Lecode Tactical Battle System 0.77.2B

sim22x

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Hmm... I need some help.
1) My hero have read the book and learned some new skills. How can I to update the note / add skills in battle menu?
2) It was the bad book and my hero have lost a few skills. How can I to update the note / delete skills in battle menu?
3) How to make friendly AI? Which will to support my hero and attack enemies.
 

Pharonix

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Hmm... I need some help.
1) My hero have read the book and learned some new skills. How can I to update the note / add skills in battle menu?
2) It was the bad book and my hero have lost a few skills. How can I to update the note / delete skills in battle menu?
3) How to make friendly AI? Which will to support my hero and attack enemies.
1). You will need to add a state, or make sure the skills you added are part of the actor's main Skill Types.
If he can only use special, don't add magic skills unless you add the flag for "Magic Skills" (Which is impossible unless you change class. So the best option is to add all skill types by default since all skills show under the one header "Skills" in battle anyway.

2). same thing, just run the skill command to remove skills.

Another alternative to 1/2 is using states that add skills.
Or states that add skill commands:
Put this tag in a weapon or state to add specific skills to the battle menu palette.
<letbs_commands>
skill[1502]
</letbs_commands>
replace 1502 with the id of the skill you want to add
use skill[15], skill[16] to add skills 15 and 16 to the character with the weapon or state.



3). for friendly AI, i actually managed this.
You need to create an Actor and use notetags denoting AI
Like This.
<letbs>
use_character
auto_turn_order_face
auto_status_sprite
move_points: 2
ai_control
ai_pattern: ranged_fighter
</letbs>

Then in battle, you create a specialty cell with the note: <Actor Cell: X> where X is the id of the actor you made an AI.
upload_2017-9-4_8-59-42.png
 

Pharonix

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interesting glitch.

I made a weapon that adds a skill (1512), it works fine. common events work which is boss.

However, my common event, if you have more than 5 bullets adds a state called barrage (State that adds skill[14] to menu)
while in this state, the skill added by the weapon is overwritten.
So instead of having skills 1512 and 1514, I only have skill 1514 when the character enters battle.

EDIT:
Seems to be working better now.

EDIT 2: Turns out this was poorly placed common event scripts. I was using bad variables, or not updating them properly.

My gun system is working perfectly now.
 
Last edited:

Lecode

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I can now set my snare traps! Thanks!

I'm I the only one getting the wrong Icons for my skills in the Command Window? I don't get an icon for "magic", for "special" I get icon 6, and
for "support" I get icon 4.
Update: I found it!
In LeTBS_Commands.js change this parameter:
Lecode.S_TBS.Commands.skillTypeIcons = String(parameters["Skill Type Icons"] || "[64, 79, 80]");
to
Lecode.S_TBS.Commands.skillTypeIcons = [64, 79, 80];
My bad, I forgot to eval the parameter.
About your traps stuff make sure to make them stop the movement, even if they alter move points.
I missed a point in my patch and actually what makes the AI re-calculate itself is the sudden inability to move,
not the alteration of move points.
 

Pharonix

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@Lecode

Is it possible to have a permanent animation on a character with an aura (With it focused on them, or anyone affected)

Sort of like Super Saiyan in dragon ball series.
I created a character that uses only their "Fighting Spirit" to fight. and after certain number of battles the fighting spirit improves.

I just want a way to continuously show it in battle.
 

Lecode

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Yes. The "loop_animation" tag for status and equipment.
Code:
<letbs>
loop_animation: ID
</letbs>
 

Pharonix

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Okay Lecode, I got a tricky one for you.

I want to create a skill called Catapault
I want to launch a specific ally (Main character's dog) towards a group of enemies and have an AOE effect where he lands.

Similar to Catapault from Last remnant

I figure I would need to use designated skills, and push commands, but I'm just not sure how I can set up making sure its
1). It has to be his dog
2). Select the Landing area
3). Cause AOE at landing area.
 

Chaosicaa

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@Pharonix Hello, this one seems doable :D
Since the TBS 0.76A, there is an ally teleport spell and there is the thunder strike, if you combine both it should do he trick !

First step recreate the skill ally teleport (Lucius spell) but for the restriction scope, do not use "allies" but "actorId(ID)" where ID is your dog actor so only he can be selected.

The teleport skill have 2 phases, the first is to select the ally, and the second is the teleport scope, you just have to replace it (second part of the skill) with an other version of Duran Thunder strike !
(Analyze well the sequences bind to these spell and you should be able to do the spell you want : ) )

Very interesting idea by the way, perfect for a summoner or hunter class!
 
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Pharonix

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@Pharonix Hello, this one seems easy :D
Since the TBS 0.76A, there is an ally teleport spell and there is the thunder strike, if you combine both it should do he trick !

First step recreate the skill ally teleport (Lucius spell) but for the restriction scope, do not use "Allies" but "actorId(ID)" where ID is your dog actor so only he can be selected.

The teleport skill have 2 phases, the first is to select the ally, and the second is the teleport scope, you just have to replace it (second part of the skill) with an other version of Duran Thunder strike !
(Analyze well the sequences bind to these spell and you should be able to do the spell you want : ) )
Thanks.

I'll let you all know how it goes.
 

Pharonix

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@Pharonix Hello, this one seems doable :D
Since the TBS 0.76A, there is an ally teleport spell and there is the thunder strike, if you combine both it should do he trick !

First step recreate the skill ally teleport (Lucius spell) but for the restriction scope, do not use "allies" but "actorId(ID)" where ID is your dog actor so only he can be selected.

The teleport skill have 2 phases, the first is to select the ally, and the second is the teleport scope, you just have to replace it (second part of the skill) with an other version of Duran Thunder strike !
(Analyze well the sequences bind to these spell and you should be able to do the spell you want : ) )

Very interesting idea by the way, perfect for a summoner or hunter class!
@Chaosicaa
Mind taking a look?

I got it to the point where the target jumps, but it crashes with an error about directionaldmgbonus of null

"catapault": [
"wait: 60",
"save_entities: catapault, cursor_battler",
"request_selection: skill(85)",
"call: pre-skill",
"wait: 10",
"jump_to_cell: saved(catapault), cursor_cell",
"play_pose: saved(catapault), atk",
"map_effects: {aoe}-user_cell, saved(catapault), 298",
"call: post-skill"
],
 

Lecode

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"map_effects: {aoe}-user_cell, saved(catapault), 298"
The second parameter is wrong. "map_effects" requires a keyword that'll refer to an object. (skill or item).
"saved(catapault)" here is an array of entities (in that pratical case, it's an array containing only the selected ally).
Use skill(ID) instead, or current_obj. Selects the object that is supposed to deal the damage.

EDIT: Btw, nice idea. I'm happy to see the multi selection add-on being used in such an interesting way.
 

Pharonix

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The second parameter is wrong. "map_effects" requires a keyword that'll refer to an object. (skill or item).
"saved(catapault)" here is an array of entities (in that pratical case, it's an array containing only the selected ally).
Use skill(ID) instead, or current_obj. Selects the object that is supposed to deal the damage.

EDIT: Btw, nice idea. I'm happy to see the multi selection add-on being used in such an interesting way.

I wasn't sure if current_obj would target the guy launching the ally or not.

I need the aoe damage to originate where the launched character lands.
 

Lecode

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@Pharonix :
You can take a look at the sequence documentation page, to know about the right parameters to use :).
The first parameter of "map_effects" is the area of effects. You requested a selection with skill ID 85, so, the AoE of that skill will be used.
About that, the "-user_cell" part won't work as intended because the user here is the caster, not the ally called. Instead, define the wanted AoE of that skill than use aoe_options: exclude_center
 

Pharonix

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@Pharonix :
You can take a look at the sequence documentation page, to know about the right parameters to use :).
The first parameter of "map_effects" is the area of effects. You requested a selection with skill ID 85, so, the AoE of that skill will be used.
About that, the "-user_cell" part won't work as intended because the user here is the caster, not the ally called. Instead, define the wanted AoE of that skill than use aoe_options: exclude_center
I'm getting closer.

EDIT:

I got it working, but the further the "Jump" distance, the uh, slower they go.

EDIT2: broke it now.
It used to show aoe on destination cell, but IDK what I did.

And teleport doesn't work on an actor that was summoned.
 
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Pharonix

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how do i set aoe to enemies or allies only.
Also I'd like to mark some skills to not show a startup animation.
 
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deykuzor

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First time I've ever felt the need to post something despite owning a license to RMMV for about 2 years. Lecode, the LeTBS has been ingenious for some very intriguing experiments with turn based mechanics, and because it's still being worked on, I've been hesitant to make any requests. (That and Pharonix has been literally asking half the things on my mind for the past four days on his own):

Is there a way to save the attack type, and involved entities as a variable or set of variables (as in when selecting an enemy to use a skill or basic attack on), and instead of playing the animation out on the battle scene, call a common event to allow me to call a custom animation? I would think the jankiest way I could accomplish this is pass a variable for the attack, the enemy and the actor, force the old battle system to load, and force the sequence of attacks loaded by the variable before returning to the TBS scene and updating the MP/HP bars.... I'm currently trapped in a ramen shop so forgive me if I'm not thinking of a solution myself that is rather obvious.
 

ShawnBaxe

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Hmmm...I'm super frustrated right now. I installed the plugin...set things up the way it was described in the manual...double-checked with the demo project (which ran fine btw.). Couldn't find any issues (notetags, even descriptions etc.).

Now when I try to start a battle, I get the following error:

Code:
TypeError: Cannot read property 'position' of undefined
at Sprite_TBSEntityAnimation.updatePosition (/D:/Games/Thalestria/js/plugins/LeTBS.js:987)
    at Sprite_TBSEntityAnimation.setup (/D:/Games/Thalestria/js/plugins/LeTBS.js:983)
    at TBSEntity_Sprite.newAnimation (/D:/Games/Thalestria/js/plugins/LeTBS.js:8939)
    at TBSEntity.newAnimation (/D:/Games/Thalestria/js/plugins/LeTBS.js:8671)
    at Function.BattleManagerTBS.placeNextEnemy (/D:/Games/Thalestria/js/plugins/LeTBS.js:2217)
    at Function.BattleManagerTBS.processEnemyPositioning (/D:/Games/Thalestria/js/plugins/LeTBS.js:2194)
    at Function.BattleManagerTBS.processPositioningPhase (/D:/Games/Thalestria/js/plugins/LeTBS.js:2048)
    at Function.BattleManagerTBS.startBattle (/D:/Games/Thalestria/js/plugins/LeTBS.js:1709)
    at Scene_Battle.start (/D:/Games/Thalestria/js/plugins/LeTBS.js:1051)
    at Scene_Battle.start (/D:/Games/Thalestria/js/plugins/LeTBS_WinConditions.js:116)

I'm so bored with the side view battle system(s)...which are pretty much "press enter" 90% of the time...so I wanted to use your TBS, because it looks great!
 

Pharonix

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Hmmm...I'm super frustrated right now. I installed the plugin...set things up the way it was described in the manual...double-checked with the demo project (which ran fine btw.). Couldn't find any issues (notetags, even descriptions etc.).

Now when I try to start a battle, I get the following error:

Code:
TypeError: Cannot read property 'position' of undefined
at Sprite_TBSEntityAnimation.updatePosition (/D:/Games/Thalestria/js/plugins/LeTBS.js:987)
    at Sprite_TBSEntityAnimation.setup (/D:/Games/Thalestria/js/plugins/LeTBS.js:983)
    at TBSEntity_Sprite.newAnimation (/D:/Games/Thalestria/js/plugins/LeTBS.js:8939)
    at TBSEntity.newAnimation (/D:/Games/Thalestria/js/plugins/LeTBS.js:8671)
    at Function.BattleManagerTBS.placeNextEnemy (/D:/Games/Thalestria/js/plugins/LeTBS.js:2217)
    at Function.BattleManagerTBS.processEnemyPositioning (/D:/Games/Thalestria/js/plugins/LeTBS.js:2194)
    at Function.BattleManagerTBS.processPositioningPhase (/D:/Games/Thalestria/js/plugins/LeTBS.js:2048)
    at Function.BattleManagerTBS.startBattle (/D:/Games/Thalestria/js/plugins/LeTBS.js:1709)
    at Scene_Battle.start (/D:/Games/Thalestria/js/plugins/LeTBS.js:1051)
    at Scene_Battle.start (/D:/Games/Thalestria/js/plugins/LeTBS_WinConditions.js:116)

I'm so bored with the side view battle system(s)...which are pretty much "press enter" 90% of the time...so I wanted to use your TBS, because it looks great!
did you make sure to use events with the tags
<Actor Cell>
<Enemy Cell>

This looks like an event placing error.
 

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