Yea, being unemployed is kind of stressful...but hey you got a dog! What breed is he/she btw?
@Pharonix Anyway, I figured out the custom scopes issue! Turns out, you have to copy-paste the custom scopes from the bottom of PHX_LeMod.js to the bottom of LeTBS.js (it would probably also work if you put it in its own plugin file, but my plugin list is already super long so I opted not to). Also, regarding the push effect throwing errors before w/ PHX_LeMod on, well...I created a new project and migrated my entire project over to a clean slate. Lo and behold, no errors! I actually find that weird because I tried it on a blank project (like super blank, w/o any of my project's stuff) and it threw that error when I tried to use atk_push(1). Not sure why it works now, so I can't say for certain what I did to fix it, but oh wells, I'm not complaining lol.
So the only issues remaining, for me at least are:
- Counters not working as intended (it uses the wrong unit's stats for the attack)
- Line 285 needs attention I think, though it may not really have an impact, it definitely looks weird...
Line 285:
P* when selecting skills with 20+ range.HX_LeMod.Parameters = PluginManager.parameters('PHX_LeMod');
I can't really think of any issues at the moment, since I've solved a few of them myself. Perhaps others will post their experiences as well...
Edit: Actually, there is 1 issue, but it's not really PHX_LeMod related. Basically, I noticed that enemies (AI) only act once, despite the fact that I turned off "single offense" in the plugin options. I have my game set up so that Movement Points (MP) now doubles as a resource for both moving AND acting. For example, basic attack would cost 1 MP, while stronger skills would cost 2 MP, and very strong skills or large AoEs would cost 3 MP. (MP = movement points, not mana points in this case) So does anyone know how to get the AI to use up all their available Movement Points? (Or to simply keep attempting to act until their resources no longer allow them to)