- Joined
- Apr 22, 2012
- Messages
- 769
- Reaction score
- 372
- First Language
- English
- Primarily Uses
- RMMV
I use 1.5.2 so thats no issue
However my code is built on 77 base not 77.2B, however some of the good fixes from later versions are present.
I could release my full dev. build with all my code.
This would include my main .js files (like managers.js) as I have edited some of them with fixes for some things.
As for my customizations, most of them are denoted in my code with //Modified by PHX
So if you find fixes you want as a plugin, it should be more than easy enough to convert the code into a working plugin.
But yeah, some of my fixes might not be particularly.... super user friendly right out of the box, as most of my fixes/features were created especially for my game.
But yeah, if you find something you like, just let me know, and I can see what I can do for you.
=======================
Update 6/19/2020
The code I added which modifies getObjectSequenceData
works like a charm
Then I created a new function called vorpal which has a 4-3-2-1 pull for now.
I will at some point be checking states and whatnot but this is just for testing and I needed something simple like a random number generator for simple testing.
A Vorpal Sword will have like a 20% chance of additional attacks which will eventually be 5 conditionals that check for a % roll and if it succeeds it goes up by one hit, but the second it fails, it returns the sequence I set aside for the number of hits
for example:
rolls 51 -> hits = 2
rolls 67 -> hits = 3
rolls 19 -> return "atk3" (which is then processed by the sequence manager)
However my code is built on 77 base not 77.2B, however some of the good fixes from later versions are present.
I could release my full dev. build with all my code.
This would include my main .js files (like managers.js) as I have edited some of them with fixes for some things.
As for my customizations, most of them are denoted in my code with //Modified by PHX
So if you find fixes you want as a plugin, it should be more than easy enough to convert the code into a working plugin.
But yeah, some of my fixes might not be particularly.... super user friendly right out of the box, as most of my fixes/features were created especially for my game.
But yeah, if you find something you like, just let me know, and I can see what I can do for you.
=======================
Update 6/19/2020
The code I added which modifies getObjectSequenceData
works like a charm
JavaScript:
TBSEntity.prototype.getObjectSequenceData = function (obj) {//Modified by PHX
var defaultSeqId = DataManager.isSkill(obj) ? Lecode.S_TBS.defaultSkillSequence : Lecode.S_TBS.defaultItemSequence;
var e = BattleManagerTBS.activeEntity();
//Check if the obj has a sequence
if (obj.TagsLetbs.sequence)
{
//If it does, collect it into a variable, and check if it is a function.
objSequence = obj.TagsLetbs.sequence;
if(objSequence.includes("()"))
{
console.log(objSequence);
//If it is a function, evaluate it, and return the sequence
str = eval(objSequence);
return str;
}
return obj.TagsLetbs.sequence;
}
//Return normal stuff. Redundant actually as we check above if obj has a sequence and we return it if it is not a function.
//But whatever
return obj.TagsLetbs.sequence || defaultSeqId;
};
Then I created a new function called vorpal which has a 4-3-2-1 pull for now.
I will at some point be checking states and whatnot but this is just for testing and I needed something simple like a random number generator for simple testing.
A Vorpal Sword will have like a 20% chance of additional attacks which will eventually be 5 conditionals that check for a % roll and if it succeeds it goes up by one hit, but the second it fails, it returns the sequence I set aside for the number of hits
for example:
rolls 51 -> hits = 2
rolls 67 -> hits = 3
rolls 19 -> return "atk3" (which is then processed by the sequence manager)
JavaScript:
TBSEntity.prototype.vorpal = function () {
var hits = Math.floor(Math.random()*10+1);
console.log(hits);
switch (hits) {
case 1:
return "atk2";
case 2:
return "atk2";
case 3:
return "atk2";
case 4:
return "atk2";
case 5:
return "atk3";
case 6:
return "atk3";
case 7:
return "atk3";
case 8:
return "atk4";
case 9:
return "atk4";
case 10:
return "atk5";
}
};
Last edited: