Lecode Tactical Battle System 0.77.2B

Lecode

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Great.
Yes, I'll update that page. And I'm going to make the demo more user-friendly too.
 

Isabella Ava

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eer sorry but it look like there is bug right in the demo on your home page
upload_2017-9-28_4-36-35.png
 

Lecode

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Ugh, that live demo is so old and not up to date at all :asad:.
I thought I'd be able to handle frequent update to showcase next features.
Well I'll get it to work soon.
 

posfan12

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I would also like to test the demo once you get it updated. Thanks!
 

hc phoenix

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Is there support for/compatibility with diagonal movement at the moment, or is that in the future? By diagonal movement I mean both animation support and that entities will pathfind using it if it's available.
 

deathsia

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So @Lecode

I'm actully curious about something so I'll ask you here:

If I want a skill to have a map wide range(lets say 60x60 sized map)but require them to be 4 tiles(around the actor)away from the foe they are shooting at to target them, what's the skill formula for that kind of skill? You doc wasn't clear on this.

A primitive way to show you is this:



Basically anything on the blue squares and beyond the actor can shoot ranged attacks at as long as they aren't blocked by an impassable object.
 

Chaosicaa

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@deathsia Hello, this one seems very easy !

Just put that in the skill note box :

<letbs>
scope: square(60,3)
</letbs>

So you will not be able to target enemies that are 3 cells close from you in square and since there is no scope_options: through_obstacles you won't be able to target a foe behind an obstacle!
And the max range will be 60 (actually it is very very very wide and might be laggy, try to reduce maximum range if you want better performances!)
 

Lecode

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Is there support for/compatibility with diagonal movement at the moment, or is that in the future? By diagonal movement I mean both animation support and that entities will pathfind using it if it's available.
The pathfinding can use diagonal movement but I'd have to support the animation. I don't think I'll have enough room for that in the next version.

@deathsia : Yes, use a minimal scope, as Chaosicaa said. And yes, 60 as a range will make you game really laggy.
 

hc phoenix

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@Lecode That's understandable. Whenever you get back around to animations, though, it would also be handy to be able to set an x,y offset for a sprite when playing a pose so that I can have animations larger than the characters while still centering them properly (e.g. sticking out a spear as part of an attack animation).

Also, I wanted to ask: would it be relatively easy to add a template sequence that's called each time the cursor moves? I'd love to be able to write a sequence where the current actor turns their head in the approximate direction of the cursor, since the math for that is pretty simple and I already have the sprites for it lying around.
 

Zer00Hunt

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Whenever I try to start a battle with LeTBS (in my project), I get this on the console:

TypeError: Cannot read property 'position' of undefined
at Sprite_TBSEntityAnimation.updatePosition (LeTBS.js:987)
at Sprite_TBSEntityAnimation.setup (LeTBS.js:983)
at TBSEntity_Sprite.newAnimation (LeTBS.js:8939)
at TBSEntity.newAnimation (LeTBS.js:8671)
at Function.BattleManagerTBS.placeNextEnemy (LeTBS.js:2217)
at Function.BattleManagerTBS.processEnemyPositioning (LeTBS.js:2194)
at Function.BattleManagerTBS.processPositioningPhase (LeTBS.js:2048)
at Function.BattleManagerTBS.startBattle (LeTBS.js:1709)
at Scene_Battle.start (LeTBS.js:1051)
at Scene_Battle.start (LeTBS_WinConditions.js:116)rpg_managers.js:1756 SceneManager.catchExceptionrpg_managers.js:1717 SceneManager.update

I do not know what to do, help me please.
Works well in demo
 
Last edited:

Lecode

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@Zer00Hunt : You are missing an animation. The animation which is called when a battler joins the battlefield.
Check the plugin parameter "Placed Animation" of LeTBS.js. Change the ID as you wish.

@Lecode That's understandable. Whenever you get back around to animations, though, it would also be handy to be able to set an x,y offset for a sprite when playing a pose so that I can have animations larger than the characters while still centering them properly (e.g. sticking out a spear as part of an attack animation).
Yeah, I know what you mean. I did something similar back in VX Ace with my old TBS.

Also, I wanted to ask: would it be relatively easy to add a template sequence that's called each time the cursor moves? I'd love to be able to write a sequence where the current actor turns their head in the approximate direction of the cursor, since the math for that is pretty simple and I already have the sprites for it lying around.
Yes, it wouldn't be hard. I do something similar with the Direction Selector once a battler ends their turn.
 

cleriyou

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Hey is me again, i tried something weird: combine letbs with srd character creator ex . so far it work.. until i go for a fight since the srd character creator doesn't use fixed .png, is there a way to create a png base on my created character?
 

Pharonix

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Hey is me again, i tried something weird: combine letbs with srd character creator ex . so far it work.. until i go for a fight since the srd character creator doesn't use fixed .png, is there a way to create a png base on my created character?
if you use a generator that doesn't use png, you will need to use a program like Photoshop or GIMP and convert it to PNG with transparency.
 

glaucozilla

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Hi! i'm trying to make a line aoe attack (or piercing if you prefer)



But i can't understand how i should put it in the notes.
i tried making an aoe: line(3) but it didn't work.
Everytime i put the option "trough_obstacles" it stops at the first enemy
i made the custom directional target for the four directions. But then it just shows me the top line. i really don't know what to do XD
 

Pharonix

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Hi! i'm trying to make a line aoe attack (or piercing if you prefer)



But i can't understand how i should put it in the notes.
i tried making an aoe: line(3) but it didn't work.
Everytime i put the option "trough_obstacles" it stops at the first enemy
i made the custom directional target for the four directions. But then it just shows me the top line. i really don't know what to do XD
Edit: Few ways
aoe: path
will cause an AOE effect toward your cursor.
so if the target is 3 in front, it will pierce all the way to them.

A better question is, what are you trying to do?
aoe: line(3) should cause a wide area aoe to occur.
you should use a custom aoe

use this:
"pierce_2": {
data_right: "[cx,cy],[cx+1,cy],[cx+2,cy]",
data_left: "[cx-2,cy],[cx-1,cy],[cx,cy]",
data_up: "[cx,cy-2],[cx,cy-1],[cx,cy]",
data_down: "[cx,cy],[cx,cy+1],[cx,cy+2]"
},

This will cause the target and 2 targets behind it to be hit
if you need aoe to go in a specific direction you need data_right/left/down/up
 
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glaucozilla

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Edit: Few ways
aoe: path
will cause an AOE effect toward your cursor.
so if the target is 3 in front, it will pierce all the way to them.

A better question is, what are you trying to do?
aoe: line(3) should cause a wide area aoe to occur.
you should use a custom aoe

use this:
"pierce_2": {
data_right: "[cx,cy],[cx+1,cy],[cx+2,cy]",
data_left: "[cx-2,cy],[cx-1,cy],[cx,cy]",
data_up: "[cx,cy-2],[cx,cy-1],[cx,cy]",
data_down: "[cx,cy],[cx,cy+1],[cx,cy+2]"
},

This will cause the target and 2 targets behind it to be hit
if you need aoe to go in a specific direction you need data_right/left/down/up
still not working :C

it blocks on the first target, here's what i have in the notetag (p.s. it's a weapon)

<letbs>
scope: line(3)
scope_options: through_obstacles
aoe: custom(line_atk_4) //It's the name of custom shape i did before
</letbs>

Using the path works but it's not what i'm looking for becasue it should have a fixed lenght. (i could do a scope with minimum range and aoe:path, but still it fears line of sight)


 

Pharonix

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still not working :C

it blocks on the first target, here's what i have in the notetag (p.s. it's a weapon)

<letbs>
scope: line(3)
scope_options: through_obstacles
aoe: custom(line_atk_4) //It's the name of custom shape i did before
</letbs>

Using the path works but it's not what i'm looking for becasue it should have a fixed lenght. (i could do a scope with minimum range and aoe:path, but still it fears line of sight)


You can't actually put AOE on a weapon,
 

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