Lecode Tactical Battle System 0.77.2B

freebooter

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Yes,
I already tried to set

Aoe: custom(AoE_shotgun)

in the note tag, but without success.
 

KingOfFoxz

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How do I turn off the developer tools? When I start up the game a box appears saying developer tools. I have it turned off in the add ons.
 

Pharonix

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Yes,
I already tried to set

Aoe: custom(AoE_shotgun)

in the note tag, but without success.
humor me,

Try using aoe: custom(name_of_aoe)
I may be wrong but there may be case-sensitivity
also send me what you have in the config file (for the aoe)

if that doesn't work, send me a copy of your project so i can debug it. (Only if you want).
 
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Chaosicaa

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@freebooter @KingOfFoxz
If you want to disable the console / stack trace :

You must set the console plugin to OFF but there is also a parameter in YEP_core_engine : "Open console", it is on True in the demo by default, set it to False too if you do not want to automatically show the console (you will still be able to show the console with the F8 button).

If it still does not work, try to look if you have other cores plugin engine that enable the console by default!
 

freebooter

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@Pharonix
this is my sequence in the config:

"shotgun": [
"set_frame: user, atk, 0",
"wait: 15",
"projectile: shotgun_sbullet, user_cell, cursor_cell",
"map_effects: {custom(AoE_shotgun)}, current_obj, obj_anim"
],

And this is the aoe:

"AoE_shotgun": {
data_right: "[cx+1,cy-1],[cx,cy],[cx+1,cy],[cx+1,cy+1]",
data_left: "[cx-1,cy-1],[cx-1,cy],[cx,cy],[cx-1,cy+1]",
data_up: "[cx-1,cy-1],[cx,cy-1],[cx+1,cy-1],[cx,cy]",
data_down: "[cx,cy],[cx-1,cy+1],[cx,cy+1],[cx+1,cy+1]"
},
 

Lecode

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Example being: My default name for this particular actor is named "Acolyte", when received, you can freely change the name right then and there. When loaded into battle, it would throw the Actor's name in front (So Acolyte_idle) which would load the sprite fine on all accounts since that's what I named it. However, if I changed the name to say "Jessica" and went into battle, the actor would try to load Jessica_idle instead which causes an error.
Use the tag "sprite_name: X" to sex a predefined filename.
 

Pharonix

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@Lecode

I need a little help


I want to make a skill with this aoe:

upload_2017-12-19_15-58-6.png

However I want to call map effect 3 times,
and have effect each of the pictures at the end.
I plan on using square(x) here.

Would function similar to an earthquake, or icicle type attack, where it hits the middle cell, then hits middle and one cell out, then middle, 1 and 2 cells out.
so it'd hit middle 3 times, 1 cell out twice and 2 cells out once.


Would I just do:

"effects: {square(0)}_enemies, current_obj, obj_anim",
"wait: 10",
"effects: {square(1)}_enemies, current_obj, obj_anim",
"wait: 10",
"effects: {square(2)}_enemies, current_obj, obj_anim",

upload_2017-12-19_15-57-30.png

upload_2017-12-19_15-57-46.png

upload_2017-12-19_15-58-4.png



Edit.. UPDATE.
The above is exactly how you would do this.
 

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NyrilLoL

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Use the tag "sprite_name: X" to sex a predefined filename.
Thank you, this worked wonderfully and I should have noticed it sooner. My next question if you wouldn't mind answering is:

If an Actor needs to load up a different set of graphics for their sprite during the game for whatever reason, what would be the way to go about it? Not the default way, but changing the actual file name to load up so going into a battle would load the new sprite sheet instead of keeping whatever was on Sprite_Name. Is there a script call to change what loads on the fly or is this a limitation?

Edit: I found my solution, I jumped the gun without testing all my options. Please ignore this.
 
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N-Amata

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Hi! I'm encountering a bug of sorts? When I start a battle it just stays there. I can't do anything.
 

Chaosicaa

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@N-Amata Are you sure you are not calling your battle with a parallel process or autorun event? (without escaping routine)
Please show us how your start battle event is set.

When using autorun or parallel process, be sure to set the switch at the good emplacement.
If it throw an error message, what is it?
(If you want personalized help, you can MP me :p )
 

Pharonix

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Using .77.

Cooldowns don't work anymore.

Seems its not registering the "End of Turn" properly as of .77

@Chaosicaa what version do you run and do cooldowns work.
The only thing keeping me from updating is having to make sprite tags for all enemies.
I have over 200 of them.. :|
 
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Chaosicaa

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@Pharonix
I'm on 0.76b but I plan to update on the next update because it brings many new possibilities!

I tried to put :
<Cooldown: 3>
into the "Heal" skill in the 0.77.1 demo and it works (this is the next turn):
Sans titre 1.png

(This is not between <letbs> and </letbs> tags because it is a yanfly plugin.)
If this does not work for you, you are probably using an incompatible plugin or a wrong plugin loading order!

EDIT :
There is a bug indeed if the party is larger than 4 actors :
I made 8 Duran in the party with the same skill with a cooldown : 10
Only the Duran number 1, 2,3 and 4 will have working cooldowns, Duran number 5, 6, 7 and 8 cooldown will not update.
Thanks @Pharonix for pointing this out!

For enemies, there is many automatic configurations that can save your life. (if it takes you more than 20 seconds to do one sprite configuration, it would take you a little more than 1 hour to update everything for 200 sprites)
 
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N-Amata

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@Chaosicaa I actually solved it already, but thank you nonetheless!

Actually, is there a documentation that is in a docx or pdf file? Or maybe a tutorial? Though I am slowly learning how to operate this awesome plugin, I'm still having a little bit of trouble comprehending certain parts.
 

Pharonix

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I did a rough pseudo update. I copied my project and updated all the js files. Then updated 1 enemy and 1 actor cooldown worked.

This means it' one of lecodes files that is broken.


EDIT: Didn't want to make another post:

is there a default sprite config in 77.1?
Because I'd like to cut out as much text as I can.
idle is always 3 frames, I don't use cast/dmg etc. all dead actors have _dead that's 3 frames.
and all actors and enemies use their own sprites (name + _idle)

Or can I leave in the Default setting from the .77 config file?
 
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GuilhermeMJ

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In version 0.77.1 do you have some way to go over the bodies during the fight?
because the dead close the passage
 

Pharonix

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So I had the demo working with cooldown.
Cut all my scripts otu and pasted in the working demo ones.

Still cooldowns don't work.

I have no idea what is going on.
If anyone has an idea, PLEASE let me know.

EDIT: Even more weirdness,
I tried another skill, the CD worked


Skill that doesnt work:
Blazing End:
<letbs>
scope: circle(3)
aoe: circle(2)
sequence: blazing_end
</letbs>
<letbs_AI>
type: offense
maximise_targets
</letbs_AI>
<Cooldown: 10>

Skill that DOES work:
Kickback:
<letbs>
scope: circle(1)
sequence: kickback
collision_formula: b.mhp * 0.05 * (distance-covered)
</letbs>
<letbs_AI>
type: offense, push
</letbs_AI>
<Cooldown: 2>

Here's the sequences:
"blazing_end": [
"call: pre-skill",
"map_anim: cursor_cell, obj_anim",
"wait: 20",
"effects: {square(0)}_enemies, current_obj, obj_anim",
"wait: 30",
"effects: {aoe}_enemies, current_obj, obj_anim",
"call: post-skill"
],

"kickback": [
"play_pose: user, atk",
"wait: 10",
"effects: {aoe}_battlers, current_obj, obj_anim",
"set_speed: {aoe}_battlers, +6",
"push: {aoe}_battlers, user_cell, 3",
"set_speed: {aoe}_battlers, reset",
"wait: 60"
],
 
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moldy

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@Chaosicaa Do you think there is currently a way to create a sort of black hole skill? Something that targets multiple foes that are a bit scattered and bunch them up near each other?
 

Chaosicaa

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@moldy Yes this is possible, I made a blackhole skill for you! In the 0.77.1 version.
Here is the black hole charaset I recolored.

Blackhole.png
Ok, so we are using this character as a summon (name Blackhole)

First create an actor on any ID you want (15 for me) with the charaset above.
Then put that in the actor notebox :
Code:
<letbs_sprite>
pose(idle): use_chara
has_no_corpse
turn_order: auto
status_sprite: auto
</letbs_sprite>
<letbs>
move_points: 0
</letbs>
<letbs_commands>
skill[97]
</letbs_commands>
For me the skill ID 97 in the database is the skill the blackhole will use (name is "Gravity"), use whatever ID you want but you will have to change the skill ID number inside <letbs_commands> </letbs_commands>

Create a blackhole class with 1 HP max and 1 MP on all levels. Then set the actor "Blackhole" on the class "Blackhole"

In the skill ID 97 Gravity, put that in the notebox :
Code:
<letbs>
scope: circle(0)
scope_options: include_center
sequence: skill_pull(3)
pass_on_use
aoe: circle(6)
</letbs>
With 1MP cost.

It will pull 3 cells all entities 6 cells away from the black hole. Then, the turn will be passed automatically.

In the HP damage formula put this :
a.addState(1); 10

That means it will kill "a" aka the user, so it will kill itself, then inflicts 10 flat damages on all entities inside the area. (of course you can set up a damage formula instead)

Then on LeTBSConfig add that with other summons :

Code:
    "Blackhole": {
        turn_order: "after_caster",
        visible_in_timeline: true,
        kind: "actor",
        id: 15,
        tied_to_caster: false,
        stats: {
            mhp: "1",
            mmp: "1"
        }
    },
Be sure to change the ID number with the ID of your black hole member. (15 here)
Then Create a skill (number 93 for me but it is not important at all) : Black hole summon and give to to anyone you want with that in the skill notebox :
Code:
<letbs>
scope: circle(7)
scope_options: need_free_cell
sequence: summon(Blackhole)
</letbs>
<letbs_AI>
type: summon
</letbs_AI>
<Cooldown: 12>
And... that's it you are all set up !
Now you just have to change the values to suit your needs, you can for example set a looping animation to the charaset so it will be way more impressive, you can increase range, erase line of sight of the summon, make it play by the IA (but the player will not have the time to analyze the area of effect) etc.
 
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