Lecode Tactical Battle System 0.77.2B

Imatsu

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Mind telling me which one(s) in particular gave you this issue then?
Healing move: (from lightning storm)
"vibration": [
"call: pre-skill",
"call: vibration_effects, 1",
"call: post-skill"
],

"vibration_effects": [
"effects: 3_battlers_in_{aoe} -user, current_obj, obj_anim",
"wait: 60"

Support move: (from rabbit's jump)
"soulagement": [
"set_frame: user, atk, 0",
"wait: 8",
"map_anim: user_cell, obj_anim",
"play_pose: user, atk",
"map_effects: user_cell, current_obj, obj_anim
 

Pharonix

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Healing move: (from lightning storm)
"vibration": [
"call: pre-skill",
"call: vibration_effects, 1",
"call: post-skill"
],

"vibration_effects": [
"effects: 3_battlers_in_{aoe} -user, current_obj, obj_anim",
"wait: 60"

Support move: (from rabbit's jump)
"soulagement": [
"set_frame: user, atk, 0",
"wait: 8",
"map_anim: user_cell, obj_anim",
"play_pose: user, atk",
"map_effects: user_cell, current_obj, obj_anim
thanks,

Can you repeat exactly what happens in each skill when used?
I just want to make sure I have my info correct
 

Imatsu

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thanks,

Can you repeat exactly what happens in each skill when used?
I just want to make sure I have my info correct
These skill are used by AI playable summons.
The healing move when typed as "healing" heal nobody except the user ( wich is technically impossible since I had exclude the center of the AoE and target 3 randoms battlers) but work well when typed as "move".
The support move when typed as "support" is just ignored/ not used by the summon. Once more, it work well when typed as "move".
 

Pharonix

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So, I replaced your code with

if (this.battler().isActor()) {
var tempID = this.battler().actorId();
//this.battler().equips().forEach(function (equip) {
$gameActors._data[tempID].equips().forEach(function (equip) {

And it Sorta Works,
It knows the skills are there, but it doesn't work properly:
You end up with this:
upload_2017-11-8_8-40-45.png

When using a comma to delimit the "Extra" skills, it breaks.
Any thoughts?


Doing more testing, I found that If you have a state with multiple skills, or a weapon with multiple skills, they work fine.
However, when using multiple equipment types, or a weapon AND a state - Only the state will be used,
or in the event of multiple equipment, it uses the lowest ID for the extra skills.

@Lecode
You will need to update the parsing to allow for multiple equipment / equipment and states.
So that if I have 2 skills on a fire state, and 1 on a weapon, it shows all 3 skills.
 

Pharonix

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@Lecode
Okay, new update here.

Boss gave me a python assignment, and regex came up which led me to this solution
(Will do more testing to let you know if it 100% works)

Working Strictly in
LeTBS_Commands.js
/*-------------------------------------------------------------------------
* TBSEntity
-------------------------------------------------------------------------*/
TBSEntity.prototype.getCommandsString = function () {



there is a line for states, and one for equips.

extra += " " + state.leTbs_commands;
under this.battler().states().foreach
extra += " " + equip.leTbs_commands;
under if(this.battler().isActor())
Because this uses space as a delimiter, it doesn't work when it comes to multiple commands (unless they come from a single source)

However, I changed these to
extra += "," + state.leTbs_commands;
extra += "," + equip.leTbs_commands;

While following the trace, it looks fine, but crashes, because it leaves a leading and sometimes trailing comma (if no commands)
I tested this theory by using
extra = "Skill[1],Skill[2]"
and it worked, everyone had these 2 skills.

SO
Before the return statement, I added regex to remove any leading/trailing commas
extra=extra.replace(/(^,)|(,$)/g,"");
return value.replace("[extra]", extra);


Here's my battle test.
user has sword, bow
and state barrage(inflicted before battle)
upload_2017-11-8_12-52-40.png

Sword gives skill Sword
and bow gives skill Bow

State gives:
Shoot
Reload


upload_2017-11-8_12-54-37.png
Looks good, lets check the other guy

upload_2017-11-8_12-55-26.png
Strange, he should have a sword:

But a database check proves me wrong.

upload_2017-11-8_12-56-2.png

So now, I have modified commands to be compatible with Yanfly Equip Core plugin.


ALL USERS:
Please feel free to PM me about this if you are interested.
 

Rem Rem

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Can you force an enemy's movement to be linear? Like for a trapper have a skill that makes an enemy walk straight forward into his traps.
 

Lecode

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Can you force an enemy's movement to be linear? Like for a trapper have a skill that makes an enemy walk straight forward into his traps.
You can apply a state to that enemy with a tag to overwrite the move scope with a linear scope.
 

Protagonist7

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A few questions if you don't mind?
#1: Is there any way to have there be random encounters? I'm wanting my game to have it so that, when walking around the field, you occasionally get into random encounters. These encounters will take the player to the encounter-map where they'll begin combat against a random threat.

#2: Is there a way to have encounters with more than 8 enemies/NPCs?
 

Pharonix

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A few questions if you don't mind?
#1: Is there any way to have there be random encounters? I'm wanting my game to have it so that, when walking around the field, you occasionally get into random encounters. These encounters will take the player to the encounter-map where they'll begin combat against a random threat.

#2: Is there a way to have encounters with more than 8 enemies/NPCs?
Aren't you in for a treat.

Check my previous posts:

But here:

1). Random encounters:
Create on screen element. Player touch. Use yanfly's event chase if you feel like it.
On touch - Record current player map, x, and y,
transfer to battle map,
trigger battle event with win/loss condition
on win -> transfer player to recorded map id with x and y
on lose -> game over screen
Done!
2). Large enemy party.
Get this script:
https://www.dropbox.com/s/pyodsh83v6x1pta/FFP_MultipleTroops.js?dl=0
This will break
Theres 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

This will get you bigger troops by using the proper add troop tags

Then Get yanfly's swap enemy script and user swapper enemies to add more randomness

it's late, feel free to message me if u need more help
 

Oxameter

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I'm getting a ton of crashes in the demo. Is this broken?
 

freebooter

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Hey guys,
maybe someone with more experience than me can help.

I installed all the plugins from GitHub, in the order LeCode recommended, and copyed LeTBS folder from the demo into the img-folder of my project. Then I set an event like this:

Event Fight.jpg

I defined the enemy and the hero.
Like this:
Hero.jpg

And that:

Enemy.jpg

But when I try to start the battle I always get the message:

"TypeError
undefined is not a function"

Seems like something is not defined, but I dont get what exactly could be wrong. Any ideas?
Thanks!
 

Pharonix

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Hey guys,
maybe someone with more experience than me can help.

I installed all the plugins from GitHub, in the order LeCode recommended, and copyed LeTBS folder from the demo into the img-folder of my project. Then I set an event like this:

View attachment 76218

I defined the enemy and the hero.
Like this:
View attachment 76219

And that:

View attachment 76220

But when I try to start the battle I always get the message:

"TypeError
undefined is not a function"

Seems like something is not defined, but I dont get what exactly could be wrong. Any ideas?
Thanks!
Did you make sure to copy all animations? The animations in the demo are numbered higher than the default database.

Can you send the full stack trace from the console?



I'm getting a ton of crashes in the demo. Is this broken?
Demo is not broken If you grabbed the correct one.

Use Chaosicaa's demo
https://www.dropbox.com/s/so0klk0jx6la3g1/LeTbs 076B Demo.rar?dl=0
 

freebooter

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Did you make sure to copy all animations? The animations in the demo are numbered higher than the default database.

Can you send the full stack trace from the console?
I'm not quite sure what you mean. I did not copy any animations, because I did not install the demo. I only installed the plugins (from gitHub). From the demo I just copied the img/LeTBS folder. As recommended by LeCode.

I can not copy the demo because I want to use LeCodeTBS in an existing project.
 

Pharonix

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I'm not quite sure what you mean. I did not copy any animations, because I did not install the demo. I only installed the plugins (from gitHub). From the demo I just copied the img/LeTBS folder. As recommended by LeCode.

I can not copy the demo because I want to use LeCodeTBS in an existing project.
The plugins require the proper range of animations.

By default, LETBS uses animation id: 124 for the placement.
default collapse animation is 136

If you do not have these ID's the game will break.

You will either need to go through all plugins and update the animations to match one you actually have, or set the animation range to something like 150, and it'll play a blank animation
 

freebooter

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ok, I opened the LeTBSConfig.js an indeed found some of the animations. So I set the animation range to 200, then to 300 but still there is this error when I try to start a battle.

Could there be anything else in the config-file which doesnt match with my game-data? What about the heroes and monsters defined at the beginning of the config-file: Angela, duran, Rabbit, Mago, Evil Statue?
 

Pharonix

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ok, I opened the LeTBSConfig.js an indeed found some of the animations. So I set the animation range to 200, then to 300 but still there is this error when I try to start a battle.

Could there be anything else in the config-file which doesnt match with my game-data? What about the heroes and monsters defined at the beginning of the config-file: Angela, duran, Rabbit, Mago, Evil Statue?
What do the events look like and please send me the stacktrace.
 

freebooter

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This is how the event, which should lead to the battle, looks like:
Event Fight.jpg

I also created a simple battle map with 4 enemy events (empty but the line <Enemy Cell> in the note) and 1 hero event (also empty but the line <Actor Cell>).

I'm new so I have to ask: What do you mean with "stacktrace"?

thanks.
 

Pharonix

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This is how the event, which should lead to the battle, looks like:
View attachment 76232

I also created a simple battle map with 4 enemy events (empty but the line <Enemy Cell> in the note) and 1 hero event (also empty but the line <Actor Cell>).

I'm new so I have to ask: What do you mean with "stacktrace"?

thanks.
There should be a little window that pops up when you play test, when an error occurs you'll see a lot of red text here.
 

mojoaa13

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trigger battle event with win/loss condition
on win -> transfer player to recorded map id with x and y
on lose -> game over screen
Done!
I created a series of complex events and triggers to replicate something that could have always been handled using the built in functionality of win/lose conditions in the trigger battle event ... uggghhh.

I am glad I no longer have to continue doing what I was doing but am now annoyed that I will need to go back an clean up my existing events.
 

freebooter

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ok, here we go. the stacktrace:

stacktrace.jpg
 

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