Lecode Tactical Battle System 0.77.2B

Lecode

(─‿‿─)
Veteran
Joined
Dec 18, 2013
Messages
490
Reaction score
659
First Language
French
Primarily Uses
N/A
We're close to 0.7 guys! :)

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!
Not yet, as far as I know. In the ToU I asked to contact me if LeTBS is going to be used on a serious/commercial project. So far the ones who contacted me have still their projects under work.
But personally I'd really like to make a serious RPG game with it. Ultimately I'm going to make it.

TBS Events: Simply doesn’t work for me. Am I missing something? (I also tried it out with different trigger types.)
I don't really have the energy right now to see what's wrong in your setup. As far as I know TBS events work well on the latest demo. So it's likely that something is wrong in your setup. Note that the next version is centered on eventing so you might be higly interested.

Actors walk UNDER dead enemies instead of OVER them.
Noted. But, I suppose you used a tag or an option to allow actors to walk over dead battlers, isn't it ?
 

moldy

Veteran
Veteran
Joined
Nov 15, 2015
Messages
193
Reaction score
29
First Language
English
Primarily Uses
We're close to 0.7 guys! :)


Not yet, as far as I know. In the ToU I asked to contact me if LeTBS is going to be used on a serious/commercial project. So far the ones who contacted me have still their projects under work.
But personally I'd really like to make a serious RPG game with it. Ultimately I'm going to make it.


I don't really have the energy right now to see what's wrong in your setup. As far as I know TBS events work well on the latest demo. So it's likely that something is wrong in your setup. Note that the next version is centered on eventing so you might be higly interested.


Noted. But, I suppose you used a tag or an option to allow actors to walk over dead battlers, isn't it ?
Would the side effects system be making an appearance in this iteration? :)
 

phamtruong1992

Green Dragon
Veteran
Joined
Nov 22, 2015
Messages
200
Reaction score
230
First Language
English
Primarily Uses
RMMV
Can we enlarge the scale of each grid? Like in this video, he use the engine's default 48px grid, but if my project resolution is higher, and requires the grids have to be 64px, 96px or more, can this plugin handle that? (Sorry if my question is silly cause i haven't had time to look into this plugin that much)
 

Isabella Ava

Veteran
Veteran
Joined
Sep 13, 2016
Messages
635
Reaction score
756
First Language
English
i am really curious, can we make game similar to Final fantasy tactic with Lecode Tactic system?
Some command like "Jump" , "Steal" , "Aim Leg" , "Aim Arm" , "Frog" , "Dual Sword" , "Confusion" ..
 

Chaosicaa

Veteran
Veteran
Joined
Dec 22, 2016
Messages
95
Reaction score
122
First Language
French
Primarily Uses

Lecode

(─‿‿─)
Veteran
Joined
Dec 18, 2013
Messages
490
Reaction score
659
First Language
French
Primarily Uses
N/A
Would the side effects system be making an appearance in this iteration? :)
Some parts of it. Not the full functionality but you will be able to do some cool affects with eventing and conditional triggering.
For example you can call a common event every time Harold ends its turn, and force an action.
I also added many plugin commands for more freedom and customized effects.
 

RPGSteve

Warper
Member
Joined
Mar 15, 2017
Messages
3
Reaction score
0
First Language
english
Primarily Uses
RMMV
Hey everyone. I just wanted to say this battle plug in is EXACTLY what I've been looking for!! I'm incredibly excited to use it, however, I'm terrible at coding, and very, very new to rpgmaker MV, so I'm having a lot of trouble getting it to work. Everything that I’ve done so far is;

1. Copied over all the required plug ins, and put them in order.
2. Copied over all the img files.
3. Made a battle map with the 249 region restrictions.
4. Added two <enemy cell> to it.
5. Added two <actor cell> to it.
6. Copied over the party member notetags for both of my current party members;
Main;
<letbs>
use_character
auto_turn_order_face
auto_status_sprite
move_points: 4
has_no_corpse
</letbs>

Second character;
<letbs>
use_character
auto_turn_order_face
auto_status_sprite
move_points: 3
has_no_corpse
</letbs>
7. Made a 'bat' enemy, and copied the notetags for the bat from the demo file. I then made a troop with it in there.
8. Copied over the 'start battle' sequence transition (including enabling LBS via plug in command etc) from the crystal in the demo, making sure to use a correct teleport location onto the battle map and ememy processing (I loaded the troop with the bat and the notetags.)

Now, whenever I transition to battle I'm getting the message;

TypeError
Undefined is not a function

I realise I’m probably missing something very simple, but I’ve tried consulting the documentation, and while I understood some of it, a lot of it doesn’t make any sense to me what-so-ever.

I would highly appreciate any help in getting this up and running, even to a basic level. I'm overflowing with ideas for story, but I've been waiting for the correct battle plug in before I really sank my teeth into a project, and this is exactly what I wanted. So thank you Lecode, I'll be signing up to be a patron very soon!
 

Lecode

(─‿‿─)
Veteran
Joined
Dec 18, 2013
Messages
490
Reaction score
659
First Language
French
Primarily Uses
N/A
@RPGSteve : Show me your logs. Open the console once the game starts by pressing F8 and tell me what the log says.
 

mojoaa13

Villager
Member
Joined
Dec 25, 2014
Messages
23
Reaction score
17
Primarily Uses
Hey everyone. I just wanted to say this battle plug in is EXACTLY what I've been looking for!! I'm incredibly excited to use it, however, I'm terrible at coding, and very, very new to rpgmaker MV, so I'm having a lot of trouble getting it to work. Everything that I’ve done so far is;

1. Copied over all the required plug ins, and put them in order.
2. Copied over all the img files.
3. Made a battle map with the 249 region restrictions.
4. Added two <enemy cell> to it.
5. Added two <actor cell> to it.
6. Copied over the party member notetags for both of my current party members;
Main;
<letbs>
use_character
auto_turn_order_face
auto_status_sprite
move_points: 4
has_no_corpse
</letbs>

Second character;
<letbs>
use_character
auto_turn_order_face
auto_status_sprite
move_points: 3
has_no_corpse
</letbs>
7. Made a 'bat' enemy, and copied the notetags for the bat from the demo file. I then made a troop with it in there.
8. Copied over the 'start battle' sequence transition (including enabling LBS via plug in command etc) from the crystal in the demo, making sure to use a correct teleport location onto the battle map and ememy processing (I loaded the troop with the bat and the notetags.)

Now, whenever I transition to battle I'm getting the message;

TypeError
Undefined is not a function

I realise I’m probably missing something very simple, but I’ve tried consulting the documentation, and while I understood some of it, a lot of it doesn’t make any sense to me what-so-ever.

I would highly appreciate any help in getting this up and running, even to a basic level. I'm overflowing with ideas for story, but I've been waiting for the correct battle plug in before I really sank my teeth into a project, and this is exactly what I wanted. So thank you Lecode, I'll be signing up to be a patron very soon!
Could be a number of things, but have you copied over all the animations to your project?

There are several additional animations in the demo that are not included in with a new project that are needed for the plugin(s) to execute successfully. A couple of these animations are required at the start of the battle. You could customize the config file, but its probably easier to just copy over the animations initially.
 

RPGSteve

Warper
Member
Joined
Mar 15, 2017
Messages
3
Reaction score
0
First Language
english
Primarily Uses
RMMV
@mojoaa13 I did indeed copy those over :)

@Lecode Here you go. I realised I was missing a few of your plug ins (I only had one of the rhyme map ones etc) I doubled checked this time, and I have them all, now this is the error;
 

Attachments

Last edited:

Pharonix

Shadow Walker
Veteran
Joined
Apr 22, 2012
Messages
764
Reaction score
357
First Language
English
Primarily Uses
RMMV
@mojoaa13 I did indeed copy those over :)

@Lecode Here you go. I realised I was missing a few of your plug ins (I only had one of the rhyme map ones etc) I doubled checked this time, and I have them all, now this is the error;
Looks like skill animation error
Screen focus animations always throw this error.
You'll need to change these to Center or Feet or Head.
(For now until Lecode fixes this.)
 

RPGSteve

Warper
Member
Joined
Mar 15, 2017
Messages
3
Reaction score
0
First Language
english
Primarily Uses
RMMV
Ok great, thank you. The issue was poison bite was trying to use a skill animation I had in a different slot. I now have it semi-working. Thank you for the help :)
 
Last edited:

moldy

Veteran
Veteran
Joined
Nov 15, 2015
Messages
193
Reaction score
29
First Language
English
Primarily Uses
Some parts of it. Not the full functionality but you will be able to do some cool affects with eventing and conditional triggering.
For example you can call a common event every time Harold ends its turn, and force an action.
I also added many plugin commands for more freedom and customized effects.
Iiinteresting. I like the sound of that. Will the complete version allow us to fluidly customize our own passives like before? If so, I await eagerly :D
 

Lecode

(─‿‿─)
Veteran
Joined
Dec 18, 2013
Messages
490
Reaction score
659
First Language
French
Primarily Uses
N/A
@moldy : Well, you'll be able to attach common events to battlers, equipment, and states so basically you'll be able to create passives just like in the original plugin.
 

Xelion

Veteran
Veteran
Joined
Apr 18, 2012
Messages
88
Reaction score
115
First Language
Spanish
Hi, I've been lurking around for some time, specially on this thread because this plugin's awesome.
I'm testing it right now and I've found an error:

If you rename a character, the plugin will look for a file named as his new name. I didn't find any tag to force it to have a fixed name. You could add something similar to "character_name: string" for that.
What I mean is:
-Character is named Xelion and I'm using a custom status sprite which should be Xelion.png.
-Everything works fine, but now I use the Name Input Processing and rename him as Xelionci, so now in battle the game will look for a Xelionci.png instead, crashing the game.
-Solution would be to have a tag to fix the status sprite name. For example, to Character1.png

This was probably mentioned before and you may already be considering it but in case you aren't:
A nice feature for next updates would be to be able to see the enemies' and parties' stats in battle and also attack preview window before acting like in Fire Emblem, FF Tactics (showing how much damage and the % of success of the chosen action, your and the victim's HP and maybe other relevant data).

Thanks for making this plugin Lecode, it's really good!
 

mojoaa13

Villager
Member
Joined
Dec 25, 2014
Messages
23
Reaction score
17
Primarily Uses
@Xelion You should be able to use the following to do what you want.
  • sprite_name: string
    Set the battler's filename. By default it's equal to his name in the database.
  • sprite_config: config_id
    Set the battler sprite configuration id.
Look at the Great Mago enemy in the demo for usage examples.
 

Xelion

Veteran
Veteran
Joined
Apr 18, 2012
Messages
88
Reaction score
115
First Language
Spanish
@Xelion You should be able to use the following to do what you want.
  • sprite_name: string
    Set the battler's filename. By default it's equal to his name in the database.
  • sprite_config: config_id
    Set the battler sprite configuration id.
Look at the Great Mago enemy in the demo for usage examples.
That worked like charm, thanks! Should have looked at the demo instead of trying it in my project =)
 

mojoaa13

Villager
Member
Joined
Dec 25, 2014
Messages
23
Reaction score
17
Primarily Uses
I'm using larger battlers and I'm noticing that the perspectives are wrong. Battlers that should appear underneath are not. Any thoughts why?
 

swickster

Villager
Member
Joined
Nov 8, 2012
Messages
28
Reaction score
5
Primarily Uses
I set up a simple battle, one battler, one enemy. I'm getting "undefined is not a function.
undefined.jpg
Edit: Nvm I'm an idiot I figured it out.
 
Last edited:

Users Who Are Viewing This Thread (Users: 0, Guests: 2)

Latest Threads

Latest Posts

Latest Profile Posts

He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!

Forum statistics

Threads
106,035
Messages
1,018,459
Members
137,821
Latest member
Capterson
Top