Lecode Tactical Battle System 0.77.2B

Lecode

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@ThePotatoOfFire : You are probably missing some plugins.

@freebooter :
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.
Which is perfectly normal since they all target "cursor_cell". And the cursor is exactly at the last selected cell, just before the sequence starts.
Use saved(mscope_center) instead of cursor_cell.
 

Pharonix

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Does Reflection work with this battle system?

By reflect, I mean:


Yanfly's element core reflection works, but only reflects damage.

I want to be able to launch a skill at an enemy and if any of the targets in the aoe can reflect it, it reflects the entire skill back at the caster.

Now I know this is probably very difficult, but I think it could be possible using sequences.

reflect_sequence: firestorm_reflect

Then you just use the generic
"effects: {aoe}_battlers, current_obj, obj_anim",
instead of _enemies or _allies
Because reflection shouldn't take into consideration targets.

Then it just calls the reflect sequence on the user cell instead of the target cell.
 
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GuilhermeMJ

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Can you send the stack trace?

Do you have the animations for placement?
Do you have events with <Enemy Cell> or <Actor Cell>
I'm Brazilian, so I do not know if I understand what you asked for but I think it's that

upload_2017-12-9_20-59-24.png
 

GuilhermeMJ

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I'm not new. I've done several games in rpg maker, but I'm having a hard time creating a new enemy with LeTBS, because when you start a fight always from error
 

Sunzoner

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Great plugin!

This works like Final Fantasy Tactics?
 

big_noob

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Hello friends, I made a post here a few days ago. I'm happy to say that my project using this plugin is going pretty smoothly, and I'm very satisfied with all available features. Everyone involved has done an excelent job and I want to send my thanks to you all!

I also have a few questions, and would be happy if anyone has answers:
  • When an unit is pushed against a dead unit, the dead unit's sprite reverts to "idle" (even when i use the "has_no_corpse" tag). This happens to both actors and enemies. I'm guessing this has something to do with the dead unit changing it's sprite to "hurt" from taking collision damage, but I didn't want to mess with the code by myself and frick something else up. Anyone knows how to fix this? Ideally I would like my game to have no corpses, and I wouldn't mind disabling collision damage completely if it would fix this problem (although collision damage is a cool feature)

  • I'm my game, I've set up some "buff" moves, but I can't get the AI to use them. How would I go aroung to do that? Specifically, it's a move that boost the user's attack.

  • I want to make a skill that teleport the user, and allows it to use another skill in the same turn. Is this possible? It would be really cool if someone could tell me how to do this.

Again, I want to thank everyone involved in making this. I've always wanted to make a game in this style and it would be extremelly more difficult had it not be for your efforts. I plan on posting a demo for my project here when it's a bit more tested and worked on. I think I said this before, but it's a Pokémon fan-game (don't tell Nintendo). I showed it to my friends and they liked it a lot, specially the custom battle system posted here. Sorry for bad englando no copy pasterino.

EDIT: I forgot about one thing! I want to make a "Self-Destruct" move, but I can't make it so the caster dies after using it. When I make it so the move's AoE hits the caster (using the "include_center") the move is always "out_of_range". If I use the damage formula like this: "a.addState(1);this.phyDmg(280)" the user dies before inflicting damage.

I also tried changing the formula up a bit, but nothing worked. Anyone knows how to do this? EDIT 2: NEVERMIND, for some reason it's working now, using the above formula.
 
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Lecode

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Does Reflection work with this battle system?
Damage are reflected back to the attacker but the target doesn't actually use a skill.

I'm not new. I've done several games in rpg maker, but I'm having a hard time creating a new enemy with LeTBS, because when you start a fight always from error
You have to compare your project with the demo and look for what's missing on your side. That was the point for the demo in the first place.
Paste the error logs here.

This works like Final Fantasy Tactics?
Care to elaborate ?

When an unit is pushed against a dead unit, the dead unit's sprite reverts to "idle" (even when i use the "has_no_corpse" tag). This happens to both actors and enemies. I'm guessing this has something to do with the dead unit changing it's sprite to "hurt" from taking collision damage, but I didn't want to mess with the code by myself and frick something else up. Anyone knows how to fix this? Ideally I would like my game to have no corpses, and I wouldn't mind disabling collision damage completely if it would fix this problem (although collision damage is a cool feature)
I'd have to fix that.

I'm my game, I've set up some "buff" moves, but I can't get the AI to use them. How would I go aroung to do that? Specifically, it's a move that boost the user's attack.
Make sure they are tagged as support skills.
Code:
<letbs_AI>
type: support
...(other config)
</letbs_AI>
I want to make a skill that teleport the user, and allows it to use another skill in the same turn. Is this possible? It would be really cool if someone could tell me how to do this.
I plan to add an Action Points system, allowing battlers to use many skills in the same turn.
What I can do until then though, is to add a tag that do not use up the turn when a skill is used.

Again, I want to thank everyone involved in making this. I've always wanted to make a game in this style and it would be extremelly more difficult had it not be for your efforts. I plan on posting a demo for my project here when it's a bit more tested and worked on. I think I said this before, but it's a Pokémon fan-game (don't tell Nintendo). I showed it to my friends and they liked it a lot, specially the custom battle system posted here.
Good luck on your project. I'm glad my TBS helped.
 

moldy

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So when I kill the Mage bandit and he turns into a chest, I can't seem to Scan it. Am I doing something wrong?

Edit: Nvm, figured it out. Looks like it doesn't support touch screen? I have to use the directional arrow keys to scroll onto entities first.

I also notice a bit of lag when it switches entity turns.
 
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Chaosicaa

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@moldy Yes, it doesn't support touch screen yet :/
@Sunzoner Final fantasy tactics is a tactical rpg so... yes this system look like it!

Today I wanted to share something with everyone about LeTBS.
Have you ever wondered how to make a double "edged" skill with completely different effects depending if casted on an ally or an enemy?

For this example, we will create Neutral.png "Bind" a skill that will remove 3 movement point to an enemy and deal 10 damages, but if this skill is on an ally, then the ally will earn 1 movement point and be healed 30 hp.

For this you will need this additional plugin :

HIME elemental negation :
http://himeworks.com/2015/12/elemental-negation/

Create an element : Damage_enemy,heal_actor
Make all your actor absorb 100% of this element
For example if your element : Damage_enemy,heal_actor is on the second ID slot, put that in all your actors or classes note box :
<element rate: 2, -100% />

Now create 2 states :
1 for the negative bind state (11 for me) with a red icon Malus.png that in the note box:
<letbs>
move_points: -3
</letbs>

1 for the positive bind state (61 for me) with a green icon Bonus.png with that in the note box :
<letbs>
move_points: +1
</letbs>

Ok, we are ready for the formula!

Set the skill to : HP damage with the element : Damage_enemy,heal_actor
What we will do in the formula is to check if the target is an enemy, then what to do if it is an enemy, then what to do if it is an actor !

Code:
if (b.isEnemy()) {b.addState(11);this.phyDmg(10)} else {b.addState(61);this.magDmg(30)}
So if the target is an enemy, add the negative bind (state 11) then deal 10 physical damages, if not add the positive bind state (61) and deal 30 magical damage (but actors have a negative elemental absorption so they will be healed this amount)

Here I used this.magDmg(30) and this.phyDmg(10) which require "LeDamageFormula" plugin, it is inside the demo 0.76B by default but if you do not want to use it you can put flat numbers or event other formulas.

And.. we are done!
By having double edged effect on your spells, you can reduce a lot your actor skill number! Have fun!

Thank you @Pharonix for this easier way to do it!
 
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arubie

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Help me guys.
I have an Error "Cannot read property 'getCell' of undefined"
 

Pharonix

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@moldy Yes, it doesn't support touch screen yet :/
@Sunzoner Final fantasy tactics is a tactical rpg so... yes this system look like it!

Today I wanted to share something with everyone about LeTBS.
Have you ever wondered how to make a double "edged" skill with completely different effects depending if casted on an ally or an enemy?

For this example, we will create "Bind" a skill that will remove 3 movement point to an enemy and deal 10 damages, but if this skill is on an ally, then the ally will earn 1 movement point and be healed 30 hp.
I do not know if my way of doing it is the best or the easiest, if you find something simpler, tell me :D
Couldn't you use this as the damage formula
if (b.isEnemy()) b.addState(12); else b.addState(13)
 

Lecode

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Help me guys.
I have an Error "Cannot read property 'getCell' of undefined"
You'd have to be more specific if you want help. Paste the full logs, and describe what you did exactly to trigger that error.
 

Chaosicaa

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@Pharonix Oh yes you are right, it works with :
if (b.isEnemy()) {b.addState(11);this.phyDmg(10)} else {b.addState(61);this.magDmg(30)}
that makes this YEP auto passive useless!
Thank you, I will edit my message!
 

GuilhermeMJ

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I solved my problem, but now it is giving this other, at the time of the battle when I click on items it appears this

upload_2017-12-11_20-3-5.png
 

moldy

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@Chaosicaa Maybe you can help me make some passives. I'm trying to replicate a passive from Etrian Odyssey that the Dancer has. It's called "Chaser" and every time an ally uses an elemental move, the person with the passive will follow up with a normal attack on that same target. I'm hoping to actually visually show the character jumping to the target's location/tile and show them hitting them when the passive activates. Is this possible at the moment?
 

Lecode

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@Chaosicaa Maybe you can help me make some passives. I'm trying to replicate a passive from Etrian Odyssey that the Dancer has. It's called "Chaser" and every time an ally uses an elemental move, the person with the passive will follow up with a normal attack on that same target. I'm hoping to actually visually show the character jumping to the target's location/tile and show them hitting them when the passive activates. Is this possible at the moment?
Doing something like that in a optimal and working way is too soon with the current tools. Because:
-There is no "when allies use skills" trigger yet. So you'd have to set up a common event and tie it to EVERY or your actors with the trigger "entity_action_end".
-You'd need to check the feasibility of that passive. How far the allies are allowed to be ? What if there is no room for the user to land ? Is the actor with the passive alive ? Is he able to move ? And not bound by any state ? Ect.
-For now there is no way to designated THAT target under the cursor using plugin commands. So, the person with the passive won't really be able to follow up on the same target.
-There is no "clean" way for now to know which skill/type of skill is being used.

You can't come up with someting 100% optimal and bug free now but your common event can look like this:


Assuming your party is composed of Duran (the person with the passive), Angela and Lucius.
Angela and Lucius should have this event tied to them.
<letbs>
tied_events: 10
</letbs>

What will happen is, every time they end an action, Duran (Actor(1)) will jump near THEM, and use the skill(15) to the closest target.
The condition is there to make sure Duran managed to correctly jump where he should.

What I would suggest you is, instead of making the actor jump, switch his cells with the ally. This is safer.
Your advanced common event will look like this, then:


And here's the result:

But there are still some problems.
-The common event is broken if the ally isn't in range with the target. We'd have to check that condition at the beginning of the common event, but there is no proper tool for this yet.
-The ally's target is still not identified. Actor(1) attacks the closest enemy to him.

As you can see it's too soon yet if we want to do complicated stuff like that. Be patient, by the 1.0 version we'll have plenty of tools and means to achieve the most craziest things.
 
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Pharonix

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Doing something like that in a optimal and working way is too soon with the current tools. Because:
-There is no "when allies use skills" trigger yet. So you'd have to set up a common event and tie it to EVERY or your actors with the trigger "entity_action_end".
-You'd need to check the feasibility of that passive. How far the allies are allowed to be ? What if there is no room for the user to land ? Is the actor with the passive alive ? Is he able to move ? And not bound by any state ? Ect.
-For now there is no way to designated THAT target under the cursor using plugin commands. So, the person with the passive won't really be able to follow up on the same target.
-There is no "clean" way for now to know which skill/type of skill is being used.

You can't come up with someting 100% optimal and bug free now but your common event can look like this:


Assuming your party is composed of Duran (the person with the passive), Angela and Lucius.
Angela and Lucius should have this event tied to them.
<letbs>
tied_events: 10
</letbs>

What will happen is, every time they end an action, Duran (Actor(1)) will jump near THEM, and use the skill(15) to the closest target.
The condition is there to make sure Duran managed to correctly jump where he should.

What I would suggest you is, instead of making the actor jump, switch his cells with the ally. This is safer.
Your advanced common event will look like this, then:


And here's the result:

But there are still some problems.
-The common event is broken if the ally isn't in range with the target. We'd have to check that condition at the beginning of the common event, but there is no proper tool for this yet.
-The ally's target is still not identified. Actor(1) attacks the closest enemy to him.

As you can see it's too soon yet if we want to do complicated stuff like that. Be patient, by the 1.0 version we'll have plenty of tools and means to achieve the most craziest things.
That is still pretty rad
 

big_noob

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EDIT: this bug has already been solved in the 0.77.1 files. So fast! Thank you Lecode!

Hey, just a heads up! I managed to ""fix"" this problem:

When an unit is pushed against a dead unit, the dead unit's sprite reverts to "idle" (even when i use the "has_no_corpse" tag). This happens to both actors and enemies. I'm guessing this has something to do with the dead unit changing it's sprite to "hurt" from taking collision damage, but I didn't want to mess with the code by myself and frick something else up. Anyone knows how to fix this? Ideally I would like my game to have no corpses, and I wouldn't mind disabling collision damage completely if it would fix this problem (although collision damage is a cool feature)
However, my "solution is only useful if, like me, you are using characters as battlers, and it consists in deleting the lines of code that change the "idle" sprite from battlers to the "damaged" sprite. I thought this might be useful to someone else and that there would be no harm in sharing it... (please note that I don't know anything about coding)

What you want to do is, in the LeTBSConfig.js file, look for the session "Sequences", "Event Sequences" and "damaged". Switch the "damaged" code for this:

"damaged": [
"sprite_shake: user, 6, 30",
"wait: 5",
],

This is very crude, but prevents the problem I mentioned (again: if you use regular battlers and do this, the "damaged" animation will no longer play!!!!!!!!!)

----

Also, I did a "multi hit" type sequence that might be useful for someone:

"multihit": [
"play_pose: user, atk",
"wait: 10",
"effects: {aoe}_battlers, current_obj, obj_anim",
"wait: 3",
"effects: {aoe}_battlers, current_obj, obj_anim",
"wait: 3",
"effects: {aoe}_battlers, current_obj, obj_anim",
"wait: 3",
"wait: 60"
],

I was struggling trying to do this using the RPG Maker menus also failling, so if someone else is trying to do this, just paste this in the "My Sequences" section of the LeTBSConfig.js file.

----

Also, @Lecode
What I can do until then though, is to add a tag that do not use up the turn when a skill is used.
That would be really cool! Would it be very difficult to make?
 
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moldy

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Doing something like that in a optimal and working way is too soon with the current tools. Because:
-There is no "when allies use skills" trigger yet. So you'd have to set up a common event and tie it to EVERY or your actors with the trigger "entity_action_end".
-You'd need to check the feasibility of that passive. How far the allies are allowed to be ? What if there is no room for the user to land ? Is the actor with the passive alive ? Is he able to move ? And not bound by any state ? Ect.
-For now there is no way to designated THAT target under the cursor using plugin commands. So, the person with the passive won't really be able to follow up on the same target.
-There is no "clean" way for now to know which skill/type of skill is being used.

You can't come up with someting 100% optimal and bug free now but your common event can look like this:


Assuming your party is composed of Duran (the person with the passive), Angela and Lucius.
Angela and Lucius should have this event tied to them.
<letbs>
tied_events: 10
</letbs>

What will happen is, every time they end an action, Duran (Actor(1)) will jump near THEM, and use the skill(15) to the closest target.
The condition is there to make sure Duran managed to correctly jump where he should.

What I would suggest you is, instead of making the actor jump, switch his cells with the ally. This is safer.
Your advanced common event will look like this, then:


And here's the result:

But there are still some problems.
-The common event is broken if the ally isn't in range with the target. We'd have to check that condition at the beginning of the common event, but there is no proper tool for this yet.
-The ally's target is still not identified. Actor(1) attacks the closest enemy to him.

As you can see it's too soon yet if we want to do complicated stuff like that. Be patient, by the 1.0 version we'll have plenty of tools and means to achieve the most craziest things.
I trust you, Lecode! I will opt for the patient route and wait for 1.0. I am just so excited now :)
 

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