Lecode Tactical Battle System 0.77.2B

Pharonix

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Hello, everyone
Can anybody tell me if there is a way to create a enemy who don't act at all? I know I can simply make one with no attack and no move points, but I would appreciate if I could create a enemy with no turn, one who never get action, but is still there and players could hit it.
Thanks so much
I don't know if that's possible at this time, but I could probably hack in a tag for that.
Worst case, just give it the [Wait] skill

I can look into it starting tomorrow.
(Though Lecode won't take kindly to me "Hacking" it anymore :) jk. I know he loves it)
 

eaedwards

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I absolutely adore the Steal/Snatch Fix. I hope to implement. Anyone have an idea on when Lecode plans to implement 0.8? I am still in the early stages of my game's developments and if it is close I feel it may be easier to start with 0.8 than start here and replace it all later.
 

Pharonix

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I absolutely adore the Steal/Snatch Fix. I hope to implement. Anyone have an idea on when Lecode plans to implement 0.8? I am still in the early stages of my game's developments and if it is close I feel it may be easier to start with 0.8 than start here and replace it all later.
I think he said a couple weeks. But don't quote me on that.
 

Pharonix

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Was a little disappointed to find that LeTBS is not compatible with Yanfly's Battle Statistics (In particular the part that keeps track of deaths/kills)
So I had to modify my code.

I made checkSubPhase keep track of the active entity's id, if its an enemy, I set a variable to 0, otherwise, if an actor, i set to 111
Then I set a second variable equal to the actor's id.

Then during checkDeath, I check the following

Am I actor?
If Yes, it determines if an actor, or enemy killed this entity, if an enemy did, i update the regular death counter,
if an ally killed them, I update the [murderer's] friendly Fire count, and update the deceased's friendly death count.
(I added Friendly Kills and Friendly Deaths to Yanfly's Battle Stats).

Am I enemy?
If Killed by actor, i update their kill count normally.

So far no crashes.
 

God of Salad

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I have some information regarding the plugin 'TileD' if anyone is interested.

LeTBS almost works quite well with the 'TileD' plugin, and I successfully tested it on a 32 x 32 grid.
However, during battle, LeTBS does not seem to reconise any collisions regarding tiles, and Tactical mode does not seem to work. Besides this, the battles seem to work fine.

If anyone does happen to know a solution, I would be extremely grateful to hear it. But I understand this is a problem perhaps out of every bodies jurisdiction.
 

Pharonix

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I have some information regarding the plugin 'TileD' if anyone is interested.

LeTBS almost works quite well with the 'TileD' plugin, and I successfully tested it on a 32 x 32 grid.
However, during battle, LeTBS does not seem to reconise any collisions regarding tiles, and Tactical mode does not seem to work. Besides this, the battles seem to work fine.

If anyone does happen to know a solution, I would be extremely grateful to hear it. But I understand this is a problem perhaps out of every bodies jurisdiction.
IIRC letbs never detected tile collisions.
I always had to use regions 249 and 250 to act as obstacles
 

God of Salad

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IIRC letbs never detected tile collisions.
I always had to use regions 249 and 250 to act as obstacles
Thank you! I had overlooked that information! You helped me out immensely! Another thing, earlier on in the thread, it was your post which helped me solved another major problem I was having! Thank you so much for your contributions to the thread, I would be nowhere without them.

So anyway, TileD and LeTBS seems to work great (Ignoring Tactical Mode), I would recommend it!
 

Cr3ated

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Question: is there any way to turn the current tile layout to something different? For example, could you change the way it currently looks to something like this: https://i.ytimg.com/vi/sLvY1zlPBCk/maxresdefault.jpg

This makes it to where characters move diagonally like in Final Fantasy Tactics instead of vertically and horizontally.

Thank you! Great work as usual!
 
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Pharonix

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Question: is there any way to turn the current tile layout to something different? For example, could you change the way it currently looks to something like this: https://i.ytimg.com/vi/sLvY1zlPBCk/maxresdefault.jpg

This makes it to where characters move diagonally like in Final Fantasy Tactics instead of vertically and horizontally.

Thank you! Great work as usual!
@Chaosicaa made a post about something like that a while back.
 

Cr3ated

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@Chaosicaa made a post about something like that a while back.
I just saw it. That's super, SUPER exciting! I hope something like this gets fully supported because that's exactly what I'm looking for. Pharonix, have you tried that out at all? Or is it pretty unstable? Thanks for your help.
 

Pharonix

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I just saw it. That's super, SUPER exciting! I hope something like this gets fully supported because that's exactly what I'm looking for. Pharonix, have you tried that out at all? Or is it pretty unstable? Thanks for your help.
The resources I use, don' have 8 way sprites so I don't.
 

Chaosicaa

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@Cr3ated Hello!
Ah yes, I remember this case, I have one bad new and a good one for this!

The bad news is : it was not very stable and time consuming.
The good one is : I think this is pretty doable and not so hard to create for an experienced programmer (not me :p) !
But I might give an other try, I'll let you know if I make some progress.

The normal grid size is 48x48 so I made a isometric version of this in a 768x768:

Original.png

Since it is ISO, the height is 48, but the length is the double (so 96).
Basically, that means diagonal movement scripts won't work because the length of a cell is not the same as the height.
To create the iso plugin without the need of an other engine or parallax mapping, that means you would need these :

1: A iso movement script (or a tweaked diagonal movement script with the length of a cell is double than the height while disabling the normal movement). (It is already possible to do some of these with minor changes on Shaz_change_tile_size.js plugin)

2: A compatibility patch for LeTBS (or tweak how LeTBS movements are handled).


When I shift the template like this :

Shift Template.png

Something interesting happens, actually the rpgmaker grid overlaps quite well the ISO grid :
Grid.png
When a character is on a red cell and moves, he goes on a blue cell and vice-versa.
The red cells are actually well positioned and ready to be used for the engine (2;4;6;8;10;12...) but the blue cells are off by 1/2.

On a normal grid, it look like this (for reference) (and how to handle collisions) :
Basic.png

Edit :
I did it!
It is still a little buggy, so I'll try to arrange this and then I will post the isometric demo on the forum!

Iso.png
You will need your own ISO resources of course!

Here is the demo :
https://www.dropbox.com/s/wmxb20wt54e7uz3/LeTBS_0772B_ISO.rar?dl=0


Q&A :
Q: Do I recommend using this for your project?
A: No, there is some bug and this is not supported by anyone, use it only if you find it funny or if you think you can fix it! Ah, and this is way more complex to use than the normal TBS version.

Known bugs and possibles amelioration for the future :
- Normal mapping is not recommended, only parallax will do it efficiently.
- It is hard to see where things are on the game because the editor reflect badly the true positions due to @Shaz very tiny little change I made to her plugin :
Game_Map.prototype.tileWidth = function() {
return tileSize*2; //instead of *1
};
- Maps appears in double in the editor (but only once in game).
- Mouse support works badly.
- I removed the normal walking left right up and down in @Victor Sant plugin but it would be better to just change them on the diagonals (easy to do).
VictorEngine.DiagonalMovement.moveStraight = Game_CharacterBase.prototype.moveStraight;
Game_CharacterBase.prototype.moveStraight = function(d) {
if (this.isDiagonalEnabled() && d % 2 !== 0) {
this._diagonal = d;
var horz = (d === 1 || d === 7) ? 4 : 6;
var vert = (d === 1 || d === 3) ? 2 : 8;
this.moveDiagonally(horz, vert)
} else {
//this._diagonal = 0; (I commented this to block straight movements).
//VictorEngine.DiagonalMovement.moveStraight.call(this, d); (I commented this to block straight movements).
}
};
- Movement points are 2x higher than the real move points (this is because LeTBS does not support well this yet).
- When creating spells if you want to use a circle scope, you will have to use @Lecode AoE creator to remove "even" cells.
- When you teleport someone on a map, be sure to teleport it on an "odd" cell or they will always walk "on the lines"
- It is not possible to revert forth and back to normal TBS and ISO with a plugin command in game yet, you will have to chose one and stick for the whole game for now.
- This is a Frankenstein plugins combination while only a small portion of the code is needed for the ISO, it would be more efficient to write a single plugin with the good options and easier to manage.
 
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JoeTheCrafter

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Hey everyone i am having an issue with the "reinforcement" part:
Actually i want that every turn different enemies appear and at the end of turn 3 a boss appear with two others enemies, the objective is to kill the boss in the fight.
It might be easy but i am a messy and not smart guy so if someone could help me, it will be really nice.
Thanks for reading.
 

AnotherWill

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I don't know if that's possible at this time, but I could probably hack in a tag for that.
Worst case, just give it the [Wait] skill

I can look into it starting tomorrow.
(Though Lecode won't take kindly to me "Hacking" it anymore :) jk. I know he loves it)
Hey, guy, thank you for answer me and don't worry about that (sorry for take too long to answer)

I have an easy question this time, if anyone could help me...
It's about the enemy cells. I know I can specify a cell for an enemy using his number in the troop. But what if in the same map, I have two battles, with two different troops and I want these different troops to be in different cells. What should I do?
 

Pharonix

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Hey, guy, thank you for answer me and don't worry about that (sorry for take too long to answer)

I have an easy question this time, if anyone could help me...
It's about the enemy cells. I know I can specify a cell for an enemy using his number in the troop. But what if in the same map, I have two battles, with two different troops and I want these different troops to be in different cells. What should I do?
You need to update the leTbs.js file,
By default it uses the events database location, instead 9f the game location.
My fix will allow you to change the events location before battle and have it work the way you are asking

Check my earlier post.
 

Nightshade

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does this system use sprites for the enemies or sv_battlers on the map?
 

Nightshade

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oooh :o now i am very interested : o what about the weapons?
 

Goku0000

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Hello everyone, I was inspired by the demo to configure the plugin but every time I have this error can you help me?
 

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