Lecode Tactical Battle System 0.77.2B

Sissel Cabanela

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No the files are uncompressed pngs in their respective folders, ive noticed it only happens with Moghunter plugins, the rest seem to do fine.
In one particular case the plugin actually worked as i could see the effect (a particle) but the game still kept asking for the file.
My only guess is that maybe something broke when i replaced all the archives from my project with those of the demo.
Its a minor issue though, and i might just remove those plugins before touching something and risking breaking something else.
Oh...dear I actually encountered that previous with Moghunters plugin, but I circumvented it with a ThroughFailedToLoad plugin. But that was an older version of the Monhunter plugin- the newest ones should fix that error. Can you confirm you are up to date?

@GuilhermeMJ That should be the correct order IF the Tween plugin will function properly with LeTBS. If the two are incompatible due to the visual effects, the location will not matter currently.
 

GuilhermeMJ

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I just found out why this error, if I press "shift" during the fight appears this error message that I posted before.
Someone know how to fix this or how to disable the "shift"?
 

Pharonix

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Is it possible to have an ally or enemy cast a spell on death?

I would like to recreate Death Nova from Guild Wars, where if an ally dies, they cause an AOE to go off.

Could I use LETBS tags:

<letbs>
sequence(dead): death_nova
</letbs>

In the State notebox to do this?

EDIT: Tried this, it doesn't work,

I also tried putting this on the actor, but apparently calling a skill on death doesn't work.

I was kinda hoping it would
 
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Sissel Cabanela

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@GuilhermeMJ
What is SHIFT currently mapped to as far as actions go in your game?

@Pharonix
Last I checked, the LeTBS worked with Yanfly's State Categories which has, believe it or not, a Tips and Tricks for recreating the Death Nova effect. You need the State Categories to have the 'Bypass Death' effect so that the state isn't automatically cleared on the unit's death in the first place.
 

GuilhermeMJ

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@GuilhermeMJ
What is SHIFT currently mapped to as far as actions go in your game?

@Pharonix
Last I checked, the LeTBS worked with Yanfly's State Categories which has, believe it or not, a Tips and Tricks for recreating the Death Nova effect. You need the State Categories to have the 'Bypass Death' effect so that the state isn't automatically cleared on the unit's death in the first place.
He runs, but in battle he causes error.
 

Pharonix

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@GuilhermeMJ
What is SHIFT currently mapped to as far as actions go in your game?

@Pharonix
Last I checked, the LeTBS worked with Yanfly's State Categories which has, believe it or not, a Tips and Tricks for recreating the Death Nova effect. You need the State Categories to have the 'Bypass Death' effect so that the state isn't automatically cleared on the unit's death in the first place.
I tried that, but it didn't work. apparently states cannnot use
<letbs>
sequence(dead): death_nova
</letbs>
 

IAreMoocow

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The positioning window can't be disabled. And hidding it in the code won't just work. The whole "positioning phase" depends on it.
I've modified your plugin locally to (optionally) allow bypassing the positioning phase, based off of your most recent changes (v0.77.1). Since I've seen at least a few people ask about support for this, I was going to make a pull request on GitHub, but the code there is on 0.75 still, which would likely make for a horrible series of merge conflicts for you. I can push this up once you get a chance to update GitHub.

Thanks for making this, by the way! It's a great plugin, once you get the hang of the configuration.
 

Sissel Cabanela

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I tried that, but it didn't work. apparently states cannnot use
<letbs>
sequence(dead): death_nova
</letbs>
Wait wait, I'm curious- is Death Nova the only state you're using for this? Or did you modify State 1 - Knockout as well?
 

Pharonix

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Wait wait, I'm curious- is Death Nova the only state you're using for this? Or did you modify State 1 - Knockout as well?
Only death nova, there's no way for me to generate an AOE effect with the knockout state.
Yanfly's example has Lunatic mode calling explicit damage to all enemies.
That's NOT what I want to do. I want To generate a Circle(2) aoe around the character that dies.
 

Sissel Cabanela

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Only death nova, there's no way for me to generate an AOE effect with the knockout state.
Yanfly's example has Lunatic mode calling explicit damage to all enemies.
That's NOT what I want to do. I want To generate a Circle(2) aoe around the character that dies.
In that case, you would have to manipulate the default 'death' sequence in LeTBS.config, no? You would add in, before the collapse, something to the effect of:

"script: if (user.isStateAffected(deathNovaID)) {
"call: AoEsequenceID, x"
}"

Though I believe I formatted that very incorrectly, but I believe it can be done either by using calling the AoE Sequence between the brackets OR defining the sequence and it's effects, range/damage and all, right there in between the brackets if the condition is met.
 

Pharonix

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In that case, you would have to manipulate the default 'death' sequence in LeTBS.config, no? You would add in, before the collapse, something to the effect of:

"script: if (user.isStateAffected(deathNovaID)) {
"call: AoEsequenceID, x"
}"

Though I believe I formatted that very incorrectly, but I believe it can be done either by using calling the AoE Sequence between the brackets OR defining the sequence and it's effects, range/damage and all, right there in between the brackets if the condition is met.
I'll look into that, thanks.
 

Delsin7

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Is there currently (.77.1) a way to change an actors sprite during a tactical battle? I've tried with use_chara, without, Common Events, states, letbs_sprite, letbs, etc and it either does nothing or tosses an error about the $gamePlayer.refresh();. Now outside of battle/letbs mode all these ways work fine. And in previous versions there was even a Transform skill that I assume worked. Hopefully someone knows how to make it work, hehe. ;-; (I've also tested in my current project and in the demo.)
 

thephoenix112

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Does it have height, object, and player recognition to affect movement and attack patterns?
 

GuilhermeMJ

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has some way of putting "$BigMonster" into the fight, or any large image?
 

Pharonix

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has some way of putting "$BigMonster" into the fight, or any large image?
Not using big monster sheets

Buuuut
If you cut the monsters out, and make individual
_idle
_dead
_move
_attack,
Etc.

At minimum, just idle is needed and you can use
Has_no_corpse to ignore the _dead sprite.

Then you can use larger enemies.
For example, here the enemies are 48x64. Which technically fell under the "Big" category
I tried loading the sheets normally but lecodes system yelled at me, so I made about 100+ sheets. I bought the Fes resource pack, and all the enemies were too large, but doing it this way worked.

1516292390272.jpg
 

GuilhermeMJ

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What would be the best way to make these cuts?
 

Amarok

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hey guys i tried to use tags like no corpse and passable on death because by default the system is too much final fantasy tactics and i need it to be closer to fire emblem, but looks like they dont have any effect, i tried putting them in both the actors and enemy sections like the documentation said, im doing something wrong?
 

Sissel Cabanela

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hey guys i tried to use tags like no corpse and passable on death because by default the system is too much final fantasy tactics and i need it to be closer to fire emblem, but looks like they dont have any effect, i tried putting them in both the actors and enemy sections like the documentation said, im doing something wrong?
Screenshot the noteboxes so we can see your format, maybe?
 

Amarok

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Screenshot the noteboxes so we can see your format, maybe?
Actually nevermind, i didnt notice that there was two different config sections i was putting the tags in the sprite one :facepalm:

Though now i have noticed another annoying bug that seems to happen at random when positioning characters for battle, it only has a chance of happening when you mess with the positioning of the characters like changing their positions after you have already positioned them.

 

Pharonix

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What would be the best way to make these cuts?
i personally use gimp, and set up a grid.

So for these, I set up a 144x256 template, then on my sheets, i set the grid to be 144(3x480 by 256(4x64), which gives the original sprite sheet 8 sections.
then I use the "Snap to Grid" option, select each enemy, copy, paste, export, then do it all over again.

So if you have a sheet thats 100x100 sprite size, each Sprite sheet will be 300x400 (The full size of each character's sprites.
So set your grid to 300x400

Took me a good couple hours to do it, as there were hundreds of sprites.

If you own the FES Resource Pack for MV, let me know through a PM, as I believe I can send you the cuts since you own the license. If you don't own the resource pack, I cannot send you the cuts.
rpgmakerweb:
http://www.rpgmakerweb.com/a/graphics/rpg-maker-fes-resource-pack,
or through steam:

If you need help doing the cuts yourself, i wouldn't mind helping you out (So long as there aren't too many)

I can't post what i did here, as it would count as distributing the resources, sorry.
 

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