Lecode Tactical Battle System 0.77.2B

gushertv

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Hey guys, first time trying to set all these plugins up, I am getting this error, Please help :D
 

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moldy

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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.

View attachment 78777
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.
Hmmm I followed your instructions but the enemies did not get pulled towards my black hole.

Edit: Nevermind, made a few tweaks and made it not rely on a summon and I think it works like a charm! Something else I noticed though that's unrelated...Emergency Turn (the skill that's supposed to give an ally their turn instantly) doesn't seem to work at all.
 
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N-Amata

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Got an error just now. "Cannot read 'battler_sprites" of undefined." What do I do?
 

Pharonix

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In case i never posted it.

My previous issue with cooldown was diretly due to party formation.

I swapped my "broken" character into slot 1 and the working character broke and the briken one worked will let you know if I find a fix
 

Lecode

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Cooldowns don't work anymore.
From what Chao' reported, there seem to be some compatibility issues with Yanfly's CD and BuffStateCore.

is there a default sprite config in 77.1?
Hm, I don't have my project right now but as far as I recall, there is no default config.
The game will throw an error if there is no configuration tag for your battlers.

Emergency Turn (the skill that's supposed to give an ally their turn instantly) doesn't seem to work at all.
I'd have to double check the TimelineControl add-on. Maybe something got broken with the updates.

Got an error just now. "Cannot read 'battler_sprites" of undefined." What do I do?
Paste the error log. There's no way to help you otherwise.
 

gushertv

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Can anyone help with what I posted at the top of this page please?
 

GalacticFork

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Hi! I've tried finding the answer by searching through past pages, but couldn't find one. Is there a way to have turns separated by a player phase and an enemy phase? So you would move all your characters in any order you want, then all the enemies would move in whatever order they want.
Also, thanks for making this. This is a great looking tool!
 

Lecode

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Hey guys, first time trying to set all these plugins up, I am getting this error, Please help :D
Unusual error. Do you have all the required plugins and are they in the correct order ?
You do not seem to have the LeTBSWindows plugin.

@GalacticFork : Set the "Turn Order Fair Distribution ?" plugin parameter to false.
 
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N-Amata

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Uh, turns out I just missed putting a comma in the config file. Sorry :p
Oh, and Merry Christmas to everyone!!

EDIT: Got a new error :-(((
 

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moldy

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From what Chao' reported, there seem to be some compatibility issues with Yanfly's CD and BuffStateCore.


Hm, I don't have my project right now but as far as I recall, there is no default config.
The game will throw an error if there is no configuration tag for your battlers.


I'd have to double check the TimelineControl add-on. Maybe something got broken with the updates.


Paste the error log. There's no way to help you otherwise.
Now that you mention it, let me make sure that add on is up to date on my end.

Edit: Hmmm yep, none of the timeline control commands work now.

@Chaosicaa I've noticed that the black hole skill will occasionally pull two enemies onto the same tile. Is there a way to prevent this?
 
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Chaosicaa

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@gushertv
For some reason, the script have difficulties to load the battle system windows, are you sure to have all scripts set to ON?
If you are new to this I would recommend you to start your project from the demo (which is working)

@N-Amata
When does it happens?
In your case the script have difficulties to load a scope, did you use a custom scope?
If yes, please show how you set up the scope in the config file and in your skill notebox : )
If not, please tell us when does it happens.

@moldy
Yes, I noticed that too, the easiest way to avoid that is to restrict your AoE to line and cross ( + and x you can combine both ) and not in circle because pulled out characters might end in the same cell if they are in the same range of the circle area.
I think it would not be so easy to fix because I guess everything is handled at the same time.
In the game Dofus, there is a priority order like this for AoE skills :
zoneglobale.png GlypheFecaAir.png
It means, the first affected by the AoE will be right in the middle and so on, between each step the game will recalculate the positions and will act accordingly (the order is like a watch (clock)).

If you can modify the pull sequence to act like that it might correct the bug you are facing, it is way out my league, sorry :/
 

moldy

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@gushertv
For some reason, the script have difficulties to load the battle system windows, are you sure to have all scripts set to ON?
If you are new to this I would recommend you to start your project from the demo (which is working)

@N-Amata
When does it happens?
In your case the script have difficulties to load a scope, did you use a custom scope?
If yes, please show how you set up the scope in the config file and in your skill notebox : )
If not, please tell us when does it happens.

@moldy
Yes, I noticed that too, the easiest way to avoid that is to restrict your AoE to line and cross ( + and x you can combine both ) and not in circle because pulled out characters might end in the same cell if they are in the same range of the circle area.
I think it would not be so easy to fix because I guess everything is handled at the same time.
In the game Dofus, there is a priority order like this for AoE skills :
View attachment 78988 View attachment 78990
It means, the first affected by the AoE will be right in the middle and so on, between each step the game will recalculate the positions and will act accordingly (the order is like a watch (clock)).

If you can modify the pull sequence to act like that it might correct the bug you are facing, it is way out my league, sorry :/
Hmmm yes I also thought about just copying the way Salvation was handled and restrict it to cross scope only. Thanks for helping. I will be bugging you about more potentially complex skills in the near future :)
 

N-Amata

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@Chaosicaa I did not even put a custom scope. I merely used scope(5) for a skill named "Shoot." It happens whenever I click on the Skills command in the command window. To get it working again, I deleted the skill from the database. I suppose I can live without it. However, I would still like to know why this happened. After all, I never did anything too crazy. I want to avoid this in the future.

Also, I want to create a skill named "Throw," in which the user throws the target into a tile within the scope. Could anyone tell me whether that is possible? And if so, how?

Really sorry for the constant stream of questions, but I really do like this system and I want to make it work for my game :)
 

Pharonix

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@Chaosicaa I did not even put a custom scope. I merely used scope(5) for a skill named "Shoot." It happens whenever I click on the Skills command in the command window. To get it working again, I deleted the skill from the database. I suppose I can live without it. However, I would still like to know why this happened. After all, I never did anything too crazy. I want to avoid this in the future.

Also, I want to create a skill named "Throw," in which the user throws the target into a tile within the scope. Could anyone tell me whether that is possible? And if so, how?

Really sorry for the constant stream of questions, but I really do like this system and I want to make it work for my game :)
Can you send us the notetags for the shoot skill?
What version are you using?


Also For throw:

SUPLEX CITY:
Throw an enemy in a medium scope


Notetags for main skill:
<letbs>
scope_select: enemies
scope: circle(1)
sequence: suplex
scope_options:through_obstacles
</letbs>


Notetags for the "Scope Skill"
<letbs>
scope: circle(4)
scope_options:through_obstacles, need_free_cell
</letbs>


Sequence for 'suplex'

"suplex": [
"wait: 60",
"save_entities: suplex, cursor_battler",
"request_selection: skill(406)",
"call: pre-skill",
"jump_to_cell: saved(suplex), cursor_cell, 250",
"anim: saved(suplex), 377",
"effects: {aoe}_enemies, current_obj, obj_anim",
"call: post-skill"
],

replace 406 with the ID of your scope skill.
Replace 377 with a valid animation

I take my inspiration from Sabin's Train Suplex. :)

PS: Hope everyone had a great holiday and has a great New Years.
 
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N-Amata

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Can you send us the notetags for the shoot skill?
What version are you using?


Also For throw:

SUPLEX CITY:
Throw an enemy in a medium scope


Notetags for main skill:
<letbs>
scope_select: enemies
scope: circle(1)
sequence: suplex
scope_options:through_obstacles
</letbs>


Notetags for the "Scope Skill"
<letbs>
scope: circle(4)
scope_options:through_obstacles, need_free_cell
</letbs>


Sequence for 'suplex'

"suplex": [
"wait: 60",
"save_entities: suplex, cursor_battler",
"request_selection: skill(406)",
"call: pre-skill",
"jump_to_cell: saved(suplex), cursor_cell, 250",
"anim: saved(suplex), 377",
"effects: {aoe}_enemies, current_obj, obj_anim",
"call: post-skill"
],

replace 406 with the ID of your scope skill.
Replace 377 with a valid animation

I take my inspiration from Sabin's Train Suplex. :)

PS: Hope everyone had a great holiday and has a great New Years.
I solved the scope problem, thanks! And thank you for the suplex skill! :)
 

Pharonix

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For anyone who is having issues with cooldowns,
This is actually due to the size of the default "Battle Party" which is [4]

Here's a little script you can use to fix it.

Put the following code in a file and call it, whatever.js (I called mine PHX_MaxMembers.js - I use this naming convention for all my custom scripts)
then load it into the plugin manager.
This script will change the default maxBattleMembers function, so instead of returning 4, it will always return the full size of the party.
So if you have 30 people in your party, it returns 30.

For my game, I allow any character added to party to take part in battles. However, cooldowns only work with the "Active" battle party - ie. the value returned by $gameParty.maxBattleMembers()
so by overriding this with my custom script, you will never have to worry about the cooldowns not working.

If you don't want the battle party members to be the same as party size, just replace the return statement
with whatever you want.

Code:
//=============================================================================
// Battle Party Members
//=============================================================================


/*:
 * @plugindesc Change Party Battle Member Size.
 * @author Soul Pharonix
 */
 
 (function() {
 
var oldMaxBattleMembers = Game_Party.prototype.maxBattleMembers;
Game_Party.prototype.maxBattleMembers = function() {
    return $gameParty.size();
};  
 
})();
EDIT:
I don't know if the code is doing it or if it's an incompatibility with another script I'm using but $gameParty.size(); here is causing a
Maximum call stack size exceeded error.

For now set it to return x; and it will work fine.
where x is an integer
 
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Pharonix

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So, I wanna get tricky here.

I want the character to use a skill that does the following:

I want the aoe to be the 7 cells in front,
I want the character to jump back to the bottom cell
This skill should only be usable if the cell to move back to is free

I just don't know how to make a character "Move Back"
I'd prefer a backwards jump however.

Would i use move_straight: entity, -3

upload_2017-12-29_11-38-58.png

I was thinking of using multi selection,
1 for the backwards move, and one for the actual attack.

Any advice is very welcome.
 

NyrilLoL

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Currently let's say that I have 5 people in my party, and I only allow 3 of them to battle. At the end, everyone has been rewarded with EXP even though two people didn't fight.

Did I miss something obvious or do I need to design a workaround? Thanks in advance!
 

Chaosicaa

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@NyrilLoL
In the database, in the "system" submenu, there is many little options, the last one is EXP for reserve members, is it ticked? (it should not)
If it is not ticked and you still have the problem, you could also try to do a script call (3rd event page) before your battle starts (just once is enough, you do not need to do that before each fight, just before the first) :
Code:
Game_Party.prototype.maxBattleMembers = function() {
return 3;
};
With this, is it solved? (Be careful, if you have more than 3 characters while this script call is active, you will face some bugs).
To disable it just call it again and replace the number just after the "return" to the number of people you allow to fight in the same time.

@AnotherWill
The error is explained in the error message :
The program attempt to load the image with the name :
Battle_Start.png
but for some reason can not.
If this image does not exist or not in the good format (jpg instead of png) or way too big, it will fail to load.
If you do not want to use it, the easiest way is not to delete the image but to use a completely transparent image.

This image must be in leTBS folder which is inside the img folder.
I recommend you to start your project from LeTBS Demo if you are new to rpgmaker because this plugin needs a lot of setup. (and then import all your files inside it).

@Pharonix
It might seems weird but isn't it like Duran's "Flash Jump" skill with a little more configuration?

Let's says you restrict the player selection to line (minimal range 3, maximal range 3) with :
scope_options: need_free_cell
in the scope option, this is where the character will jump.

Then you make a custom AoE that deals damages in the area in the right of the map if your character goes to left (data left etc.)
For example this will be the AoE for data_down (which target up in fact)
datadown.png
For the jump backward animation I do not know how to do it too, it would be super cool if a tag "horizontal_mirror" or "vertical_mirror" existed for these things but it is probably possible without.
 
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