Lecode Tactical Battle System 0.77.2B

Nightshade

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You would need to make 4-direction sprites with the weapons in the graphics.
><
also the demo does not have the game file i looked into the zip file its missing the game file D: all it giving me is everything but the file to open
 

Pharonix

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><
also the demo does not have the game file i looked into the zip file its missing the game file D: all it giving me is everything but the file to open
Did you try copying the files into a clean project.

The demo project by @Chaosicaa works just fine.
 

cassio

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Hi, I have not been here for a while.
However, by testing the demo file, I found 2 errors.
When using multiple area selection skills (Mega Sparkle):
1) "Appent" is dealing with areas separately (overlapping areas in Enemies cause doubled damage).
2) "distinct" (Mega Sparkle case) only considers the last selected area and it is causing an unexpected error.

I think that's all. I do not know if the mistakes were already known. =)
Bye
____________________________________________________________________________
3) Infinite areas selected in place of a fixed number. Occurs when you insist on selecting prohibited areas. (see image. sorry, i kill the bat in the sequence and restart the battle)
4) wrong area selected when selecting prohibited areas (allows you to select the same cell duopoly).
 

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cassio

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It would be interesting to add "aoe_select: type" or something similar.
in these cases the skill only affects allies, enemies, summons or the designated.
_______________________________________________________________________________________

Thanks Pharonix!
=)
 
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Pharonix

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It would be interesting to add "aoe_select: type" or something similar.
in these cases the skill only affects allies, enemies, summons or the designated.
There are already things for this:
using:
aoe_options: exclude_enemies
will make the aoe affect allies only

aoe_options:exclude_allies
will make the aoe affect enemies only

should also be able to use
exclude_summons
exclude_enemy_summons

try using any of the following, separate by comma

exclude_allies
exclude_enemies
exclude_flaggedEntity(ID)
exclude_actorId(ID)
exclude_enemyId(ID)
exclude_summons
exclude_own_summons
exclude_enemy_summons
 

Goku0000

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Hello everyone I would like to create a fire emblem type game for those who know, so I use this plugin for my game but I would like to know for the fight if I could combine it with a side view plugin.
 

Pharonix

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Hello everyone I would like to create a fire emblem type game for those who know, so I use this plugin for my game but I would like to know for the fight if I could combine it with a side view plugin.
You would need to greatly alter the script for that.

Or heavily use sequences and that can get very tricky
 

Pine Towers

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@Pharonix, thank you for all the support you're showing for those that want to use LeCode TBS. I'm not a programmer, so I don't know the intricacies of the system aside from the end-user (and a little of python/pygame, but I digress). Taking the idea from @Goku0000 , wouldn't it be possible to call the original battle scene only for the actor and the enemy and set the default attack sequence, as a cutscene of sorts, using force action at turn 0 to bypass player control?

Just throwing some ideas, as I said, I'm not the most knowledgeable one when the subject is JS.
 

Pharonix

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@Pharonix, thank you for all the support you're showing for those that want to use LeCode TBS. I'm not a programmer, so I don't know the intricacies of the system aside from the end-user (and a little of python/pygame, but I digress). Taking the idea from @Goku0000 , wouldn't it be possible to call the original battle scene only for the actor and the enemy and set the default attack sequence, as a cutscene of sorts, using force action at turn 0 to bypass player control?

Just throwing some ideas, as I said, I'm not the most knowledgeable one when the subject is JS.
That's why I said sequences. You can't overlay 2 battle systems on top of each other.

Goku:
Someone else was working on a fire emblem battle system that you are looking for, but it looks to be on hold.
I'll PM you the link (I don't want to Hijack this thread)
 

linsahemil

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Hi, I want to know if this plug-in support create battle that alternate round of player's and enemy's. And every turn player's character can act in any order.
 

Pharonix

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Hi, I want to know if this plug-in support create battle that alternate round of player's and enemy's. And every turn player's character can act in any order.
As of now, no.

The best I can do for you is write a snippet that would override the turn order creation to add all allies first, then enemies. But your allies wouldn't be able to act out of turn.
 

ShinZeta

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Hello, I was working on a project using LeTBS 0.76B when wanting to update it to version 0.77B (based on the demo version) it gave me an error and I do not know how to fix it ...
someone could help me?
 

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Aloe Guvner

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Chaosicaa

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@linsahemil Humm, the system is not made for that but maybe you could try running a common event after each player spell or turn with a message box :
Which player should move?
- Actor 1
- Actor 2
...
With a switch system, when a player played, a switch "This actor has played" is ON and so the choice does not appear in the box until the enemy turn when all switches are OFF again.

When the player selected someone, the common event will inflict a state on the actor making him a priority to move with the timeline control :
https://lecodemv.github.io/leTBS/timeline_control.html

I didn't tried it so I'm not sure if it would works but why not : ).

@ShinZeta Are you sure the starting positions of actors and enemies (events) exists in the map where the battle happens OR the animation of the starting event is well set in the database?
For example by default, the "placed" animation is on the slot 249 in the animation database, if your database is shorter than that, an error message like this one would appear.

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

For everyone, I have a new tutorial idea :
How to make a skill that does not work and a skill that show animations even on entity-less cells !

Yes, I know that might be a crazy idea but there is something cool about it!

1: For the skill that do not work but have an animation, here is an example of utilization :
Let's say you want to use a skill only on yourself that runs a common event.
You would probably tell me to just set the skill normally like this :

<letbs>
scope: circle(0)
scope_options: include_center
</letbs>

With in the effects : Run common event number X
Damage type : None.

But if you are picky you would see a message at the top of the screen : (This has no effect on the Actor_X) (Which is a very misleading message in that case)

So how to make this message disappear and still run the common event?

Create a sequence in LeTBSConfig.js under "Your sequences" :
//------------------
"Donotwork": [
"call: pre-skill",
"map_anim: {aoe}, obj_anim",
"wait: 20",
"call: post-skill"
],
//------------------
Do not put that in last sequence position if the comma in the end exists.

This sequence will basically play the animation on the target but the spell will not work (event if you set some damages in it) but your common event will play so you will get rid of that annoying message at the top of the screen!

Here is the configuration :
<letbs>
scope: circle(0)
scope_options: include_center
sequence: Donotwork
</letbs>


Now the second thing !
2 : How to make a skill that show animations even on entity-less cells !

Are you dreaming to make a very cool good looking inferno skill that basically burns a good portion of the map away and feel the power?
If you do, you will probably realize that only the entity on the maps will have the animation played on them and not all the cells that are supposed to burn... and that's pretty annoying in that case, so here is a fix for that :

Create a sequence (I will call it: Aoe) in LeTBSConfig.js under "your sequences" like that :
//------------------
"Aoe": [
"call: pre-skill",
"map_anim: {aoe}, obj_anim",
"effects: {aoe}_battlers, current_obj, obj_anim",
"wait: 20",
"call: post-skill"
],
//------------------
Do not put that in last sequence position if the comma in the end exists.

The "map-anim" will basically play the animation on all the cells that are in the Aoe.

Actually you can even add a delay between the map anim and the actual animation on battlers like that :
//------------------
"Aoe": [
"call: pre-skill",
"map_anim: {aoe}, obj_anim",
"wait: 60",
"effects: {aoe}_battlers, current_obj, obj_anim",
"wait: 20",
"call: post-skill"
],
//------------------
If you do that all cells will burn and the entities will have the animation played on them again 1 second later so it will look like they caught fire *sadistic smile*

Pyro.png

(It looks way cooler in live that on this screenshot)

There is the skill configuration :
<letbs>
scope: line(5)
scope_options: include_center
aoe: cross(5)
sequence: Aoe
</letbs>


That's all for today, sorry for some of you, that was some very basic info especially if you studied the skills inside the demo like the volcano ground but I hope that I helped someone!
 

Pharonix

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EDIT: It's Here.

Basically there are 4 types of Turn Order here:
Fair
Normal
Ally first
Enemy first

EDIT 2: Updated with more Turn Order options
(Just reverse versions of the above- See Screenshots)

If I get additional turn order requests, I can add those.
Since it orders by AGI, this can easily be modified for order based on any stat, really.


https://www.dropbox.com/s/h45owe4dtq7u9s8/PHX_LeUtility.js?dl=0
Must Absolutely Be placed under LeTBS. For best results, put it like such.

upload_2018-7-17_8-45-25.png

Please let me know if there's anything wrong with this.
It should work just fine though.

Type 0 and Type 1 are the Fair Order and Simple Order found by default
in LeTBS.js Configuration

Turn Order Config can be changed on the fly with:
PHX_LeUtility.Param["TurnOrder"]= 0/1/2/3


Type: 0
Fair Order Distribution
Alternates turns between Actors and Enemies:
upload_2018-7-17_8-37-26.png

Type: 1
Simple, Straight-Up Agility Order
upload_2018-7-17_8-34-40.png



Type: 2
Actor-First Order
upload_2018-7-17_8-33-39.png



Type: 3
Enemy-First Order
upload_2018-7-17_8-32-41.png

Type: 4
Fair Order - Reverse AGI (Orders by slowest First
upload_2018-7-17_11-14-51.png


Type: 5
Simple Order - Reverse AGI
Slowest First
upload_2018-7-17_11-15-55.png


Type: 6
Actor-First Order Reverse AGI Sorting
upload_2018-7-17_11-40-24.png

Type: 7
Enemy-First Order Reverse AGI Sorting
upload_2018-7-17_11-41-53.png


Closing Notes:
If you use a pre-emptive or surprise attack script, simply use a script command to set the turn order in this script to
PHX_LeUtility.Param["TurnOrder"]= 2 for pre-emptive attacks,
PHX_LeUtility.Param["TurnOrder"]= 3 for surprise attacks.
 
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Zayriel

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I'm definitely going to be using this plugin! Any chance that it'll become compatible with OcRam's Local Co-op plugin?
 

onipunk

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This may seem like a pretty basic question, but how would I go about implementing different casting animations for different classes in this engine? Every actor and enemy in my game belongs to one of four elemental alignments, so it'd be nice to be able to have different cast animations for each element rather than them all sharing one.

EDIT: Sorry, another question occured to me. How would you go about implementing a survival victory condition? For example, if even one member of your party remains alive after 5 turns, you win the battle no matter if all the others have died?
 
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ShinZeta

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Hello again.
thanks for the help from before.
This time I had a bug with the summons
If the caster dies and only has one invocation, the invocation dies next to the caster
but...
if the caster has more than one invocation, second last does not die and if there are more than 4 invocations, none die
(all my invocations are tied to the caster).
 

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Pharonix

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This may seem like a pretty basic question, but how would I go about implementing different casting animations for different classes in this engine? Every actor and enemy in my game belongs to one of four elemental alignments, so it'd be nice to be able to have different cast animations for each element rather than them all sharing one.

EDIT: Sorry, another question occured to me. How would you go about implementing a survival victory condition? For example, if even one member of your party remains alive after 5 turns, you win the battle no matter if all the others have died?
for the first one, you would need to do strictly sequences and you wouldn't be able to use pre-skill to display the animation as it changes based on elements

for the second one:
Make a Page in your troop event for:
Turn 5
The below runs at the end of turn 5 (Start of turn 6)
calling the script "BattleManagerTBS.prepareVictory(); basically tells the LeTBS system you won.
upload_2018-7-20_15-37-32.png

See video for example:
https://www.dropbox.com/s/e0nj7mblplov539/victory.mp4?dl=0
Skip to a minute in if you don't care about the lead-up.

EDIT: realized that $gameParty.aliveMembers() does not check battle party, but all ally members. since you lose if all your party is dead, you don't actually need the condition there. and can just put text and the prepareVictory() script
 

onipunk

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@Pharonix I figured as much, that sounds like it's going to add a lot of extra work for something that is essentially just a nice bit of graphical flair, so I think I'll leave it for now. Thanks so much for the code on the victory condition, would I need to put a victory condition before the battle processing event as well? For example, would I need to also put a Defeat All condition so that the battle ends if you do manage to defeat all the enemies rather than wait on an empty map for 5 turns, or does the troop event work without any other victory conditions?
 

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