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Archeia

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Olivia, Yanfly and I had been working on an Octopath Traveler Battle System Collection for quite a while now. It includes all features you can see in Octopath Traveler such as:

  • Weakness Display
  • Boost Mechanic
  • Break Shield System
  • Weapon Swap
  • Side Status UI
  • Victory Sequence
  • Turn Order
You can grab all of them here: https://fallenangelolivia.itch.io/
This plugin only works on RPG Maker MV 1.6.1+
For the best compatibility, place this plugin close to the BOTTOM of your plugin list. This is to ensure the features of this plugin will be used and that other plugins do not override this one.

Frequently Asked Questions:

1.) Isn't this just CTB?

Isekai Dizzy summarized this better:
If it is anything like Octopath, which knowing Olivia's track record, it will be exactly like Octopath or possibly even better, then on a surface level, it will look and feel like STB. But as it is not STB and called OTB for a reason, then all the changes will be under the hood.

CTB: AGI is everything. If an actor has enough AGI, the actor will skip ahead of the turns of other battle members despite having had its turn. An actor can have multiple actions before a slower battle member can even have one. There is no such thing as battle turns in CTB. Manipulating the turn order is done completely through AGI. AGI becomes the most OP stat in CTB.

STB: AGI is not everything but still a big deal. In STB, each battle member only has one action per battle turn to keep everything fair. The AGI of the battle members determines their orders for that battle turn. If the AGI of any battle member changes, the turn order is reordered to go from fastest so slowest. Once all battle members have had one action, they move onto the next turn. Manipulating the turn order is also done through AGI.

OTB: AGI is not everything nor that big of a deal but it far from being the worst stat. AGI determines the initial turn order of the current battle turn and the next battle turn. Changing the AGI of any of the battle members midway through the battle will not affect the orders of either the current or next turn but instead, only the turn after the next turn and so on. Manipulating the turn order has to be done completely through skill effects.

2.) There's a virus!
It's a false positive. It's perfectly safe.

To Submit a Bug Report
To make a bug report, simply report it in this thread.
Chances are, I will find out about the bug in this thread than by making one in the JS Support forum.

Disclaimer:
We're super busy and we won't have time to do compatibility fixes or checks AT ALL. Please test it out yourself and ask the respective scripter for any issues that may happen.

>>>NOTE!<<<
HOWEVER, before you make a bug report! Download all the latest version of the plugins (and installing them properly). If you don't have the patience to do that, I won't share my patience to fix the bug. If you still get the bug after updating all the plugins and installing them properly, continue on and using this template:

Here is the template to submit a bug report:

Plugin Name: (What is the name of the plugin?)
Error Message: If you received an error message:
  1. Emulate the bug in an empty new project.
  2. Press F8 when you receive it to open up the debug console.
  3. On the console tab, copy/paste the error log and paste it here.
  4. If you post a screenshot, host it on imgur.com or another website because the images posted here are tiny and I can't read it.
How to Replicate Bug: In order for me to fix a bug properly, explain to me IN DETAIL, how you managed to get it to occur. If I cannot replicate the bug, I may ask you to upload a copy of your game's project for me online through either Mediafire, Dropbox, Mega.co or any other online hosting provider. Do NOT deploy the game. After doing so, it's best if you send it through private message if you don't want others rummaging through your game's files.

Other: Post screenshots of the bug, screenshots of your plugin list, videos also help, etc. Anything that will make it more clear for me will help me out.

Thank you for your cooperation!
 
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Tea++

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This is incredible, thanks guys! :D
 

kovak

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But what about the Action Times trait?
 

Archeia

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But what about the Action Times trait?

It works fine, just not right away.
OTB: AGI is not everything nor that big of a deal but it far from being the worst stat. AGI determines the initial turn order of the current battle turn and the next battle turn. Changing the AGI of any of the battle members midway through the battle will not affect the orders of either the current or next turn but instead, only the turn after the next turn and so on. Manipulating the turn order has to be done completely through skill effects.
 

Dr.Yami

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Really nice plugin! Looking at this makes me remember that I haven't finished Octopath yet
 

kovak

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@Archeia
So the change will behave like the turn order changes when the skill doesn't have note tags to change the turn order.
 

atoms

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Thank you very much Olivia, Yanfly & Archeia for all the work and effort you each did for this. Any developer who spends time to practice with these plugins, and then knows what they're doing, should be able to make some really fun combat style battles for these. Also hoping people can do that.
 

kovak

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I did and it's working as i've stated. I'm not sure if it's a good thing since you don't get the extra actions in the next turn but for balance purposes it's good.
 

Lonewulf123

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It’s crazy how many plugins came out to emulate this system, but this is definitely the most refined and professional looking. You guys did a great job.
 

Krystek_My

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Great thing!
I found some bugs:
-Sometimes in battle I get an Error of index undefined.
-When there is 8 enemies in battle and a meassage show up they are shaking
Intreasting how UI works. Turn order show without any resources.
 

Krystek_My

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My antivirus is telling me that something bad happend to the site
 

Icenick

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This looks completely awesome! Very nice work. How does the OTB work? Is there any setup? I tried it for fun and it cuts off the text when I attack or cast a skill, also more importantly it keeps the order every turn and does not change. The same actor attacks then the turn ends and its the actors attack again and so on and so on.
 

Dr. Cakey

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I'm getting a "TypeError: Cannot read property 'wtypeId' of null" whenever I try to do a battle test. Playtesting the game and battling from there works fine, it's just when doing a battle test. This happens in a fresh project, incidentally in both RMMV 1.6.1 and 1.5.2.

I did experiment to see if it was a specific system that was the source of the error, and the answer is yes. When I switch off the Weapon Swap System, everything works fine. So it's specifically originating from there.

EDIT: I hadn't actually bothered to keep battling past "Bat emerged!" until just now, so I've run into another error. Once I get past the enemy emerging message, I'm getting "TypeError: actor.spritePosX is not a function". This happens both in a battle test and a playtest.
EDIT2: This doesn't happen in a fresh project. But it does happen in my preexisting project even when all other plugins are deleted. I guess that's not really your problem, but if anybody has an idea about why that would happen...
 
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bgillisp

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@Dr. Cakey : Most plug-ins cannot work in battle test due to the way it loads things (or doesn't load things). You may have to do all tests in game.
 

Archeia

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I don't accept bug reports that doesn't provide enough info. For one, I don't even know if you guys are testing it with preexisting plugins that is not compatible with this battle system or the right rpg maker version. The fact that we have a huge sample project shows things are working as expected.

Battle Test working fine:
upload_2018-9-18_10-3-15.png
 
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Dr. Cakey

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Alright, let me try again. Like I said, I get "TypeError: Cannot read property 'wtypeId' of null" when I attempt to do a battle test. This only happens while the Weapon Swap System is enabled.
  • Windows 10
  • RMMV 1.6.1
  • Fresh project. I have tried...
  1. Nothing but OctoBattle installed, all eight systems on.
  2. Nothing but OctoBattle installed, all six systems that don't require YEP Battle Core on.
  3. Nothing but OctoBattle installed, all systems off other than the Weapon Swap System.
  4. Nothing but OctoBattle and YEP Battle Core installed, and doing all the previous steps.
  • The error persisted in all cases.
  • I've also had Steam verify the integrity of RMMV's application files, to see if that might fix anything, but again, it didn't.
Should I upload a demo?
 

Archeia

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Alright, let me try again. Like I said, I get "TypeError: Cannot read property 'wtypeId' of null" when I attempt to do a battle test. This only happens while the Weapon Swap System is enabled.

Make sure that the weapon type exist on those items. The easiest way to test this is remove the rest of classes except Harold's, give him a dagger and sword, make 2 weapons in database with that type and then try test battle.

upload_2018-9-18_11-33-41.png
upload_2018-9-18_11-33-57.png
 
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Dr. Cakey

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I did what you told me to do and it worked. I've been testing various things for like three hours now, and deviating in almost any way from the setup you described causes the TypeError. I've had extreme difficulty replicating bugs (it seems like they come and go, but I may just not be being methodical enough or there are multiple potential triggers), but I think the source of the error is this:
  • Each actor in the party must be able to equip the weapon type whose ID matches their own ID.
So if actor #1 (Harold) is in the party, he has to be able to equip weapon type #1 (dagger). If actor #2 (Therese) is in the party, she has to be able to equip weapon type #2 (sword). Marsha has to be able to equip flails. And so on. And like I said before, this is only the case during a battle test. In a playtest, it doesn't matter who can equip what.

And now I have to go to bed.

EDIT: Realized I never gave you the full error message from the console. Here it is:

TypeError: Cannot read property 'wtypeId' of null
at Game_Party.setupBattleTestMembers (Olivia_OctoBattle.js:4753)
at Game_Party.setupBattleTest (rpg_objects.js:4889)
at Function.DataManager.setupBattleTest (rpg_managers.js:227)
at Scene_Boot.start (rpg_scenes.js:395)
at Function.SceneManager.updateScene (rpg_managers.js:2019)
at Function.SceneManager.updateMain (rpg_managers.js:1983)
at Function.SceneManager.update (rpg_managers.js:1907)
 
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On the "things im remaking" department even i kept getting confused by my status grenades similarity so i decided to redo both of them, now the icons and being thrown animations are very distinctive from each other :kaopride:
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