Lecode Tactical Battle System 0.77.2B

Adventurer_inc.

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I've been messing with this work for about a month now and I've recently updated to 0.77 on a clean project and noticed counter-attack doesn't work anymore. It did work pre-0.77. Is it working for anyone else?
 

AnotherWill

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@Chaosicaa
Thx for the help. I just discoverd my problem was a organization issue with my folders. I'll try to organizate it better for now on
Thx again
 

NyrilLoL

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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.
EXP for reserve members was unticked. I tried your script suggestion and it resulted in what I already tried earlier.

Basically, it just gives exp to the first "x" members of the party on a win, divided up based on how many were in the battle (So 100 exp would be 25 exp each in the case of 4 people). This means if someone has a larger party, only the first members would be getting EXP while the bottom ones on the list, even if they were fighting, would receive nothing

Edit: I do thank you for the suggestion though, I'm just jaded that I can't piece together the problem.
 

Chaosicaa

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@NyrilLoL
So it do not works :/

There is one way to do it if you do not plan to use random encounters :
If each of your fights are called by an event then that what you can do :

Use Yanfly Autopassive to give all your actors the passive state : "In battle" (no icon and 0 priority) (in the removal condition of the state do not tick Remove at battle end)
and no removal timing

Set all your enemies giving 0 Exp and at the end of the battle in the event :
Conditional branch :
If the actor 1 is on the State : "In battle"
Then receive x amount of Exp
Then remove the state "In battle"

You can do a conditional branch for each of your actors at the end of your battles (its troublesome but the good thing with this is you can make actors winning more EXP than others if they are fast learners)
That way if your actor was not in the battle, he would not have the state "in battle" and would not receive any EXP.

@Adventurer_inc.
Unfortunately the latest version of LeTBS have some bugs (that's maybe one of them) but have some nice improvements. It's up to you upgrading from 0.76b to 0.77.1 or waiting a better LeTBS version.

Known bugs (for me) :
States inflicted to other battlers and damages overlaps (worked better on older version with 2 different lines)
Timeline control is broken (or the tag changed but the documentation is not updated)
Counterattack is broken? I have not tested this one but since you reported it might be.
Some of the sprite configuration in the database is broken on 0.77.1 if some settings are set to "auto" while some others are manually set.

But the 0.77.1 version also corrected some bugs from the 0.76b (when dead battler do not have a corpse, they really disappear from the battle, you can add custom colored scopes to your skills, trajectories are better, some animations fix and some nice other functionalities.

Actually, I am still on the 0.76b and I am waiting for a better upgrade to change versions (or an updated documentation).
 
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Lecode

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Hey guys, happy new year.
I had busy weeks and couldn't focus on LeTBS. I'd have to catch up with all the missing messages.
I'll prepare the next bugfix patch.
We'll say RIP to the config file, that means the doc will be changed again.
I postponed my work on it when I noticed I'd have to ditch the config file one day.

I hope that new configuration system will be the last because I don't want to redo the documentation ever again. Takes too much time.
 

AnotherWill

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Hi
I want to use a skill which make my character don't get focused for some turns. I created a state that is add by this skill and simply changed de "target rate" to zero. I've tried to use the command "focused_by_ai_for_offense: 0" too, however the character continues to be aimed. Can anybody say me the correct way to do what I want?
 

Lecode

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I want to use a skill which make my character don't get focused for some turns. I created a state that is add by this skill and simply changed de "target rate" to zero. I've tried to use the command "focused_by_ai_for_offense: 0" too, however the character continues to be aimed. Can anybody say me the correct way to do what I want?
You can't. This feature doesn't exist yet. I think it's somewhere on my to-do list alongisde the untargetable suggestion.

I've been messing with this work for about a month now and I've recently updated to 0.77 on a clean project and noticed counter-attack doesn't work anymore. It did work pre-0.77. Is it working for anyone else?
@Adventurer_inc. Counter-attacks totally work on the 0.77 demo. Try Duran's Aura Of Intimidation skill.
 

AnotherWill

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You can't. This feature doesn't exist yet. I think it's somewhere on my to-do list alongisde the untargetable suggestion.


@Adventurer_inc. Counter-attacks totally work on the 0.77 demo. Try Duran's Aura Of Intimidation skill.
It just explain everything XD
You are incredible
 

Almateria

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I'm sorry if this has already been answered, but I'm getting a error when starting a battle stating that my said character does not have a sprite configuration. Can anyone help me on fixing this?
 

Pharonix

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I'm sorry if this has already been answered, but I'm getting a error when starting a battle stating that my said character does not have a sprite configuration. Can anyone help me on fixing this?
If you're unning the latest, every actor and enemy needs the sprite configuration notetags Lecode moved it from the config so there' no default now so every entity that uses a sprite needs the configuration
 

Almateria

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If you're unning the latest, every actor and enemy needs the sprite configuration notetags Lecode moved it from the config so there' no default now so every entity that uses a sprite needs the configuration
Would you be able to give me an example on how this should look with a image? I'm looking at the documentation right now and it's just confusing me further. Trying to do this at 2AM- and now with a headache isn't helping my cause.

EDIT: I actually went back to the previous version to save myself some trouble. The Sprite Configuration error no longer shows, but instead I get this.

EDIT: Nevermind, I fixed it. Forgot about Animations and Animations.json
 

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Moo

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Hi, thank you for your work, your plug-in is awesome, and it's very cool to have a complete animaton part, I try some battle system for my futur project and it's one (or THE) of the better I see, I know it's lot of work to create new manual... but for your new version 0.77+ I wait it :) Also you think you can add a list of actual pattern AI ? Again lot of thank for your work perhaps (in some months lol) I will send you my game ! Bye
 

AnotherWill

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Hi there
The AoE on AoE cretor must be simetric? Let me explain better: I want to do a AoE that depends of the Actor face side, but the system on cretor jus depends of the cell. Example:
upload_2018-1-4_11-50-21.png

If I wanna make something like this, where the AoE is just acting on the actor face side, can I?
 

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AnotherWill

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I just found my answer in the official page. I fell so dumb xd
 

moldy

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@Chaosicaa I have a new challenge for you! This may not be possible with the current version but I was wondering if there was a way to create this passive:

Enemies cannot pass tiles adjacent to a user.

Essentially, this makes a character "cross shaped" like this:

oxo
xCx
oxo
 
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Pharonix

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@Chaosicaa I have a new challenge for you! This may not be possible with the current version but I was wondering if there was a way to create this passive:

Enemies cannot pass tiles adjacent to a user.

Essentially, this makes a character "cross shaped" like this:

oxo
xCx
oxo
Is that a passive or active skill.
Can the player move the character.

It might be good to look into auras to see if there' a push aura - Edit: There isn't

In other cases, For some reason multi selection doesn't work anymore.
it throws an error with: call_for_every_mscope
I am not running .77.1
EDIT: according to stack Trace the culprit is
this._sequence.unshift(command);
EDIT2: This was supposed to be: this._sequence.table.unshift(command);
This fixed this initial error, but now theres a new error:

upload_2018-1-5_13-36-17.png
 

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AnotherWill

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Hello again
Can anybody tell me if there is a way to make a enemy who can pass through free obstacles regions? Like a creature that can fly, so it could easily pass through a river the actor cannot
 

Chaosicaa

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@moldy
This one is not simple!
If I were you, I would look how the skill "ice prison" works it spawns entities on the map for x turns.
So for your skill, I would spawn invisible entities (could have a transparent image so they are invisible) around your character at the end of it turn and lasts only for 1 turn.

@AnotherWill
Unfortunately I think that the flying tag is not here yet. (Or I missed it!)
If you just want it for a river, you can set your river passable but put crystal marks in each river tiles to inflict a movement point malus when entering on your actors (it is harder to move fast in water) but make your flying entities invulnerable to the marks.
Learn more here :
https://lecodemv.github.io/leTBS/marks.html

@Pharonix
I love the push/pull aura idea!
If I find a way to do it, I'll edit this message.
I can not help you with your error sorry, if the 0.77.1 update broke multi selections, a fix might come soon.

-------------------------------------------

I want to share a very small edit with you all!
You probably know that with :
<letbs_commands>
</letbs_commands>
you can set up many commands on actors and when they are many of them (let's say 6 or more) it does look bad because it makers a huge linear list of actions.

You want to use columns like this on your actions list?
Columns.png

Then open LeTBS_Commands.js and find the last line in the :
Code:
/*-------------------------------------------------------------------------
* Window_TBSCommand
-------------------------------------------------------------------------*/
section.

(just before this:)
Code:
/*-------------------------------------------------------------------------
* Window_TBSSkillList
-------------------------------------------------------------------------*/
And add this inside the plugin :
Code:
Window_TBSCommand.prototype.maxCols = function(index) {
    return 2;
};
Change the number "2" by the number of columns you want!
(you will have to adjust the number of visible lines and the width of the window but you can do that in the plugin parameters)

Now let's say you want some other windows as well :
For the skill_list :

Code:
Window_TBSSkillList.prototype.maxCols = function(index) {
    return 2;
};
Just put these at the end of the Skill List section.

For the item list :
Code:
Window_TBSItemList.prototype.maxCols = function(index) {
    return 2;
};
Just put these at the end of the Item List section.

Be careful, make a backup of your file before doing that if you are not familiar with javascript!
 

pikachu385

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Hi, your system saved my live! I am working in a game with uses your system. I really was creating a Tactical Battle System, but yours is perfect!
Friends, i really need help, in my game, the actors and enemys are just ignoring the walls and obstacles. Only the statue in the first map of the demo is working. Can someone please help me?
Your System are fantastic!
Sorry for my bad english, i am brasilian e.e
 

AnotherWill

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Hi, your system saved my live! I am working in a game with uses your system. I really was creating a Tactical Battle System, but yours is perfect!
Friends, i really need help, in my game, the actors and enemys are just ignoring the walls and obstacles. Only the statue in the first map of the demo is working. Can someone please help me?
Your System are fantastic!
Sorry for my bad english, i am brasilian e.e
Você precisa colocar as regiões que você não que que sejam passadas como 250 no mapa. Sabe quando você está criando o mapa aí tem aquele R lá que você coloca as regiões? Então, é só isso mesmo. Coloque como 250 lá
 

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