Lecode Tactical Battle System 0.77.2B

Frostorm

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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.....
Ok, I tried the line 285 fix, but I get this error when I try to select a skill w/ a custom scope:
1606689199340.png
1606689291121.png
The skill/custom scope worked fine w/o any errors when I was using the messed-up line 285...weird lol.
I've also tried moving this back to its original location at the bottom of PHX_LeMod.js:
JavaScript:
TBSEntity.prototype.customSquare = function () {
    if(this.getMovePoints()>2)
    {return 5;}
    else
    {return 3;}
};
I usually have this at the bottom of LeTBS.js since I get an undefined error otherwise. But it seems to not even get that far w/ the line 285 "fix".
 

Pharonix

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Seems like a regex issue.
But ill try to take another look.
Whats the custom scope etc of the skill crashing
 

Frostorm

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Seems like a regex issue.
But ill try to take another look.
Whats the custom scope etc of the skill crashing
It's your default example given at the bottom of PHX_LeMod.js: scope: square(e.customSquare())

I always test proof of concept before actually trying real skills lol.
 

Pharonix

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It's your default example given at the bottom of PHX_LeMod.js: scope: square(e.customSquare())

I always test proof of concept before actually trying real skills lol.
It's your default example given at the bottom of PHX_LeMod.js: scope: square(e.customSquare())

I always test proof of concept before actually trying real skills lol.
Hmm,

Checked the regex,
I was either in the middle of fixing this, or was using a different version.
The regex I have in my main LeTBS.js is different.
I will need to do some tests to see...
 

Frostorm

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Checked the regex,
I was either in the middle of fixing this, or was using a different version.
The regex I have in my main LeTBS.js is different.
I will need to do some tests to see...
Yea, I remember you mentioned you were working on the regex a few months back. Are you editing the main LeTBS.js directly or editing your PHX_LeMod.js?
 

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
View attachment 169272
WHY DO THEY NEVER USE SUPPORT ON ALLIES???

Btw is there still no solution to floating (passable_on_death) corpses?
View attachment 169274
If anyone interested i kinda solved the first problem
I didn't fix the code itself but instead i went for trickery
I realized that i can use any Game_Actor\Game_Enemy object data in the "use_condition" tag
so i set use condition for the target to have more max hp than the user and give support class enemies lowest mhp.
1606811542471.png
it works perfectly well now
I still have no idea what to do with the second problem tho
 

Pharonix

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Yea, I remember you mentioned you were working on the regex a few months back. Are you editing the main LeTBS.js directly or editing your PHX_LeMod.js?
I edit LeTBS.js directly,
However PHX_LeMod.js was meant as a way to provide my fixes to other users.
 

Zayriel

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Actually, I recently reinstalled a bunch of SRD's plugins, including Super Tools Engine & HUD Maker, and got them running w/ no issues. The only SRD plugin I haven't been able to get working is the SkillExtender. How is your's setup exactly?
Here you go, @Frostorm.
 

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Zayriel

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@Frostorm So how did you get it to work with the Super Tools Engine?
 

Frostorm

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@Frostorm So how did you get it to work with the Super Tools Engine?
I placed it at the very top lol. ^.^

Edit: Btw, has anyone tried using <Actor Cell: id>? Cuz when I try <Actor Cell: 1> w/ only actor1 in the party, it doesn't let me start the battle, even though the only actor cell is occupied by the only actor in the party...
 
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Frostorm

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Hmm, yea that was what I used to get... Tbh, I moved everything over to a new project, I'm not sure why it works for me now, but it does on my new project but not my old one.

Oh, I think you need to delete supertoolsengine.html
 

Zayriel

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Hmm, yea that was what I used to get... Tbh, I moved everything over to a new project, I'm not sure why it works for me now, but it does on my new project but not my old one.

Oh, I think you need to delete supertoolsengine.html
Where would I find that?

Do I replace it with something else?
 

Frostorm

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Where would I find that?

Do I replace it with something else?
Nah, it's auto-generated by the plugin and contains all the settings of UI edits you made. So I guess back it up at least.

Btw, does anyone know how to make a "Windwalk" skill? As in a state that allows the unit to pass through obstacles, but not land on them.

It's that time again! Another one of Pharonix' crazy features.
Today I thought I'd drop an update on my previous post about Height differences.

I decided to go with regions.
Even though obstacles use 249/250 for nonLOS and LOS blocking obstacles, I went with the following logic

I get the player's cell's region, and the target cell region.
if the the absolute value of playerR-cellR is less than or equal to 1, then it is walkable, otherwise it is not.

The way it currently works, is it ignores pathing (as in, it will not check if the cell is surrounded by 1 height lower). see picture and explanation.
I plan to patch this later.

This is merely stage 1.

Next I will be implementing the tags
<Float>
<Jump: x>

as well as the passive skills
Float
Jump + x (Jump +1, Jump +2, Jump +3
(if jump 3 is

Float will completely ignore the height difference, as well as granting earth resistance (and increasing electric damage)

Jump will only count the Highest value
so if jump 2 and 3 are equipped, only jump 3 counts.



Test map:
View attachment 107453View attachment 107454

Currently because it doesn't use pathing,
The player selects MOVE
then only the regions of 1 and 2 are selectable.

View attachment 107455
Lets move here, and see what happens.

Hey now, we can access that second level now!
View attachment 107456

Once More:
View attachment 107457

Let's end our turn here:
View attachment 107458

Next Turn:
View attachment 107459
Now the Level Below, as well as the entire Top are available to us!


Wonderful! Stage One Complete!!


[Notes to self]
Enemies will not be able to do this multi-step movement.
This will require a path-checking patch.

I Will Keep You All Updated.
@Pharonix Did you ever make more progress on your Height System?

edit: mah bad, double posted...
 

Zayriel

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Nah, it's auto-generated by the plugin and contains all the settings of UI edits you made. So I guess back it up at least.
So from (line 220)
Code:
if(_.isPlaytest && _.isNewNWjs) {
    if(!require('fs').existsSync("supertoolsengine.html")) require('fs').writeFileSync("supertoolsengine.html", "<!DOCTYPE html><html><head><title></title></head><body></body></html>");
}
to
Code:
if(_.isPlaytest && _.isNewNWjs) {
    if(!require('fs').existsSync()) require('fs').writeFileSync("<!DOCTYPE html><html><head><title></title></head><body></body></html>");
}
?

And (line 517)
Code:
gui.Window.open('supertoolsengine.html', {
to
Code:
gui.Window.open({
?
 

Frostorm

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Wait, where is that code from? supertoolsengine.html?
 

Zayriel

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Wait, where is that code from? supertoolsengine.html?
Those are the instances where supertoolsengine.html appear inside the STE plugin file. I guess that's not what you were referring to?:oops:
 

Frostorm

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I was referring to this: (delete it, it'll come back but maybe it'll make the plugin work...but idk it's a long shot though)
1607133626580.png
 

Zayriel

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Oh snap, I never even noticed that it was there! But no, it didn't work. :frown:

Thanks for the suggestion, though.
 

Boonty

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The documentation site is out right now ! Is this temporary ?

EDIT : Nevermind, it works again
 

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