- Mar 17, 2013
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Inspired from Dofus and Wakfu tackle system, consist of granting battlers the ability to restrict an opponent movement if they are in melee. That's how tanky classes have a purpose in a Tactical Battle System. If there is enough for it it'll be there on 0.8.
Yes, "maximise_targets" makes the AI more lagy because it makes it smarter...More power = more calculation time = more lag :'(.Edit: For some reason adding the maximise_targets ai tag to the skill seems to prevent the bug, but does seem to add lag on the enemies' turn. Not sure why this fixes it, does it add additional coordinate checks? Also with the maximise_targets tag, the one_time_offense doesn't seem to cause any issues now.
It's just a note for tracking the AI behaviorI also get this ....error? debug note?
'LeTBS.js:6640 Code: out_of_range' for each enemy turn they are out of range of attacking.
Oh no, again a placement phase bug ?Also during placement phase if I quickly set and unset chars or if I set them too quickly it tosses a 'cannot read y' directional error. (Of course as soon as I try to replicate it, it doesn't happen, only when I don't look, heh.)
Not possible yet, unless you tweak the code or use some insane tricks with common events and summoning entities.1) enemy fight on my team during the fight for 2 turns
2) enemy fight on my team during the fight until the end of the fight
Not dependent on LeTBS, any state effects plugin can do that for you.3) add a death counter
Not handled yet.4) change the fight map
Add a death counter state to the summon when it appears. Otherwise there is no "official" way to do it. I believe it's in the todo-list, tho.5) A summon with time to disappear
That's the case. Summon's stats are based on the caster's stats.6) the summons improve as the summoner improves
I'd need your project to track down the issue.So, I really love this battle system of yours, but I'm having a major problem with getting reinforcements to work. I've copied everything from the example project and modified it for my map, but I keep getting this error whenever the last reinforcement spawns. May I ask for some assistance?
Okay, I can't guarantee I'll make a compatibility patch for it anytime soon, there's already so many things to do.Found that yanfly's steal and snatch doesn't work with letbs.
With the Tackle System, if the "tackle" value of the tank is high enough, an enemy will stop right away when moving to the tank adjacent tiles.Would there be a way to tweak this so the adjacent enemy could still move, just not be able to pass adjacent tiles of a tank character for example?
With the Tackle System, if the "tackle" value of the tank is high enough, an enemy will stop right away when moving to the tank adjacent tiles.
Is that what you're after ?
Pretty sure it was called Guardian/Protector in Stella Glow, yes. From what LeCode described, it should function just as such.Exactly! The enemy can still move backwards, just can't advance past the tank if they stand in a tile adjacent to them. If anyone has played Stella Glow on the 3DS, they will know what this ability is
I've tried everything I can think of to fix it, but I keep getting an error that says "Cannot read 'apply' of undefined". The plugins are in the correct order, I checked I had the correct notebox tags, I checked my file-structure and I've tried using the default map that comes LeTBS. nothing works at all. I don't know what else to do.
I ran into the same issue initially; I had overlooked adding the LeTBS_Commands plugin. Can you post a screenshot of your plugins?
Why's that not included in the minimal build?
I included it, and ran into a different problem. Where is it supposed to be in the plugins order?
Plugins, as requested
On which version did you work on ? I'll take a look just before releasing 0.8 and adapt it if ever it's needed.Lecode, would you be able to push your latest version up to Github? I've made a few modifications to your plugin to help people more easily diagnose errors like the above and would like to send you a pull request.
Yes you can. Anything that takes an "aoe data" as a value can also refer to custom scopes.I don't remember seeing this in the documentation, but when using auras, can i set the aura to a custom scope?
Did you have the "through_obstacles" scope options ? I've just checked now, the "scope_select" effects are applied after LOS calculation, which is dumb. But it is now fixed, thanks to you. So now LOS calculation is insanely optimized when "scope_select" is used.found that, you can cut down lag alot by using scope_select for skills that require you to target someone.
I was able to test this with no lag whatsoever and I had a scope of square(50).