Lecode Tactical Battle System 0.77.2B

Sissel Cabanela

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I've been looking for a way to add some light tactical battles in my project for a while and this plugin seems to be able to do the trick (and so much more), so thank you for the hard work.
Anyway, I started to implement it yesterday (last 0.77.1 version) and I'm stuck on the sprite part.
I tried several ways of using the character tags without much success.
For now, I'm only trying to use the RTP
First in the way of the old version demo :
Code:
<letbs_sprite>
use_character
sprite_name: Hero1
auto_turn_order_face
auto_status_sprite
</letbs_sprite>
Then I noticed the plugins comments and tried that :
Code:
<letbs_sprite>
pose(): use_chara, Hero1, 0
turn_order: auto
status_sprite: auto
</letbs_sprite>
But I'm always getting a "The battler 'Xxxxx' has no sprite configuration!" error.
I'm sure I'm missing something. Are the tags somehow wrong ? Do I need to define every pose even though I wish to use the RTP ?
I would really appreciate if someone could give me some pointers to set it up properly.
You need to define the pose mate,not just pose(). For instance, pose(idle), pose(dead)
 

TWings

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You need to define the pose mate,not just pose(). For instance, pose(idle), pose(dead)
Thanks, it worked by defining idle.
Code:
<letbs_sprite>
pose(idle): use_chara
turn_order: auto
status_sprite: auto
</letbs_sprite>
I'm not sure if I need to define other poses as well.
 

Sissel Cabanela

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Thanks, it worked by defining idle.
Code:
<letbs_sprite>
pose(idle): use_chara
turn_order: auto
status_sprite: auto
</letbs_sprite>
I'm not sure if I need to define other poses as well.
From what I've seen, it's at least recommended to define idle and dead for the use_chara option.
 

Sissel Cabanela

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Man, I booted up the 77.1 demo like LeCode had recommended a while back and without modding anything counter attacks don't even work in his own demo. I'm super stumped.
 

TWings

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Is there any way to enable/disable a character/enemy spot before the battle depending on a switch value ?

My game has about 50 possible actors (some being optional or exclusive).
Obviously, I don't want to use all of them in TB mode, but I'd also need to be able to set which ones are available.
Same goes for some enemies that may or may not be present depending on the story branch.

I guess I could do it by setting all the spots "free" and kicking/adding characters before/after battle (as for the enemies, alternative troop composition would probably do the trick).
But I don't like it much, since I'd want to lock some actors on specifics spots.

I also tried Galv's Event Spawner plugin, that almost did it, unfortunately leTBS doesn't seem to acknowledge the spawned events location and put them on the top left of the map when the battle starts.
 

Sissel Cabanela

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Is there any way to enable/disable a character/enemy spot before the battle depending on a switch value ?

My game has about 50 possible actors (some being optional or exclusive).
Obviously, I don't want to use all of them in TB mode, but I'd also need to be able to set which ones are available.
Same goes for some enemies that may or may not be present depending on the story branch.

I guess I could do it by setting all the spots "free" and kicking/adding characters before/after battle (as for the enemies, alternative troop composition would probably do the trick).
But I don't like it much, since I'd want to lock some actors on specifics spots.

I also tried Galv's Event Spawner plugin, that almost did it, unfortunately leTBS doesn't seem to acknowledge the spawned events location and put them on the top left of the map when the battle starts.
Don't have the Event Spawner, BUT is there a delay of at least 7 frames in between when the events spawn and when the battle starts? I'd recommend to put a 'wait' command if you haven't already. Let me know if that works then if not when I come home from work I can look into it more.
 

TWings

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Don't have the Event Spawner, BUT is there a delay of at least 7 frames in between when the events spawn and when the battle starts? I'd recommend to put a 'wait' command if you haven't already. Let me know if that works then if not when I come home from work I can look into it more.
I mean, the plugin works but not with leTBS battles.
Before the battle starts I can actually see the events are where i want them, same after the battle if I stay on the battle map.

But during the battle they're removed on the upper left of the map.
My guess is those 2 plugins don't work well together and, honestly I don't care much about the spawning one (unless there's an easy fix). I only tried it because it seemed like it could do what I was looking for.

EDIT : Actually after some more testing, it appears they're moved to their initial location from the source map. Not sure what causes it.

EDIT2 : Alternatively, Is there a simple way to update an event note with javascript (something like $dataMap.events()[x].setNote()) ?
I can do it directly with $dataMap.events[x].note="<xxxxx>" but I'm pretty sure that's really unclean.
 
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Pharonix

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I mean, the plugin works but not with leTBS battles.
Before the battle starts I can actually see the events are where i want them, same after the battle if I stay on the battle map.

But during the battle they're removed on the upper left of the map.

My guess is those 2 plugins don't work well together and, honestly I don't care much about the spawning one (unless there's an easy fix). I only tried it because it seemed like it could do what I was looking for.

EDIT : Actually after some more testing, it appears they're moved to their initial location from the source map. Not sure what causes it.

EDIT2 : Alternatively, Is there a simple way to update an event note with javascript (something like $dataMap.events()[x].setNote()) ?
I can do it directly with $dataMap.events[x].note="<xxxxx>" but I'm pretty sure that's really unclean.
There would be a way to do it, but the note code never saves.

What I mean is this.
Notetags can be changed in game, but if you were to restart, the changes revert. Changing notetags via JavaScript will not save when you save the game when playing, it' only temporary for that play session
 

TWings

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There would be a way to do it, but the note code never saves.

What I mean is this.
Notetags can be changed in game, but if you were to restart, the changes revert. Changing notetags via JavaScript will not save when you save the game when playing, it' only temporary for that play session
Which is completely fine since I only need to change it for the duration of the battle in the current play session.
As I explained previously, I need to be able to place actors on the map depending on certain conditions (if the player unlocked them or not, ...).
Meaning I need my conditions to edit some events notes (add "<Actor Cell: xxxx>","<Actor Cell>" or leave it empty) to use in the following battle.
Before every battle I check the conditions and initialize the battle prameters accordingly.
Of course, once the battle is over I don't need it anymore anyway.

It seems to work fine using "$dataMap.events[x].note="<xxxxx>"", I just feel like it's not a clean solution, but I can live with that as long as it runs.
 
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Pharonix

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Which is completely fine since I only need to change it for the duration of the battle in the current play session.
As I explained previously, I need to be able to place actors on the map depending on certain conditions (if the player unlocked them or not, ...).
Meaning I need my conditions to edit some events notes (add "<Actor Cell: xxxx>","<Actor Cell>" or leave it empty) to use in the following battle.
Before every battle I check the conditions and initialize the battle prameters accordingly.
Of course, once the battle is over I don't need it anymore anyway.

It seems to work fine using "$dataMap.events[x].note="<xxxxx>"", I just feel like it's not a clean solution, but I can live with that as long as it runs.
I added variable cells to my letbs event check.
This would likely help you. As if the variable is 0, nobody will be placed there and you can place anyone you want. And if actor 27 joins party, just set the variable for their specific cell to 27 and voila, they appear

I posted the regex a long while back.

Not sure if it's the best way, but it works efficiently for me
 

GuilhermeMJ

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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

View attachment 81664
View attachment 81663

View attachment 81665
I did exactly like you, is there something missing?
upload_2018-2-6_15-18-34.png
 

Pharonix

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I did exactly like you, is there something missing?
View attachment 82306

Ah, you're using 77.1
I don't use that version.
You'll need to use the new format for sprite configuration.

My computer actually kicked the bucket so I don' have my project to show you the new format. Just copy from demo.
 

Sissel Cabanela

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Ah, you're using 77.1
I don't use that version.
You'll need to use the new format for sprite configuration.

My computer actually kicked the bucket so I don' have my project to show you the new format. Just copy from demo.
Out of curiosity, what version do you use? I updated to 77.1 because the cross scope doesn't work on 75 and now I can't use counter attacks.
 

Pharonix

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Out of curiosity, what version do you use? I updated to 77.1 because the cross scope doesn't work on 75 and now I can't use counter attacks.
I use 77 I guess you could call it 77.0

If cross(1) doesn't work, just make a custom scope and call scope: custom(2X) or whatever

How are you doing your counters are you using sequences or using the cnt in the params
 

Sissel Cabanela

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I use 77 I guess you could call it 77.0

If cross(1) doesn't work, just make a custom scope and call scope: custom(2X) or whatever

How are you doing your counters are you using sequences or using the cnt in the params
Using CNT in the params because I'm trying to replicate the Fire Emblem System of automatic counters if in range. I'm probably gonna downgrade to 77.0 shortly if I can find the files and just fix upgrade later on when it works properly.
 

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I remember seeing something previously in this thread talking about using larger sprites but have looked all around for it and can't find it again.

Is there a workaround that can be used for bigger sprites? Not super large sprites but just slightly bigger than the default that are still meant to fit inside of a single tile.
 

Pharonix

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I remember seeing something previously in this thread talking about using larger sprites but have looked all around for it and can't find it again.

Is there a workaround that can be used for bigger sprites? Not super large sprites but just slightly bigger than the default that are still meant to fit inside of a single tile.
Page 63. Check my post
 

Sissel Cabanela

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So I downloaded 77.0 and tested the counter via the demo without changing a thing. Still no counter. What the actual....
 

Pharonix

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So I downloaded 77.0 and tested the counter via the demo without changing a thing. Still no counter. What the actual....
Doing some testing, and it doesn't look like it's making it to the
BattleManagerTBS.processCounterAttack
function.

Definitely something funky here.
Gonna compare 77's code to 75 and see what changed in the function calls.

also noticed that auras aren't working properly.
 
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