Lecode Tactical Battle System 0.77.2B

Pharonix

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I installed Yanfly's damage core plugin but so far the formula doesnt work (I tested it without LeTBS). Have to check whats wrong.
Where did you place it?
I had to place Skill Core below LETBS myself.
Also you might need to place the yanfly notetags ABOVE the <letbs> ones

EDIT2: A little overdone, but try this:

<Damage Formula>
value = a.atk * (100.0/(100.0 + b.def));
if(a.isActor()){
const weapons = [6,7,8];

weapons.forEach(function(e) {
if(a.hasWeapon($dataWeapons[e]))
{
value = 1000;
}
};
}
</Damage Formula>
 
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freebooter

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Ok, I had to close and reopen the project, then it worked, also under LeTBS.
 

Pharonix

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Ok, I had to close and reopen the project, then it worked, also under LeTBS.
happy to hear it works.


On a side note, @Lecode
I was thinking of interesting things to do.

I'd like to see conditional scopes/aoes:

<letbs>
scope: circle(3)
aoe: circle(1)

scope_condition: a.hp>50%: circle(5)
aoe_condition: a.hp>50%: circle 3
<letbs>

I know this is utterly complex but would be cool.

So in the above, if I have over 50% hp, my scope and aoe get bigger

and it could be greater if:


scope_condition: a.hp>50%: circle(5), a.hp<25%: circle(1)
aoe_condition: a.hp>50%: circle 3, a.hp<25%: circle(0)

each comma(,) would separate else statements.
so if hp isn't above 50%, it checks if hp is < 25%.
if neither case is triggered, it uses the original scope/aoe

This could allow us to effectively make skills that are dependent on the status of the caster.
Since the value before colon( : ) is the eval statement, it would be easy to support things like
a.isActor()
a.hasWeapon()
etc.

When I have time, i'm gonna look thru the scope and aoe tag code to see if maybe I can implement this myself.
 

Lecode

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I'd like to see conditional scopes/aoes
I see. Yeah that's something I'd like to see as well. I'm not sure I'll exactly do that this way because I'll try to set up a general rule
so you could use such conditions not for scopes only but other things too. I'm going to think about it in due time.

In 0.7 I added two sequence commands to filter scopes and entities before using them as a target.
It's not complete yet as you can't set up conditions. For now you can juste substrace a scope from another.
filter_scopes: {aoe}_battler, user, new_targets => Remove user from {aoe}_battler and save the result as "new_targets".

I had in my mind to enable conditions like...Checking if any target has a state for example.
That'd allow to only inflict damage to targets with a specified state.

I may do the same for scopes and aoe directly in notetags too, now that you mention it.
 

Pharonix

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I see. Yeah that's something I'd like to see as well. I'm not sure I'll exactly do that this way because I'll try to set up a general rule
so you could use such conditions not for scopes only but other things too. I'm going to think about it in due time.

In 0.7 I added two sequence commands to filter scopes and entities before using them as a target.
It's not complete yet as you can't set up conditions. For now you can juste substrace a scope from another.
filter_scopes: {aoe}_battler, user, new_targets => Remove user from {aoe}_battler and save the result as "new_targets".

I had in my mind to enable conditions like...Checking if any target has a state for example.
That'd allow to only inflict damage to targets with a specified state.

I may do the same for scopes and aoe directly in notetags too, now that you mention it.
Great to see we're on a similar mindset there.

Like I said, It'd be Nice to have but not needed.

Currently making Multi-Tiered Skills myself:
LIke if I cast Ice III,
It hits target with Ice III, then calls user use skill Ice II,
then Ice II calls Ice I.

I made a few based on dnd's smite skills:
Searing, blinding, banishing, thunderous and biting_smite(didn't see this one, but I made it frost).
Gotta test them out on my Mystick Knight Character.
 

freebooter

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Question concerning the state effects in LeTBS. When I deal poison or get poisoned there is no symbol in the status bar. How can I activate this?
 

Lecode

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Question concerning the state effects in LeTBS. When I deal poison or get poisoned there is no symbol in the status bar. How can I activate this?
Oh right. That part got broken the last time I updated the Status Window. *noting down another bug*
 

KSen

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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")
View attachment 77584
Thanks for the reply

Oddly, it now launches into a default style battle now...still not sure what I'm doing wrong but I'll fiddle and go through the documentation a bit more before bothering you again :)
 

Pharonix

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Thanks for the reply

Oddly, it now launches into a default style battle now...still not sure what I'm doing wrong but I'll fiddle and go through the documentation a bit more before bothering you again :)
Make sure before you call the battle, you are calling these, at some point.
You can swap the WinCds Add with whatever win condition you want.
upload_2017-12-7_8-39-33.png
 

GuilhermeMJ

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I'm getting this error (and others) when I start a new battle with monsters created by me
upload_2017-12-7_14-56-9.png
 

freebooter

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I'd like to implement something like a sword swirl. Means that player can choose 3 enemys on surrounding tiles, which the actor will attack. I think from the mechanism it's a bit like "spark" in the LeTBS demo. I tried to modify it, but that didnt work.

Anybody an idea how I could solve this? Thanks!
 

Pharonix

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I'd like to implement something like a sword swirl. Means that player can choose 3 enemys on surrounding tiles, which the actor will attack. I think from the mechanism it's a bit like "spark" in the LeTBS demo. I tried to modify it, but that didnt work.

Anybody an idea how I could solve this? Thanks!
Try this:
<letbs>
scope: square(1)
scope_options: exclude_center
aoe: circle(0)
aoe_options: include_center
sequence: mega_spark
3 selections: distinct; Select 3 areas
</letbs>
You should be fine using the mega_spark sequence.

But add look at:

"mega_spark": [
"call: pre-skill",
"call_for_every_mscope: mega_spark_hit",
"call: post-skill"
],

"mega_spark_hit": [
"look_at: user, saved(mscope_center)",
"map_anim: saved(mscope_center), obj_anim",
"wait: 20",
"effects: saved(mscope_aoe), current_obj, obj_anim"
],
 

freebooter

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Try this:
<letbs>
scope: square(1)
scope_options: exclude_center
aoe: circle(0)
aoe_options: include_center
sequence: mega_spark
3 selections: distinct; Select 3 areas
</letbs>
You should be fine using the mega_spark sequence.

But add look at:

"mega_spark": [
"call: pre-skill",
"call_for_every_mscope: mega_spark_hit",
"call: post-skill"
],

"mega_spark_hit": [
"look_at: user, saved(mscope_center)",
"map_anim: saved(mscope_center), obj_anim",
"wait: 20",
"effects: saved(mscope_aoe), current_obj, obj_anim"
],
Works excellent. I modified it so I can also use it as a quick-shot-skill. Thanks a lot!
 

Pharonix

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Works excellent. I modified it so I can also use it as a quick-shot-skill. Thanks a lot!
Happy to hear

What do you mean quickshot?
I use 1 attack per turn, so any way around that by skill note-tags would be nice to know.

Or did you disable 1 attack.
 

freebooter

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It's the same like my "sword-swirl"-skill: Using your scripting and the mega_spark sequence the actor can attack up to 3 enemies in his turn. Using it as "Quick-Shot" I just changed the scope, as you see below.

The problem I have now is that I'm missing the arrow-animation, which should be seen as I use the "Quick-Shot" as a fighting- and not as a magical-skill. I tried to insert the arrow-projectile-line into the mega_spark sequence:

"projectile: bow_arrow, user_cell, cursor_cell"

But that didnt work ...

<letbs>

scope: circle(6,1)

scope_options: exclude_center

aoe: circle(0)

aoe_options: include_center

sequence: mega_spark

3 selections: distinct; Select 3 areas

</letbs>
 

Lecode

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I'm getting this error (and others) when I start a new battle with monsters created by me
As you're just starting with RPG Maker, LeTBS may be very, very hard for you as a first project. All I can do is guide you to the 0.76 demo, I sadly can't do more than that for now.
@Pharonix : Thanks for helping :)

The problem I have now is that I'm missing the arrow-animation, which should be seen as I use the "Quick-Shot" as a fighting- and not as a magical-skill. I tried to insert the arrow-projectile-line into the mega_spark sequence:

"projectile: bow_arrow, user_cell, cursor_cell"
Post the full sequence.

In regards to 0.77:
I'm going to release a fix soon. @Chaosicaa found a bug with the Game_Interpreter. I'm going to fix a few other things as well.
 

ThePotatoOfFire

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This shows up at the very top of the console as soon as I start playtesting:
Uncaught ReferenceError: Window_TBSSkillList is not defined

And this shows up every time I start a battle. It crashes the game.
rpg_managers.js:1756 TypeError: Cannot read property 'apply' of undefined
at new Window_TBSPositioning (LeTBS.js:9212)
at Scene_Battle.createPositioningWindow (LeTBS.js:1108)
at Scene_Battle.createAllWindows (LeTBS.js:1086)
at Scene_Battle.createAllWindows (LeTBS_WinConditions.js:121)
at Scene_Battle.createDisplayObjects (LeTBS.js:1022)
at Scene_Battle.create (LeTBS.js:1011)
at Function.SceneManager.changeScene (rpg_managers.js:1810)
at Function.SceneManager.updateMain (rpg_managers.js:1789)
at Function.SceneManager.update (rpg_managers.js:1714)

What am I doing wrong? I've never been that great at setting up complicated systems like this, so I know it's a mistake on my part.

Thanks for the awesome plugin, though!
 

freebooter

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As you're just starting with RPG Maker, LeTBS may be very, very hard for you as a first project. All I can do is guide you to the 0.76 demo, I sadly can't do more than that for now.
@Pharonix : Thanks for helping :)


Post the full sequence.

In regards to 0.77:
I'm going to release a fix soon. @Chaosicaa found a bug with the Game_Interpreter. I'm going to fix a few other things as well.
That is the script I use in the note-box of my quick-shot skill:

<letbs>
scope: circle(4)
aoe: circle(1)
sequence: mega_spark
3 selections: distinct; Select 3 areas
</letbs>

I tried to modify the sequence "mega_spark" in adding a projectile-command line, with the effect that now the actor shoots 3 arrows, but all 3 always aim at the last target I chosse.

"mega_spark_hit": [
"map_anim: saved(mscope_center), obj_anim",
"wait: 20",
"projectile: bow_arrow, user_cell, cursor_cell",
"effects: saved(mscope_aoe), current_obj"

Anybody an idea how this arrow-problem could be solved?

@Pharonix How would you solve this? do you use kind of duoble-AT-skill?
 
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Pharonix

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This shows up at the very top of the console as soon as I start playtesting:
Uncaught ReferenceError: Window_TBSSkillList is not defined

And this shows up every time I start a battle. It crashes the game.
rpg_managers.js:1756 TypeError: Cannot read property 'apply' of undefined
at new Window_TBSPositioning (LeTBS.js:9212)
at Scene_Battle.createPositioningWindow (LeTBS.js:1108)
at Scene_Battle.createAllWindows (LeTBS.js:1086)
at Scene_Battle.createAllWindows (LeTBS_WinConditions.js:121)
at Scene_Battle.createDisplayObjects (LeTBS.js:1022)
at Scene_Battle.create (LeTBS.js:1011)
at Function.SceneManager.changeScene (rpg_managers.js:1810)
at Function.SceneManager.updateMain (rpg_managers.js:1789)
at Function.SceneManager.update (rpg_managers.js:1714)

What am I doing wrong? I've never been that great at setting up complicated systems like this, so I know it's a mistake on my part.

Thanks for the awesome plugin, though!
The error is coming from the positioning phase.
Either you're missing actor, or enemy cells.
or something else is occurring. Make sure <Actor Cell> is used in the notebox for actor cell events
and <Enemy Cell> is used for the enemy ones.
 

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