Lecode Tactical Battle System 0.77.2B

sim22x

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Hi. I'm having a little bit of a problem. I'm not sure what's wrong exactly. Here is what it says in the console. This pops up as soon as the battle starts to load.

TypeError: Cannot read property 'position' of undefined
at Sprite_TBSEntityAnimation.updatePosition (LeTBS.js:867)
at Sprite_TBSEntityAnimation.setup (LeTBS.js:863)
at TBSEntity_Sprite.newAnimation (LeTBS.js:8720)
at TBSEntity.newAnimation (LeTBS.js:8467)
at Function.BattleManagerTBS.placeNextEnemy (LeTBS.js:2107)
at Function.BattleManagerTBS.processEnemyPositioning (LeTBS.js:2084)
at Function.BattleManagerTBS.processPositioningPhase (LeTBS.js:1938)
at Function.BattleManagerTBS.startBattle (LeTBS.js:1603)
at Scene_Battle.start (LeTBS.js:931)
at Scene_Battle.start (LeTBS_WinConditions.js:116)
https://forums.rpgmakerweb.com/inde...a-14-06-live-update.71572/page-42#post-778758
 

Pharonix

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Would it or will it be possible to use a variable for actor cell

Using Hime's party script, I was able to find a way to get an actor's Id from the script calls, (from a secondary party).
Would it be possible to bind this to say \v[300]
then when i create a cell use <Actor Cell: \v[300]> or <Actor Cell: v[300]>
to call that very specific character.

I have an idea to "Split up the party" but have them fight on the same map (like one team is ground level, the other is top level.
It would also work to have like "Support" units that don't normally appear in party, but are there when you fight.


EDIT: I guess I'm pretty awesome:
add this:
else if (note.match(/<Var Cell\s?:\s?(.+)>/i)) {
data.type = "actor";
var varcellval = Number(RegExp.$1);
data.fixed = $gameVariables.value(varcellval);
}

to BattleManagerTBS.createStartCells
after

else if (note.match(/<Actor Cell\s?:\s?(.+)>/i)) {
data.type = "actor";
data.fixed = Number(RegExp.$1);
}

Then use the notetag <Var Cell: 501>
instead of <Actor Cell> etc.
And it will pull the Value of variable 501 into the cell.
So if you set 501 to 18, before the battle, then Actor 18 will be pulled in.

This would actually be helpful for players that want to change an assist unit, you store the id of the assist into this variable, then you can change it on the fly in the menu and it will update in the next battle.

EDIT: anyone wanting to use this, be very careful when adding it. I won't take responsibility for broken scripts. :)

EDIT2: Update: Turns out The system is robust enough that if <Actor Cell: 0> is used, it treats it as a normal cell. No errors. Same for uninitialized variables.
 
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sim22x

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When we will see 0.77 version? :rswt
 

Pharonix

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When we will see 0.77 version? :rswt
It depends on how busy Lecode is, and how much he's adding to the new version.
It could be today, tomorrow, next week or even next month. Lecode will fill us in when he has a planned release date.
 

Pharonix

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Found a fun way around the 8 enemy limit.

upload_2017-10-11_16-14-56.png

Under BattleManagerTBS.processPositioningPhase, there is a line
this._enemiesToPositionate.push(mem);

I copied this line to be
this._enemiesToPositionate.push(mem);
this._enemiesToPositionate.push(mem);

What this does is cause the LETBS system to add an enemy from a troop TWICE.
I plan on using this until a real fix for large troops is added.

But this works for now for me.

Working now to see if i can use a variable to determine how many copies it adds

Will update with results :)

Got it working.
I declared
var LETBSDouble =0;
at the top of LETBS.js
and added

this._enemiesToPositionate.push(mem); (original Call)
if (LETBSDouble === 1)
{
this._enemiesToPositionate.push(mem);
}
if (LETBSDouble === 2)
{
this._enemiesToPositionate.push(mem);
this._enemiesToPositionate.push(mem);
}
if (LETBSDouble === 3)
{
this._enemiesToPositionate.push(mem);
this._enemiesToPositionate.push(mem);
this._enemiesToPositionate.push(mem);
}

Then i just control
LETBSDouble with script calls

Example:

upload_2017-10-11_16-37-59.png
When 2x (LETBSDouble =1) the troop has 2x the enemies
3x (LETBSDouble = 2) the troop has 3x the enemies
4x (LETBSDouble = 3) the troop has 4x the enemies.

This means I can turn on and off more enemies whenever I want.
So that story Line where you have 1 boss enemy, you don't need to worry about having 2 bosses :)
 
Last edited:

Lecode

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When we will see 0.77 version? :rswt
When it'll be ready.
Right now I have no choice but to plan releases according to my deadlines fixed on my ******* page. Currently I garantee one major update every two months. I don't have the luxury to do more than that by now.
Studies come first, IRL duties, commissions, then my baby LeTBS. As much as I enjoy working on it, I would like to have more disponibility for it but reality is what it is.

And the next version is huge. I don't even finished working on the core that I plan to improve the demo and write the help for each of my plugins.
You guys are going to enjoy it.

Using Hime's party script, I was able to find a way to get an actor's Id from the script calls, (from a secondary party).
Would it be possible to bind this to say \v[300]
then when i create a cell use <Actor Cell: \v[300]> or <Actor Cell: v[300]>
to call that very specific character.
In the next version with the rewrite of the tag parsing, you will be able to evaluate the data in pretty much anything.
 

TonytheHylian

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Found a fun way around the 8 enemy limit.
Just curious, did you test a battle with this method? Because for me when I defeat an enemy 2 of them die instead of just the one.
 

Pharonix

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Just curious, did you test a battle with this method? Because for me when I defeat an enemy 2 of them die instead of just the one.
I didn't have a lot of time to test. Good to know.
I'll look into it in the morning I'll see if I can figure something out. Or we'll just need to wait for Lecode.


I got FlipelyFlip's more enemies script working.
if anyone wants to use that, I can help out with any errors.

upload_2017-10-12_8-44-48.png
upload_2017-10-12_8-48-5.png
 
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TonytheHylian

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I got FlipelyFlip's more enemies script working.
if anyone wants to use that, I can help out with any errors.
How did you get it to work? I use FlipelyFlip'sMultipleTroops plugin but keep getting an "undefined is not a function" error.
Do I need to put the plugin in a certain place on the list?
 

Pharonix

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T heres an if statement that says if enemy.noenemy

Delete this if else statement and use just the part from the else branch

Enemy.noEnemy()
Is invalid
 

TonytheHylian

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Heck yeah! Thanks man. I really appreciate it.
 

Pharonix

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Heck yeah! Thanks man. I really appreciate it.
No prob

For more fun, you should be able to use Yanfly's Swap enemies
Then create a dummy and add a few random enemies to it,

Then you can use
<add troop: 71,71,71,71,71,71>
(Yes, using the same troop works, and it doesn't cause multiples to die.)
So the above would add 48 dummy's to the game, which Yanfly's would then convert to the randomly selected enemy.


UPDATE for you.

Yanfly + Flip works great.
Created a swap enemy, set to enemies 1,18,20 (bat, slime, chimera)
Then used <add troop: 71,71,71,71,71,71>
It added multiple copies of each enemy to the battle.
13 slimes
24 chimera
11 bat

upload_2017-10-13_8-33-11.png
upload_2017-10-13_8-34-47.pngupload_2017-10-13_8-34-32.pngupload_2017-10-13_8-34-12.png
 
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Pharonix

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Okay so I found that using a character with no weapon crashes the system.
 
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Hello!

First of all I want to thank you for creating this plugin. It’s exactly what I needed and incredibly easy to use. I’m really grateful.

However, I ran into some problems:
  • Command Window: Doesn’t appear when battle takes place away from the top left of the map
  • TBS Events: Simply doesn’t work for me. Am I missing something? (I also tried it out with different trigger types.)
Screenshot_388.png
  • Actors walk UNDER dead enemies instead of OVER them.
I also have some suggestions:
  • At Battle Start: Centering “Are you sure?” text instead of aligning it to the left
  • Status Window: Instead of centering the name, make it align the same way as the HP/MP bar. (Long names get covered by the status image)
  • Ability to undo move command
  • Different frame color for active ally/active enemy in turn order
  • Self-Starting battles: Pre-defining everyone’s locations without having to confirm “Start Battle”. Skip display of “Battle Start” and win conditions. (This would be incredibly useful for a very first tutorial battle and/or other small battles.) (Extra: Instead of specific actors, take party formation into account. For example it would start with Party member 1 and 4.)

And last but not least, a general question:
  • Is there a more elegant method to move the battle to a different map? I can’t get the transfer and battle transition to work together nicely.
Screenshot_387.png

Again, thank you very much for making this and I appreciate any help!
 

mojoaa13

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I'm using a custon set of icons and I've managed to change over all the icons except one.
How do I change the icon before "Start Battle" in the screenshot?
 

Pharonix

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I'm using a custon set of icons and I've managed to change over all the icons except one.
How do I change the icon before "Start Battle" in the screenshot?
It looks like it's hard-coded as icon 77

Look in LETBSWindows.js for a line that says this.drawIcon(77, x, 0);
change 77 to whatever icon ID.
You can get this ID from the icon editor in the database.
Theres 16 icons per row, however, it starts at index 0,
so the last column goes
15-31-47-63-79
upload_2017-10-16_8-58-45.png
upload_2017-10-16_9-1-54.png
 

mojoaa13

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It looks like it's hard-coded as icon 77

Look in LETBSWindows.js for a line that says this.drawIcon(77, x, 0);
change 77 to whatever icon ID.
You can get this ID from the icon editor in the database.
Theres 16 icons per row, however, it starts at index 0,
so the last column goes
15-31-47-63-79
View attachment 73878
View attachment 73879
Thanks! That did the trick.
 

Pharonix

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Weird,

My Thunder Strike skill doesn't work if I exclude the center of the AOE.
If i exclude center or the user, they just move to the cell and nothing happens.

EDIT:

Had to replace
"map_effects: {aoe}-user_cell, current_obj, obj_anim"
with
"effects: {aoe}_enemies, current_obj, obj_anim",
 
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xxshiolinxx

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This plugin is amazing ! Im a huge fan of the shining force games and with this plugin i can finally make my own epic adventure !
 

Defacto1769

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This looks awesome. I played the demo and I’m really impressed. Has anyone finished a project with this or has anyone made decent progress? I would love to play it!
 

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