Lecode Tactical Battle System 0.77.2B

Frostorm

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Is it possible to have the player reappear on the map on the same coordinates as when they were in battle? Cuz right now, after a battle, the player's sprite goes back to where it was before the battle took place. I'd like for the player character to appear where they were at the end of the fight. Is this possible?
 

Pharonix

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Is it possible to have the player reappear on the map on the same coordinates as when they were in battle? Cuz right now, after a battle, the player's sprite goes back to where it was before the battle took place. I'd like for the player character to appear where they were at the end of the fight. Is this possible?
You would need to modify the letbs code to record the x-y coords of the player (usong conditions to make sure you only track the player)
Then use win/loss branches for all battles with victory transferring to the coords.
Its gonna be a bit messy, but thats the way.

There might be a variable for the players x-y
Like actor.x but idk for certain
If this is the case, then you can just set the actor's coords instead of using a variable

This is all theory though
 

Frostorm

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You would need to modify the letbs code to record the x-y coords of the player (usong conditions to make sure you only track the player)
Then use win/loss branches for all battles with victory transferring to the coords.
Its gonna be a bit messy, but thats the way.

There might be a variable for the players x-y
Like actor.x but idk for certain
If this is the case, then you can just set the actor's coords instead of using a variable

This is all theory though
Hmm, yes I remember you giving me the fix for making the actor appear where they were on the map. Maybe this is just the reverse of that. In any case, I'll look into that area of the code, thx.

Oh, also...is it possible to use an actor (units from the actor tab) as an enemy in an encounter? Or is the only way making an "enemy" that looks like the actor? Cuz I want to fight this NPC that actually becomes your party member. (Nvm, not necessary)

Edit: I don't suppose it's also possible to disable the "+/-" symbols for the directional facing states? Maybe I can add a condition so that if the icon is blank (i.e. the top left icon of the icon sheet) then the symbol won't show? I'm just having a hard time locating where this function is managed.

Edit2: Ok, I narrowed it down to the following:
JavaScript:
Sprite_Damage.prototype.createAddedStates = function (state) {
    var text = "+";
    var textW = this._damageBitmap.measureTextWidth(text);
    var w = Window_Base._iconWidth + 2 + textW;
    var h = Window_Base._iconHeight;
    var sprite = this.createExtraChildSprite(w, h);
    this.drawIcon(sprite, state.iconIndex, 0, 0);
    var y = h / 2 - sprite.bitmap.fontSize / 2;
    this.drawText(sprite, text, Window_Base._iconWidth + 2, y, w);
};

Sprite_Damage.prototype.createRemovedStates = function (state) {
    var text = "-";
    var textW = this._damageBitmap.measureTextWidth(text);
    var w = Window_Base._iconWidth + 2 + textW;
    var h = Window_Base._iconHeight;
    var sprite = this.createExtraChildSprite(w, h);
    this.drawIcon(sprite, state.iconIndex, 0, 0);
    var y = h / 2 - sprite.bitmap.fontSize / 2;
    this.drawText(sprite, text, Window_Base._iconWidth + 2, y, w);
};
Edit3: I solved the issue! Use the following if you want the "+/-" to not show for blank state icons!
JavaScript:
Sprite_Damage.prototype.createAddedStates = function (state) {
    var text = "+";
    var textW = this._damageBitmap.measureTextWidth(text);
    var w = Window_Base._iconWidth + 2 + textW;
    var h = Window_Base._iconHeight;
    var sprite = this.createExtraChildSprite(w, h);
    this.drawIcon(sprite, state.iconIndex, 0, 0);
    var y = h / 2 - sprite.bitmap.fontSize / 2;
    if (state.iconIndex == 0) {
      text = "";
    }
    this.drawText(sprite, text, Window_Base._iconWidth + 2, y, w);
};

Sprite_Damage.prototype.createRemovedStates = function (state) {
    var text = "-";
    var textW = this._damageBitmap.measureTextWidth(text);
    var w = Window_Base._iconWidth + 2 + textW;
    var h = Window_Base._iconHeight;
    var sprite = this.createExtraChildSprite(w, h);
    this.drawIcon(sprite, state.iconIndex, 0, 0);
    var y = h / 2 - sprite.bitmap.fontSize / 2;
    if (state.iconIndex == 0) {
      text = "";
    }
    this.drawText(sprite, text, Window_Base._iconWidth + 2, y, w);
};
I'm guessing state.iconIndex is incorrect even though I got it from this.drawIcon(sprite, state.iconIndex, 0, 0);. Any ideas?

Edit4: Btw, has anyone gotten Barrier Points (the numbers popup, not the bar) to show?
 
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luizfcr

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Pharonix
I would like to put the gain of an experience only for the member who performed the action, I tried to use the moghunter plugin but it is not compatible.
Would you help me?
 

Frostorm

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I've also tried a variety of EXP/Victory plugins, but none of them seem to work. I really want to get Hime's Battle Action Exp plugin to work w/ LeTBS though. It has the exact features I want. It also looks like a super simple plugin, I think Hime's has the best chance of working w/ LeTBS w/ some minor tweaks/edits.
JavaScript:
var Imported = Imported || {} ;
var TH = TH || {};
Imported.TH_BattleActionExp = 1;
TH.BattleActionExp = TH.BattleActionExp || {};

(function ($) {

  $.params = PluginManager.parameters("HIME_BattleActionExp");
  $.formula = $.params["Default Action Exp Formula"];

  BattleManager.gainExp = function() {
    /* No */
  };
 
  BattleManager.displayExp = function() {
    /* No */
  };

  /* Assume exp is gained on action end */
  var TH_BattleManager_endAction = BattleManager.endAction;
  BattleManager.endAction = function() {
    TH_BattleManager_endAction.call(this);
    $gameParty.applyActionExp();
    $gameTroop.applyActionExp();
  };

  /***************************************************************************/

  var TH_GameAction_apply = Game_Action.prototype.apply;
  Game_Action.prototype.apply = function(target) {
    TH_GameAction_apply.call(this, target);
    this.calculateActionExp(target);
  };

  Game_Action.prototype.calculateActionExp = function(target) {
    if (this.subject().isActor()) {
      var a = this.subject();
      var b = target;
      var v = $gameVariables;
      var s = $gameSwitches;
      var exp = eval($.formula)
      this.addActionExp(exp);
    }
  };

  Game_Action.prototype.addActionExp = function(exp) {
    this.subject().gainActionExp(exp);
  };

  /***************************************************************************/

  var TH_GameActionResult_clear = Game_ActionResult.prototype.clear;
  Game_ActionResult.prototype.clear = function() {
    TH_GameActionResult_clear.call(this);
    this.gainedExp = 0;
  };

  Game_ActionResult.prototype.gainExp = function(exp) {
    this.gainedExp += exp;
  };

  /***************************************************************************/

  var TH_GameBattler_initMembers = Game_Battler.prototype.initMembers;
  Game_Battler.prototype.initMembers = function() {
    TH_GameBattler_initMembers.call(this);
    this.clearActionExp();
  };

  var TH_GameBattler_onBattleStart = Game_Battler.prototype.onBattleStart;
  Game_Battler.prototype.onBattleStart = function() {
    TH_GameBattler_onBattleStart.call(this);
    this.clearActionExp();
  };
 
  /* Store exp gained through battle. It is up to the plugin to add it to
     the battler */
  Game_Battler.prototype.clearActionExp = function() {
    this._gainedActionExp = 0;
  };

  Game_Battler.prototype.gainActionExp = function(exp) {
    this.result().gainExp(exp);
    this._gainedActionExp += exp;
  };

  Game_Battler.prototype.applyActionExp = function() {
  };

  /***************************************************************************/

  /* Outside of battle, apply exp immediately upon gain */
  Game_Actor.prototype.gainActionExp = function(exp) {
    Game_Battler.prototype.gainActionExp.call(this, exp);
    if (!this.friendsUnit().inBattle()) {
      this.applyActionExp();
    }
  };

  Game_Actor.prototype.applyActionExp = function() {
    Game_Battler.prototype.applyActionExp.call(this);
    this.gainExp(this._gainedActionExp);
  };

  /***************************************************************************/

  Game_Unit.prototype.applyActionExp = function() {
  };

  Game_Party.prototype.applyActionExp = function() {
    var members = this.members();
    for (var i = 0; i < members.length; i++) {
      var member = members[i];
      member.applyActionExp();
      member.clearActionExp();
    }
  }
})(TH.BattleActionExp);
Edit: Looks like this is the chunk that needs tweaking...
JavaScript:
  /* Assume exp is gained on action end */
  var TH_BattleManager_endAction = BattleManager.endAction;
  BattleManager.endAction = function() {
    TH_BattleManager_endAction.call(this);
    $gameParty.applyActionExp();
    $gameTroop.applyActionExp();
  };
Edit: I got Hime's plugin working w/ LeTBS!! Replace the original code w/ the following...
JavaScript:
  /* Assume exp is gained on action end */
  var TH_BattleManager_endAction = BattleManagerTBS.updateBattleEnd;
  BattleManagerTBS.updateBattleEnd = function() {
    TH_BattleManager_endAction.call(this);
    $gameParty.applyActionExp();
    $gameTroop.applyActionExp();
  };
But I need a way for a message to show so that the player knows when/how much Exp was earned. I'm thinking of using $gameMessage.add() but I'm not sure how to get the value for the ActionExp.
 
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Pootscooter

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Does anyone know what to put for "[ENTITY]" for the dmg popup plugin command?
JavaScript:
 * ============================================================================
 * Force Popup
 * ============================================================================
 *
 * You can force a popup on an entity using a plugin command
 * LeTBS ShowPopup [Entity] Text(...) FontSize(...) Color(...) IconL(...) IconR(...)
 *
 * The parameters after Text are optional. Replace the dots with wanted values.
 * For more details, see the documentation page about plugin commands.
 

luizfcr

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Frostorm

Is that to use the moghunter plugin, the best way would not be to edit Letbs by removing the part where it connects the plugin to the exp gain rpt and so the mog plugin will work.
 

Frostorm

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Frostorm

Is that to use the moghunter plugin, the best way would not be to edit Letbs by removing the part where it connects the plugin to the exp gain rpt and so the mog plugin will work.
Can you copy-paste your code edits that got Moghunter's plugin working? Thx
 
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luizfcr

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Frostorm

Sorry I didn't make it, I really wanted to give you an idea.
 

Frostorm

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Is there any way to setup LeTBS so that a character is able to use 1 skill/action and 1 optional bonus action? This would be aside from moving, of course. I currently have it set so that all skills/spells don't cost any movement points, and I have single offense enabled. I can't think of any way to introduce bonus actions w/ single offense enabled...if I disable it and have the non-bonus actions cost movement points, and also make bonus actions cost 0 movement points, how can make sure the unit is limited to only 1 bonus action? Is this even possible?
 

Frostorm

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Just wondering...what plugin order do you guys use when it comes to LTBS & Yanfly's plugins?
 

Pootscooter

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Does anyone know how to make skills cost movement points? I tried change_move_points: -1 but that seems to affect the target and not the caster...
 

Frostorm

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Does anyone know how to make skills cost movement points? I tried change_move_points: -1 but that seems to affect the target and not the caster...
I believe it should be:
JavaScript:
<letbs>
move_points+: -1
</letbs>
Guys, I found another issue...extra_action doesn't seem to work. Even in the Demo project, Duran's Provoke skill has the extra_action tag but it doesn't do anything. In fact, I double-checked and sure enough, there's no mention of extra_action anywhere in the plugin files.
JavaScript:
                if (letbs) {
                    if (line.match(/scope\s?:\s?(.+)/i))
                        obj.TagsLetbs.scope = String(RegExp.$1);
                    else if (line.match(/aoe\s?:\s?(.+)/i))
                        obj.TagsLetbs.aoe = String(RegExp.$1);
                    else if (line.match(/scope_select\s?:\s?(.+)/i))
                        obj.TagsLetbs.scopeSelect = String(RegExp.$1);
                    else if (line.match(/sequence\s?:\s?(.+)/i))
                        obj.TagsLetbs.sequence = String(RegExp.$1);
                    else if (line.match(/pass_on_use/i))
                        obj.TagsLetbs.passOnUse = true;
                    else if (line.match(/max_use:\s?:\s?(.+)/i))
                        obj.TagsLetbs.maxUse = Number(RegExp.$1);
                    else if (line.match(/scope_options\s?:\s?((.|\n)*)/i))
                        obj.TagsLetbs.scopeOptions = String(RegExp.$1);
                    else if (line.match(/aoe_options\s?:\s?((.|\n)*)/i))
                        obj.TagsLetbs.aoeOptions = String(RegExp.$1);
                    else if (line.match(/collision_formula\s?:\s?(.+)/i))
                        obj.TagsLetbs.collisionFormula = String(RegExp.$1);
                    else if (line.match(/knockback_bonus\s?:\s?(.+)/i))
                        obj.TagsLetbs.knockbackBonus = Number(RegExp.$1);
                    else if (line.match(/knockback_reduction\s?:\s?(.+)/i))
                        obj.TagsLetbs.knockbackReduction = Number(RegExp.$1);
                    else if (line.match(/back_dmg_bonus\s?:\s?(.+)/i))
                        obj.TagsLetbs.directionalDmgBonus.back = Number(RegExp.$1);
                    else if (line.match(/back_dmg_reduction\s?:\s?(.+)/i))
                        obj.TagsLetbs.directionalDmgReduction.back = Number(RegExp.$1);
                    else if (line.match(/front_dmg_bonus\s?:\s?(.+)/i))
                        obj.TagsLetbs.directionalDmgBonus.front = Number(RegExp.$1);
                    else if (line.match(/front_dmg_reduction\s?:\s?(.+)/i))
                        obj.TagsLetbs.directionalDmgReduction.front = Number(RegExp.$1);
                    else if (line.match(/side_dmg_bonus\s?:\s?(.+)/i))
                        obj.TagsLetbs.directionalDmgBonus.side = Number(RegExp.$1);
                    else if (line.match(/side_dmg_reduction\s?:\s?(.+)/i))
                        obj.TagsLetbs.directionalDmgReduction.side = Number(RegExp.$1);
                    else if (line.match(/loop_animation\s?:\s?(.+)/i))
                        obj.TagsLetbs.loopAnimation = Number(RegExp.$1);
                    else if (line.match(/change_move_points\s?:\s?(.+)/i))
                        obj.TagsLetbs.changeMovePoints = String(RegExp.$1);

                    else if (line.match(/(.+)\s?:\s?(.+)/i)) {
                        obj._leTbsCustomTags[RegExp.$1] = RegExp.$2;
                    }

Besides that, does anyone know how to get origin working in LTBS?
 

Pootscooter

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@Pharonix Hey, I just tried your PHX_LeMod.js and I couldn't get it to work... Is there something specific I have to do to set it up right? I get an error when trying to use a custom scope. I basically just used the given examples at the bottom of your plugin.

I unzipped and created a brand new virgin LTBS demo project and added PHX_LeMod.js to the bottom of the plugin list. Then I the ONLY change I made was this: (notebox for the skill "Heavy Hit")
JavaScript:
<letbs>
scope: circle(e.customSquare())
sequence: atk
</letbs>
It originally uses scope: circle(1). However, when upon testing, I get an error as soon as I try selecting the "Heavy Hit" skill (which is now using circle(e.customSquare())).

Error:
Sprite-0018.png

Please @Pharonix, I really want to get PHX_LeMod.js working cuz the features are simply awesome!

Edit: Also, I noticed a potential typo in the plugin. Perhaps this is the cause?

JavaScript:
 * // Directional Damage
* Added Support for states to be added when attacking from front/side/back.
* This allows more support over attack damage modifiers.
*
*/
P* when selecting skills with 20+ range.HX_LeMod.Parameters = PluginManager.parameters('PHX_LeMod');
PHX_LeMod.Param = PHX_LeMod.Param || {};
It looks as though they were meant to be 2 sentences/lines (towards the bottom of that chunk) but one of them got cut off and the linebreak is missing. I'm not sure what that line was supposed to say, but it looks like a minor fix...
 
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Frostorm

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@Pootscooter Yea, I get the same error. However, I'm not sure if the code you pasted is the issue. I received a message from @Pharonix back in August saying this:
I also found some issues with my regex in the regular PHX_Mod file, so I'm gonna try to get that updated.
it was using circle(e.customsquare()) as the code it was pulling thru regex instead of e.customsquare().
Updated code should fix it fine - it worked for me.
This leads me to believe there's something wrong w/ the modified makeScope function in PHX_LeMod.js...but I'm not sure how to fix it. Apparently, we just need to make it so the code it pulls through regex is e.customsquare() instead of circle(e.customsquare()). Does anyone know how to do this? I'm hoping @Pharonix can chime in, but I get the feeling he must be busy lately...
 

Pootscooter

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Ok, I just noticed something strange. I tried "fixing this line:
P* when selecting skills with 20+ range.HX_LeMod.Parameters = PluginManager.parameters('PHX_LeMod');
...by changing it to this:
*///* when selecting skills with 20+ range.
PHX_LeMod.Parameters = PluginManager.parameters('PHX_LeMod');


However, I get a different error when I try selecting "Heavy Hit" w/ that edit in place:
1606268391552.png

Also, I get another error if a Bandit uses Dagger Throw, except this time it's "Reference Error: projectile is not defined". This only happens w/ the edit I made, and the Dagger Throw error goes away when I undid my edit. However, the custom scopes still gives errors either way (though different depending on whether that edit I made is used or not). @Pharonix Do you know how to fix this? We could really use your expertise, thx!
 

Pharonix

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Sorry, i havent been in the best place lately after losing my job.
Getting a dog helped but now i have less time to devote.
I will definitely try to go through some errors after the holidays however, so if someone wants to, or can compile a list of errors and issues for me, thatd be great.
I did notice that my phx_lemod has some issues, so id advise not using it for now, or document the errors that pop up.
 

UniqueName

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Hey guys, I'm currently having an AI problem
enemies are hella selfish they don't use support skills on allies they only use it on themselves
if I don't include_center in the scope options they will use it on empty cells
I even removed their self-targeting line in the config
1606583414967.png
WHY DO THEY NEVER USE SUPPORT ON ALLIES???

Btw is there still no solution to floating (passable_on_death) corpses?
ezgif.com-gif-maker (3).gif
 

Frostorm

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Sorry, i havent been in the best place lately after losing my job.
Getting a dog helped but now i have less time to devote.
I will definitely try to go through some errors after the holidays however, so if someone wants to, or can compile a list of errors and issues for me, thatd be great.
I did notice that my phx_lemod has some issues, so id advise not using it for now, or document the errors that pop up.
Yea, being unemployed is kind of stressful...but hey you got a dog! What breed is he/she btw? :p

@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)
 
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Pharonix

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Yea, being unemployed is kind of stressful...but hey you got a dog! What breed is he/she btw? :p

@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)
yeah,
285 is messed up its probably what caused some issues with the file

After the last */ should be
PHX_LeMod.Parameters = PluginManager.parameters('PHX_LeMod');
PHX_LeMod.Param = PHX_LeMod.Param || {};

when selecting skills with 20+ range.
is actually the last part of the documentation
go to line 244
This should read
* //Scopes
* Added support for "exclude_free_cells" in the AOE. previously
* this boolean did exist, but there was never a function to filter
* out cells without an entity in it. This also greatly reduces lag
* when selecting skills with 20+ range.

So it seems this was a copy/paste error and possibly corrupted the plugin a bit.....
 

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My computer broke yesterday, so no RPG maker for at least a week until I can get it repaired. :(
Just wanted to share how my game won 1st place in a game jam for itch.io. Everyone else used Unreal, Unity, GMS2, Godot, etc but I used RPG Maker 2003 :guffaw: It just shows that you can create a good game and it doesn't matter which engine you use
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if your game is the first (or ONLY) in a series and still has a colon in its title, you are a bad person and I hate you...... jk.

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