- Joined
- May 1, 2022
- Messages
- 9
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- 1
- First Language
- spanish
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- RMMV
@Gilgameshed thank you very much. That guide really help me to config my game, but now I'm stuck with this error:
Might be easy enough for me to whip something up given some time.Is there a way to add effect regions (not obstacles) to show up on Tactical Mode?
Might be easy enough for me to whip something up given some time.
If we're talking about non-obstacle tiles that were given a flag for an effect, then it shouldn't be too hard to make it show up purple or something in tactical mode.
Omg, I actually got what you described working several months ago. However, I kind of forgot what edits I made to get that functionality... But, I'll let you know as soon as I remember, lol.Has anyone had any luck setting skills up without them leading back to the Skill Type menu upon being cancelled from the scope selection?
With the standard attack skill, when you start targeting an enemy and cancel out, it brings you directly back to the Move | Attack | Skill| Scan menu, however if you are to say add the skill "Quickdraw" or "Double Swing" directly to the character's abilities next to Move | Attack | Skill | Scan, and cancel out from the scope selection, it brings you back to the Skill Type menu, and in the case of a skill not having a Skill Type, brings you to a blank menu instead. This is also the case with the Fire skill that Angela has in the demo. For the sake of aesthetics, it would be much better to return you directly to the Move | Attack | Skill | Scan menu.
Any ideas?
BattleManagerTBS.onPrimarySequenceEnd = function (seqMng) {
var entities = LeUtilities.uniqArray(seqMng._affectedTargets);
this.processCounterAttack(entities, seqMng.getUser(), seqMng._action);
if (Lecode.S_TBS.OpportunityActive == false) {
this.processOpportunityAttack(entities, seqMng.getUser(), seqMng._action);
}
};
BattleManagerTBS.processOpportunityAttack = function (targets, subject, action) {
if (!action) return;
targets.forEach(function (entity) {
var unitDown = BattleManagerTBS.getEntityAt(entity.getCell().x, entity.getCell().y + 1);
var unitLeft = BattleManagerTBS.getEntityAt(entity.getCell().x - 1, entity.getCell().y);
var unitRight = BattleManagerTBS.getEntityAt(entity.getCell().x + 1,entity.getCell().y);
var unitUp = BattleManagerTBS.getEntityAt(entity.getCell().x, entity.getCell().y - 1);
this.setCursorCell(entity.getCell());
if (subject.getDir() == 2 && entity && unitDown) {
var skill = $dataSkills[unitDown.battler().attackSkillId()];
if (unitDown.getDir() != 2 && unitDown.battler().luk > entity.battler().luk) {
Lecode.S_TBS.OpportunityActive = true;
entity.battler().clearResult();
unitDown.lookAt(entity.getCell());
unitDown.addTextPopup("Opportunity");
//entity.startSequence("counter");
this.forceAction(skill, unitDown);
}
}
if (subject.getDir() == 4 && entity && unitLeft) {
var skill = $dataSkills[unitLeft.battler().attackSkillId()];
if (unitLeft.getDir() != 4 && unitLeft.battler().luk > entity.battler().luk) {
Lecode.S_TBS.OpportunityActive = true;
entity.battler().clearResult();
unitLeft.lookAt(entity.getCell());
unitLeft.addTextPopup("Opportunity");
//entity.startSequence("counter");
this.forceAction(skill, unitLeft);
}
}
if (subject.getDir() == 6 && entity && unitRight) {
var skill = $dataSkills[unitRight.battler().attackSkillId()];
if (unitRight.getDir() != 6 && unitRight.battler().luk > entity.battler().luk) {
Lecode.S_TBS.OpportunityActive = true;
entity.battler().clearResult();
unitRight.lookAt(entity.getCell());
unitRight.addTextPopup("Opportunity");
//entity.startSequence("counter");
this.forceAction(skill, unitRight);
}
}
if (subject.getDir() == 8 && entity && unitUp) {
var skill = $dataSkills[unitUp.battler().attackSkillId()];
if (unitUp.getDir() != 8 && unitUp.battler().luk > entity.battler().luk) {
Lecode.S_TBS.OpportunityActive = true;
entity.battler().clearResult();
unitUp.lookAt(entity.getCell());
unitUp.addTextPopup("Opportunity");
//entity.startSequence("counter");
this.forceAction(skill, unitUp);
}
}
}.bind(this));
};
TBSEntity.prototype.onTurnEnd = function () {
Lecode.S_TBS.OpportunityActive = false;
this._battler.onTurnEnd();
this.addPopup();
this._battler.clearResult();
this.setMovePoints();
this._turnPlayed = true;
this._movePerformed = false;
this._actionPerformed = false;
};