._startupFlags[event.x][event.y] = RegExp.$1;
                        }
                    }
                }
            }
        }
    }.bind(this));
};
Let me know if the issue is fixed.

Hello !

Sorry but i have some problem in LeTBS with spells.

All my spells in battle do not have much opacity =/

In animation editor. My animations have many colors but in-game it is not like that.
What do you mean ? Can you show some pictures ?
 

Maxoumi

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In the animation editor the image is normal, but in game it's strange. It lacks color, or opacity.

^^ Thanks
 

Ronivan

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Yes. Live updates are previews for the next version.

@MinesharkGaming & @Ronivan please look in LeTBS.js for these lines:
Code:
BattleManagerTBS.prepareEntityFlags = function () {
    .....
};
(Line 1743~)
Replace them with:
Code:
BattleManagerTBS.prepareEntityFlags = function () {
    $gameMap.events().forEach(function (event) {
        if (event && event.event()) {
            for (var i = 0; i < event.list().length; i++) {
                var command = event.list()[i];
                if (command && command.code == 108) {
                    var comments = command.parameters;
                    for (var j = 0; j < comments.length; j++) {
                        var comment = comments[j];
                        if (comment.match(/<LeTBS>\s?Flag\s?:\s?(.+)/i)) {
                            this._startupFlags[event.x] = {};
                            this._startupFlags[event.x][event.y] = RegExp.$1;
                        }
                    }
                }
            }
        }
    }.bind(this));
};
Let me know if the issue is fixed.
Thanks for the reply, but no it didn't worked. I still get this error as soon as I trigger the battle:


The game was running normally while I was just testing it from the beginning, all my custom sprites worked. It began after I started to create the database and adding new items to it. I don't know if the problem is related, but I didn't create any skills or anything that had code notes on them, neither I deleted the existing ones.

Code replacement bellow as shown in my editor:
 

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