I precisely said to use that same method and I did not succeed, for something I clarified it in the first messageI Googled "RPG Maker MV remove guard" and the first result has instructions on how to do it.
this I had not read anywhere, I will trythere is an alternative to removing it: change it into whatever you want.
the button name for guard is set in the database under terms, and all it does is cause the actor to use the skill with ID #2 - which you can easily redefine into something else.
No, you did not. If you read the thread I linked you to, it directs you how to remove the guard command in the source code. It is impossible for that to not work.I precisely said to use that same method and I did not succeed, for something I clarified it in the first message
Ooooohhhh, a thousand apologies, from the post I was left with only the part of the instructions of the hime plugin, I did not see the tutorial of modifying the other script.No, you did not. If you read the thread I linked you to, it directs you how to remove the guard command in the source code. It is impossible for that to not work.
Your original post only talks about using a plugin.
Experimenting, I managed to do what I wanted with a few half modifications. I knew long before that you could modify the Guard command for something else, but I was not confident in using it, but in these hours I have found something that I can use it for.there is an alternative to removing it: change it into whatever you want.
the button name for guard is set in the database under terms, and all it does is cause the actor to use the skill with ID #2 - which you can easily redefine into something else.
/*:
* @plugindesc remove Guard Command
*/
// Override
Window_ActorCommand.prototype.addGuardCommand = function() { };