Rem Rem

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I tried to use Chaosicaa's version and common events still are not working :(
 

Chaosicaa

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@Rem Rem Hello, it is very strange, for me it works, can you send a demo of your project to see what's wrong? (You can send in this topic or in PM, I can help : ) )
 

deathsia

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Question, which I did not see the answer to;
Is it possible to use this battle system, and the RPGMaker MV default side battle system ? Somewhat like Ogre Battle on SNES, where the tactical battle system was used to move around a map, and the side view battle system was where the actual fighting took place. Each "Unit" on the tactical map would actually represent a full team(say 3-5 units), and when close enough on the tactical map, could engage an opponent in the side view map.

I am guessing this battle system replaces the default system and this is not possible, but thought I'd ask just in case.

It is STILL possible to use a sideview combat system but you will have to use Yanfly's plugins to make this happen. I happen to know for a fact that Yanfly's sideview combat system runs flawlessly with this as far as I can tell.

@Lecode

8956ce9f50.jpg


All foes are dead and I'm still stuck in combat. The event two tiles to right of the actor wearing the hat is an event that had the following inside of it:

ae1bc2385c.png


Idk what's going haywire here but that event is NOT triggering and I'm stuck in battle forever it seems...

EDIT: Even WITHOUT that end battle event there I'm stuck in battle forever, I smell a bug. >.<

These are the victory conditions I have set for this battle:

◆Plugin Command:LeTBSWinCds Clear
◆Plugin Command:LeTBSWinCds Add Defeat All
◆Plugin Command:LeTBSWinCds Add Prevent ActorDeath 61
◆Plugin Command:LeTBSWinCds Add Prevent ActorDeath 62

Perhaps the bug has something to do with the prevent actor death conditions?

UPDATE: Just tested the battle without the prevent actor death conditions and it ended as normal! I think you've got a bug to squash in your victory conditions Lecode.:ywink:
 
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A_Solid_Lad

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Here's a glitch for you, the entire plugin. I've gone to your git hub followed your instructions and got all your plugins in, yet it still won't work. It throws errors at random and battles don't even work. Instead of being an actual battle, my fps drops to about 8 and the screen fades in and out and glitches around the map. I've even tried using the demo project, but the same error keeps happening. I advise you avoid this plugin and look for another one, or just wait until the glitches are fixed or someone else makes one, but right now this plugin is unusable.
 

mark0h

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I am sure this has been answered, but I tried searching this thread and came up with nothing.

How do you get the tag "use_character" to use the sv attack motions for the weapon equipped? For example, the sword swing when equipped with a sword.
 

Pharonix

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I hope I got everybody. I'm such a slacker

@Rem Rem: Yes, please send us your project

@deathsia: shouldn't that be a parallel event. It is action button triggered, meaning it does not run automatically.


@A_Solid_Lad: We can't help at all unless we see the errors. The biggest one is not copying ALL the animations from the demo files.
Another one is missing <Actor Cell> and <Enemy Cell> tagged entities.
Yet another is not having the graphics correct.

@mark0h: You will need to animate that yourself by creating a sprite sheet for attack: with up, left, right, down graphics. Then you need to set up a config for it in the config file.
like the sample Angela:


"Angela": [
["idle", "_idle", 1],
["move", "_move", 4],
["cast", "_cast", 1],
["charge", "_cast", 1],
["atk", "_atk", 4],
["hit", "_hit", 1],
["dead", "_dead", 1],
["turn_start", "_victory", 5],
["victory", "_victory", 5]
],
the first part indicates the stance the second the suffix, the third is the number of frames

So for attack and sideview there'd be a line for
["atk", "_atk_sv", 3],
and you would have a file called actor_atk_sv.png
 

Pharonix

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Now a question of my own

I want to make a skill called meteorstorm
And have it function like firestorm only it gets called 100 times and attacks a wide aoe

Now, i need the skill to end after cast and have the effects continue during battle, so if a character moves into the aoe scope, he has a chance to be attacked.
Not sure if possible...
 

Lecode

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UPDATE: Just tested the battle without the prevent actor death conditions and it ended as normal! I think you've got a bug to squash in your victory conditions Lecode.
Noted. All glitches related to eventing should be fixed with the next update.

Here's a glitch for you, the entire plugin. I've gone to your git hub followed your instructions and got all your plugins in, yet it still won't work. It throws errors at random and battles don't even work. Instead of being an actual battle, my fps drops to about 8 and the screen fades in and out and glitches around the map. I've even tried using the demo project, but the same error keeps happening. I advise you avoid this plugin and look for another one, or just wait until the glitches are fixed or someone else makes one, but right now this plugin is unusable.
If you set up everything properly the game should work fine, as it is for all, if not most people here. Download the demo and you'll se by yourself. If you only find glitches on your sides it means something is wrong in your settings.

@deathsia: shouldn't that be a parallel event. It is action button triggered, meaning it does not run automatically.
No, only the "trigger_type" matters here.

How do you get the tag "use_character" to use the sv attack motions for the weapon equipped? For example, the sword swing when equipped with a sword.
LeTBS doesn't use the sideview motions. Exactly because LeTBS isn't...a side-view based battle system. Use custom graphics with the motions you want. Look at Duran and Angela for instance.
 

cleriyou

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On which occasions especially ? You can force actions using eventing.
If I say like the magic: the gathering instant speed mechanic, even thought i feel is pretty much impossible.
 

Lecode

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Now, i need the skill to end after cast and have the effects continue during battle, so if a character moves into the aoe scope, he has a chance to be attacked.
Not sure if possible...
With the next update that will be easily doable using eventing. But landing a mark and triggering a sequence would do the trick too.
I've been thinking on allowing auras and marks to call sequences on the triggered entity so I'll add that on the next update too.

If I say like the magic: the gathering instant speed mechanic, even thought i feel is pretty much impossible.
I don't understand what you're trying to achieve. See if the new eventing system will help.
 

cleriyou

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With the next update that will be easily doable using eventing. But landing a mark and triggering a sequence would do the trick too.
I've been thinking on allowing auras and marks to call sequences on the triggered entity so I'll add that on the next update too.


I don't understand what you're trying to achieve. See if the new eventing system will help.
What i try to do is a card game in the mechanic of Phantasy star online : ep3 CARDS revolution(summon creature, move creature and attack with creature). I also try to make a grid in the window at the bottom(to use as your hand).
 

Lecode

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@cleriyou : So you want to control the summons remotely ? Then using force action is definitely the way to go.
I don't know if you can achieve that as for now without bugs but in the next update you will be able too without issue. And I added many more plugin commands to control entities on demand. Make them move to reach a specific point or aother entity, for example.

@deathsia : I have a quick fix for you.
Open the add-on LeTBS_WinConditions.js and look for the function LeTBSWinCds.checkVictory. Replace it with:
Code:
LeTBSWinCds.checkVictory = function () {
    var nbrSuccess = 0;
    var goalSuccess = this.getConditionTexts().length;
    if (this._defeatAll && $gameTroop.isAllDead())
        nbrSuccess++;
    this._defeatAllEnemies.forEach(function (enemyId) {
        var entities = BattleManagerTBS.getEntitiesWithEnemyId(enemyId);
        if (entities.every(function (ent) { return ent.battler().isDead(); }.bind(this))) {
            nbrSuccess++;
        }
    }.bind(this));
    this._defeatXEnemies.forEach(function (info) {
        var nbr = info[0];
        var enemyId = info[1];
        var nbrDeath = 0;
        var entities = BattleManagerTBS.getEntitiesWithEnemyId(enemyId);
        entities.forEach(function (ent) {
            if (ent && ent.battler().isDead())
                nbrDeath++;
        }.bind(this));
        if (nbrDeath >= nbr)
            nbrSuccess++;
    }.bind(this));
    this._defeatFlaggedEntities.forEach(function (info) {
        var flagId = info[0];
        var entity = BattleManagerTBS.getFlaggedEntity(flagId);
        if (entity && entity.battler().isDead())
            nbrSuccess++;
    }.bind(this));
    this._flagCds.forEach(function (info) {
        var flagId = info[0];
        if (this._flags[flagId])
            nbrSuccess++;
    }.bind(this));
    this._preventActorsDeath.forEach(function (actorId) {
        var entity = BattleManagerTBS.getEntityWithActorId(actorId);
        if (entity && !entity.battler().isDead())
            nbrSuccess++;
    }.bind(this));
    this._preventEntitiesDeath.forEach(function (info) {
        var flagId = info[0];
        var entity = BattleManagerTBS.getFlaggedEntity(flagId);
        if (entity && !entity.battler().isDead())
            nbrSuccess++;
    }.bind(this));
    return nbrSuccess === goalSuccess;
};

In the last update the process of checking victory changed in the core and the add-on didn't follow. Give it a try, I'm not sure it'll work as you don't have the same working version as mine. If it doesn't then you'd have to wait for the next update :/.
 

almarim

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Nice plugin :)
 
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Pharonix

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I don't even use the Win Condition tags.
I use parallel events to check Optional loss
and use win/loss branching to handle whether the battle is won.

Actually I lied, I only use defeat enemies. My bad
 

sim22x

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I have a problem :(

Okay, let's try:

1) Add plugins - done

h4Lmn5J.png


2) Create folders and prepare images - done (copy&paste from demo LeTbs 076 )

3) Create hero - done

9Y8K2Xl.png


4) Create monster - done

qohAV6A.png


5) Create skill - done (Harold and bat have this skill)

hIbVzWL.png


6) Create battle map - done (upper event note - <Actor Cell>, lower event note - <Enemy Cell>)

lbpBjGb.png


7) Create event - done

M7xEdYr.png


8) Start battle - what I did wrong?

QLo5Lzq.png
 

Lecode

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@sim22x : You are missing a lot of plugins, like LeTBS_Commands.
And you didn't set up any win condition.
Did you download the demo ?

I use parallel events to check Optional loss
and use win/loss branching to handle whether the battle is won.
The add-on is supposed to avoid you doing that every time. And it shows the list of goals
at the battle start.
 

sim22x

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@sim22x : You are missing a lot of plugins, like LeTBS_Commands.
And you didn't set up any win condition.
Did you download the demo ?

But they are not core plugins...
Yeah demo work perfect.

Okey, new plugin list:

COatYr2.png


Win condition:

IcCUZmP.png


New error:
C7Wm3gM.png
 

Lecode

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@sim22x : Make sure the "position" of your animation isn't "screen". This may trigger this bug.
It's patched on my side.

EDIT: Actually, from the log it seems like the animation doesn't exist.

But they are not core plugins...
LeTBS_Commands.js is needed. I'll update the doc.
 

sim22x

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Hmm... I deleted my img and js folders then copy folders from demo build and problem doesn't solve.
But when I running demo and creating custom map I haven't error...
Where are you hidden the "position"? I don't understand ;_;
 

Lecode

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When you place your entities on the map, the game is trying to use an animation which doesn't exist.
The demo uses the animation ID 124. If you don't have that animation in your game you'd have
to alter that value using LeTBS.js's plugin parameters.

I'll add these details in the doc so someone else don't get confused again. Thanks for chiming in.

And by "position" I mean that:

If the position of your animation is "screen", you'll get a similar error.
That's a bug in the current version but it's patched on my side.
 
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