Lecode Tactical Battle System 0.77.2B

GuilhermeMJ

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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.
I actually wanted your help, yes, can you do with that image here for me?
 

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Pharonix

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Th
I actually wanted your help, yes, can you do with that image here for me?
Thats already in the right format.

Put it in the letbs battles folder called
Monster name_idle.png
And follow lecodes examples on making it work.
 

Sissel Cabanela

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GuilhermeMJ

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From the video, it seems that the image isn't properly sized. There's a lot of blank space there for a single character, you can just trim it(with respect to each individual animation frame) and place '$'(without quotations) in front of the filename for a single character.
still bad even after having taken the spaces and put '$'
upload_2018-1-21_19-48-51.png
 

Mjolk

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Hello.
There is some way to add a sound of foot steps to the movement?
Or does anyone have a suggestion for how do it?

Thanks in advance.
 

Colon Vee

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is there an instructions page somewhere on how to use this, i cant find anything
 

sam_j

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There's a bug where a dead entity obstructs the skill scope, i tried using 'passable_on_death' and 'has_no_corpse' and other tags related to an entity's death but still no luck.
 

Colon Vee

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I have an issue with easystar, it doesn't work. Can someone experienced with Easystar help me with this? The reason I bring this up is because the TBS requires it.
The error I'm getting: http://prntscr.com/i5p3hm
Edit: Also, there's no download for the required "LeUtilities" plugin anywhere.
 

AnotherWill

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Please, somebody can help me with the select_scope? Is it really not working?
 

AndYouDontSeemTo

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Hey, Im just starting out trying to use this plugin. Whenever I try to open a battle, I get the following error:

TypeError: Cannot read property 'apply' of undefined
at new Window_TBSCommand (LeTBS.js:10250)
at Scene_Battle.createCommandWindow (LeTBS.js:1299)
at Scene_Battle.createAllWindows (LeTBS.js:1235)
at Scene_Battle.createDisplayObjects (LeTBS.js:1167)
at Scene_Battle.create (LeTBS.js:1156)
at Function.SceneManager.changeScene (rpg_managers.js:2005)
at Function.SceneManager.updateMain (rpg_managers.js:1982)
at Function.SceneManager.update (rpg_managers.js:1907)

I have all of the plugins in the exact order specified by the documentation. I'm also 99% certain this isn't an error involving actor/enemy cell tags. I'm using version 0.77.1.

Does anyone have any ideas on how to solve this? I could provide more information as needed.
 
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Can someone help, every time I load up the demo it says "unexpected file format"
 

Pharonix

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New question though.

Why is it, when I inflict a state that lasts 5 turns, it doesn't work?

I had an enemy inflict me with poison, I saw the "Poisoned" state popup, but my character didn't suffer from it
 
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Pharonix

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still bad even after having taken the spaces and put '$'
View attachment 80892
Don't use $,

I Copied your file, and used it As-Is.

Named it "Robo Gigante_idle" and created a monster with that name. The following is what I got:
You should make sure your config is set to 3 frames for walk.

I already mentioned that this MUST be put into the LETBS folder under Battlers

make sure to use auto_status_sprite

upload_2018-1-31_10-58-50.png
upload_2018-1-31_10-57-46.png

upload_2018-1-31_10-59-36.png
 

AnotherWill

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Hi there
Is there a way to remove the option "item" from the actions?
 

Pharonix

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Hi there
Is there a way to remove the option "item" from the actions?
Absolutely.

Go into your plugin manager and edit LeTBS_Commands

Using my below, my current default command list is:
move 82, [extra], skills 64, items 176, pass 84

To remove items, all that's needed is to make it:
move 82, [extra], skills 64, pass 84

upload_2018-1-31_11-14-32.png




Now, if you only want to remove it for a specific character, place the following notetags Under the actors <letbs> tags:

<letbs_commands>
move 82, [extra], skills 64, pass 84
</letbs_commands>

So this will make the character only able to use move, the extra menu, skills and pass.
My Extra menu is generated by weapons as I replaced my attack command with individual weapon commands, to give each weapon a scope, aoe, etc.
 

AnotherWill

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Absolutely.

Go into your plugin manager and edit LeTBS_Commands

Using my below, my current default command list is:
move 82, [extra], skills 64, items 176, pass 84

To remove items, all that's needed is to make it:
move 82, [extra], skills 64, pass 84

View attachment 81667




Now, if you only want to remove it for a specific character, place the following notetags Under the actors <letbs> tags:

<letbs_commands>
move 82, [extra], skills 64, pass 84
</letbs_commands>

So this will make the character only able to use move, the extra menu, skills and pass.
My Extra menu is generated by weapons as I replaced my attack command with individual weapon commands, to give each weapon a scope, aoe, etc.
Thank you, guy ^-^
Hey, do you know about any problem with scope_select? I'm trying to make a skill that just works in summons, but when I test, I just can use in anyone
 

Pharonix

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Thank you, guy ^-^
Hey, do you know about any problem with scope_select? I'm trying to make a skill that just works in summons, but when I test, I just can use in anyone
Not that I'm aware of.
Are you using
scope_select: summons
or
scope_select: own_summons

I have a skill set to
scope_select: actorId(11) and it works fine

upload_2018-1-31_14-50-59.png
 

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