Pharonix

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View attachment 77338
ok, here the screenshot of the sling weapon. "leichte Waffen" is a weapon type I created, "Hiebwaffe" is a created element-type

@Pharonix any idea what could be the reason for the error? Thanks!
You do have a file under LETBS projectiles called stone.png correct?

edit: i meant stone - fixed.

Edit 2:

I created a weapon and a skill just like you did and it worked for me whether it had an animation or not.

When does the error occur exactly? can you send the stack trace?
 
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freebooter

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@Pharonix yes, I stored Stone.png under LETBS projectiles.

The error occures in the moment I try to attack an enemy with the sling.

I would send a stack trace, but since a few days i get this error. The game test works well, except that I dont get a stack trace. Any idea what could be wrong? Must be a way to fix this ...

error.png
 

Pharonix

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@Pharonix yes, I stored Stone.png under LETBS projectiles.

The error occures in the moment I try to attack an enemy with the sling.

I would send a stack trace, but since a few days i get this error. The game test works well, except that I dont get a stack trace. Any idea what could be wrong? Must be a way to fix this ...

View attachment 77455

In that case, I can't really help you much.
If you are comfortable sending me your project file, I'd be happy to take a look.

You can try opening the index.html file in firefox and using firefox' developer tools.
 

freebooter

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ok, I can do this, please check your pm
 

Lecode

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LeTBS 0.77 Files.

Code:
/*
# - 0.77
#       * Improved the battle flow to support events and common events
#       * Added new trigger types for events
#       * Common events can now be tied to entities and triggered in-battle
#         at specified occasions
#       * Common events can be called in sequences
#       * Tied events can have cooldowns
#       * Auras and marks can now trigger common events, on the fly
#       * The Scan command is now fully supported
#       * Added many plugin commands for eventing and controlling the battle flow
#       * Improved the AI to support on the fly command requests
#       * Rewriting of the tag system
#       * Added a command to alter tag values on the fly
#       * Changing an entity sprite_name or sprite_config updates it's graphic
#       * Added the tag "erased_animation" for states to play an animation
#         when they are removed
#       * Added a bounce effect through sequence commands
#       * Popups are now drawn on the user too
#       * Added body animations to replace sprites
#       * Merged the active and non-active summon classes
#       * Marks and auras can now trigger sequences
#       * Added some tags to set up built-in marks and auras for entities
#       * Skill type icons are now correctly drawn
#       * Move points popup are now correctly supported
#       * Added a module in the configuration file for storing animations
#       * Added a tweening engine
#       * Supports hidden entities
#       * Added if cases in sequence commands
#       * Added a sequence command to execute a TBS plugin command.
#         'plugin_command: [command goes here]'
#       * Default sequences have been tweeked in case of missed hit
#         Push and pull template sequence for example do not move the target
#         unless the attack has hit.
#       * Added various sequence commands
#       * The camera follows entities when they move
#       * Skill effects can now be tied to projectiles
#       * Added these new scope and aoe options: exclude_user, exclude_allies, exclude_enemies
#       * Sequences now automatically convert cell targets to entities, or entity targets
#         to cells when needed
#       * Common events can be linked to actors' commands, using event[ID], just like
#         for skills and items (skill[ID] and item[ID])
#       * Fixed a bug where using animation with "Screen" position would make
#         the game crash
#       * Fixed a bug in the scope parsing function for sequences
#       * AOE's, Scope & AOE options are correctly applied on weapons
#       * Passable entities don't block the line of sight anymore
#       * Fixed the "wait" parameter of the play_pose sequence command
#       * Fixed a bug that could occur during damage evaluation
#       * Fixed a bug during the positioning phase
*/
 
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mojoaa13

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LeTBS 0.77 Files.

Code:
/*
# - 0.77
#       * Improved the battle flow to support events and common events
#       * Added new trigger types for events
#       * Common events can now be tied to entities and triggered in-battle
#         at specified occasions
*/

I feel like Christmas has come early. Thanks for all your efforts and enjoy the holidays and I'm certain a much needed break.
 

Pharonix

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PSA:

When using the new LETBSconfig file, please note that Lecode changed all the animations that are used, so you will need to copy the demo files to a clean project and make sure all the animations he has listed in his database are in yours.
 

Pharonix

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I'm getting this error when it's my turn

value is undefined:

TBSEntity.prototype.getCommandsString@file:///E:/Greil/Greil/js/plugins/LeTBS_Commands.js:202:5 Window_TBSCommand.prototype.getCommandsString@file:///E:/Greil/Greil/js/plugins/LeTBS_Commands.js:269:15 Window_TBSCommand.prototype.makeCommandList@file:///E:/Greil/Greil/js/plugins/LeTBS_Commands.js:245:19 Window_TBSCommand.prototype.setup@file:///E:/Greil/Greil/js/plugins/LeTBS_Commands.js:354:5 Scene_Battle.prototype.showCommandWindow@file:///E:/Greil/Greil/js/plugins/LeTBS.js:1424:5 BattleManagerTBS.checkSubPhase@file:///E:/Greil/Greil/js/plugins/LeTBS.js:2854:13 BattleManagerTBS.checkSubPhase@file:///E:/Greil/Greil/js/plugins/LeTBS_ScanCommand.js:290:5 BattleManagerTBS.updateBattleProcessing@file:///E:/Greil/Greil/js/plugins/LeTBS.js:2848:5 BattleManagerTBS.updatePhase@file:///E:/Greil/Greil/js/plugins/LeTBS.js:2169:13 BattleManagerTBS.update@file:///E:/Greil/Greil/js/plugins/LeTBS.js:2044:5 Scene_Battle.prototype.update@file:///E:/Greil/Greil/js/plugins/LeTBS.js:1190:9 SceneManager.updateScene@file:///E:/Greil/Greil/js/rpg_managers.js:2024:13 SceneManager.updateMain@file:///E:/Greil/Greil/js/rpg_managers.js:1983:13 SceneManager.update@file:///E:/Greil/Greil/js/rpg_managers.js:1907:9
 

Pharonix

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I solved my error.
I had forgotten to update my LETBS_Commands with my Multiple command long extra string:
If you remember by comma delimited fix from 10-20 pages ago.

Will update if I get anymore errors.
 

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Hello I am planning to use your plugin on a project.

Is it risky to start it now ? I mean, are future updates going to make it hard to update the plugin on an ongoing project ? Or should I wait the plugin to reach a higher version ?
 

Pharonix

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Hello I am planning to use your plugin on a project.

Is it risky to start it now ? I mean, are future updates going to make it hard to update the plugin on an ongoing project ? Or should I wait the plugin to reach a higher version ?
if all you plan to do is change the config file to add custom scopes, sequences, you are fine starting anytime.
just make sure you back it up and copy over your own custom stuff when a new version drops.
 

freebooter

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Does anyone have experience with Yanfly Damage Core in combination with LETBS?
 

Pharonix

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Does anyone have experience with Yanfly Damage Core in combination with LETBS?
Not using it myself, but if you have issues, please feel free to ask.
 

freebooter

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I want the damage depend on the weapon the actor is using. Therefore I plan to use this formula, written in the note-box auf the attack-skill. But therefore I need Yanfly Damage Core.

<Damage Formula>
value = a.atk * (100.0/(100.0 + b.def));
if(a.isActor() && [6,7,8].some(function(e){return a.hasWeapon($dataWeapons[e])})){
value = 1000;
}
</Damage Formula>

My Question is: Will this formula in combination with the Yanfly plugin work in with LeTBS?
 

Pharonix

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I want the damage depend on the weapon the actor is using. Therefore I plan to use this formula, written in the note-box auf the attack-skill. But therefore I need Yanfly Damage Core.

<Damage Formula>
value = a.atk * (100.0/(100.0 + b.def));
if(a.isActor() && [6,7,8].some(function(e){return a.hasWeapon($dataWeapons[e])})){
value = 1000;
}
</Damage Formula>

My Question is: Will this formula in combination with the Yanfly plugin work in with LeTBS?
It is EXTREMELY easy to test
add the damage core script to the skill,
run a battle test in troops in database,
Make sure it works first.

Then plug it into a playtest using LETBS.

I got SkillCore working so damage core should work too.

upload_2017-12-5_16-15-41.png

This works.

custom hp cost to loser hp cost from 100% to 100%-1,
Then feed that into the damage.

Damage core should function similarly.
 

Lecode

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When using the new LETBSconfig file, please note that Lecode changed all the animations that are used, so you will need to copy the demo files to a clean project and make sure all the animations he has listed in his database are in yours.
Yeah. The config file is a pain, and I'm trying to find an alternative. It's just that, some objects used in LeTBS simply can't be edited through the editor. For example the auras, or the summons.

I'm thinking since quite a while now to use a lib that transform JSon files to a UI editor. So far here's what I got
but to me it seems like it's complicated...
1aVhCHb.png


The plugin manager since RPG Maker 5.0 also doesn't seem very adapted to me.
Ultimately I'd like to get ride of the config file.
At worse we'd have to use the "Items" tab to put all LeTBS objects and edit them through notetags. But I don't like this idea
because 1) that's not really organised and 2) the notebox is way too small for that.

But for first I'll move the sprite configuration module to note tags. Each actor/enemy with its own configuration inside the notebox.

Is it risky to start it now ? I mean, are future updates going to make it hard to update the plugin on an ongoing project ? Or should I wait the plugin to reach a higher version ?
I think it's better if you wait for a cleaner demo and documentation. If you want to start best to use the previous demo Chaosicaa posted. With the 0.76b version. The 0.77 version adds tons of new features but nor the demo nor the doc follow them so you can't really use them unless you dig in the codes.
 

KSen

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Hello all,

Hopefully I am not being annoying with this question (I realize that I am a complete an utter noob), but how do you actually start a battle?

I believe I've followed the documentation up to this point correctly...I loaded the plugins as suggested, put the battlers in the correct folders, etc, but nothing actually happens on the map that I've prepared with terrain tags and starter positions. I've got a parallel event on the map to turn TBS on, but nothing actually happens when the player enters the map

Very new to both TBS and RPG maker, so if I'm being an idiot just let me know

Is there something I should be doing with the "main tag" and the "ai tag"? Following the documentation I assumed you were just explaining what things look like in the config file, but I'm not sure really (very much a noob with coding as well)
 

Pharonix

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Hello all,

Hopefully I am not being annoying with this question (I realize that I am a complete an utter noob), but how do you actually start a battle?

I believe I've followed the documentation up to this point correctly...I loaded the plugins as suggested, put the battlers in the correct folders, etc, but nothing actually happens on the map that I've prepared with terrain tags and starter positions. I've got a parallel event on the map to turn TBS on, but nothing actually happens when the player enters the map

Very new to both TBS and RPG maker, so if I'm being an idiot just let me know

Is there something I should be doing with the "main tag" and the "ai tag"? Following the documentation I assumed you were just explaining what things look like in the config file, but I'm not sure really (very much a noob with coding as well)

First, you need to call the LETBS on commands, which apparently you did.
This only activates the battle system,
You need to actually Initiate a battle for it to work.

You also need events tagged with <Actor Cell> and <Enemy Cell>

On an unrelated note, I just finished converting the main enemy sheets of the FES resource pack that was just released to be used in LETBS. Took a couple hours of selecting, and copying, pasting, saving.

The sprites look pretty good with LETBS and they are 48 x 64
(I'm also totally guilty of "Same Hair")
ducks.PNG
 

freebooter

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It is EXTREMELY easy to test
add the damage core script to the skill,
run a battle test in troops in database,
Make sure it works first.

Then plug it into a playtest using LETBS.

I got SkillCore working so damage core should work too.

View attachment 77516

This works.

custom hp cost to loser hp cost from 100% to 100%-1,
Then feed that into the damage.

Damage core should function similarly.

I installed Yanfly's damage core plugin but so far the formula doesnt work (I tested it without LeTBS). Have to check whats wrong.
 

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