Alphamega

Veteran
Veteran
Joined
Aug 13, 2015
Messages
32
Reaction score
1
First Language
English
I'm trying to change the Battle command options to show: Attack (which will change depending on skills), Skills, Signature Skills, Items. I currently have this working by using this plugin: 




The battle commands work exactly as i want them too, the problem occurs when i try to use this plugin: 


http://yanfly.moe/2016/03/13/yep-83-change-battle-equip/


This plugin forces the player to equip specific skills that they can use in battle. However, all learned skills are available in battle, regardless of being equipped. My assumption is that the battle commands go straight into the skill type, whereas the battle equip plugin creates a new 'skill type' that only contains the equipped skills. 


Does anyone have any idea how i can use Yanflys battle skills equip plugin and still change the default battle commands? Thanks in advance
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
34,763
Reaction score
8,975
First Language
German
Primarily Uses
RMMV
I've moved this thread to Plugin Support. Please be sure to post your threads in the correct forum next time. Thank you.



That will probably require a compatibility patch, so can you please list all plugins that might affect battlescreen?
 

Alphamega

Veteran
Veteran
Joined
Aug 13, 2015
Messages
32
Reaction score
1
First Language
English
Ok, sorry about that.


It may be easier to say i have every yanfly plugin available : http://yanfly.moe/yep/


Plus the plugin i put in the first post, Bobstah's Battle Commands Customisation


A compatibility patch would be ideal, but not necessary if there is a workaround?


I'll give a few more specifics to make helping me easier, this is the note tag of a class, all classes will be similar to this: Screen Shot 2016-06-19 at 21.21.35.png


This works exactly as intended without equipping skills. I assume that the highlighted line would need to call the equipped skills, but i have no idea how to do that.
 
Last edited by a moderator:

cekobico

Veteran
Veteran
Joined
May 8, 2015
Messages
353
Reaction score
159
First Language
Indonesian
Primarily Uses
The Yanfly Plugin you linked is about equipping equipments, not battle skills...? lol I assume you meant the Equip Battle Skills? 


Yanfly released this plugin before. Is this what you're expecting?


Also, for battle testing purposes, all equippable skills are equipped in Battle Testing. Have you tried testing your battle in actual gameplay? (not from the Troop database)
 
Last edited by a moderator:

Alphamega

Veteran
Veteran
Joined
Aug 13, 2015
Messages
32
Reaction score
1
First Language
English
Yes sorry, equip battle skills:


http://yanfly.moe/2016/04/08/yep-90-equip-battle-skills-rpg-maker-mv/


Yeah I checked that already. I normally play test rather than troop test. If I disable bobstahs battle commands the equip skills works perfectly, but obviously the battle commands changes back to normal (attack, skills, guard, items). But I want attack (which upgrades), 1st skills type, 2nd skill type, items. 


I assume that Yanflys mod creates a separate skill type that contains all the equipped mods, if I could place that into the battle commands list, that would be perfect. 
 

cekobico

Veteran
Veteran
Joined
May 8, 2015
Messages
353
Reaction score
159
First Language
Indonesian
Primarily Uses
That Yanfly Plugin allows for specific skill type to not be grouped in the Skills. Alternatively, perhaps you can make all of your skill type an "allowed type"? So they won't be grouped at all?
 

Alphamega

Veteran
Veteran
Joined
Aug 13, 2015
Messages
32
Reaction score
1
First Language
English
Not grouping them at all would cause more problems for me than it would solve lol but stopping a skill type from being grouped in the skills still wouldn't allow me to change the battle commands. That's where my problem really lies, I need some way of changing the battle commands without breaking the equip battle skills plugin. 
 

Latest Threads

Latest Posts

Latest Profile Posts

Marketing seems to be about reducing dependence on luck to sell a product, as well as expanding the number of avenues in which luck can play a role in selling a product.
So, I've been wanting to do this randomized logic puzzle in my game for years now. I finally figured out how to do it by using arrays and a few small script calls. It's based on the Einstein Fish Puzzle! :D Though, I have no idea how to actually have the player put in answers.... might start a thread about it.

The projectiles shown in this video are as follows:
1, Basic Triple
2, 30-Degree Arc
3, Randomized Blast Wave
4, 8-way
5, 8-way Double
6, 8-way Slowness
7, 120-Degree Arc Repetitive
8, Projective Triple
9, Split 8-way
10, 2-way Split Randomized Arc
11, HP-MP Split Arc
12, Split Laser
13, Shock
14, Cosine
Drop shadows and water reflections tests in RPG Maker VX Ace


BgI3F80.png
I'm doing a fairy tale project Little Red Riding Hood and the Woodsman. I'm almost done with the demo in my native language and I intend to make a demo version in English as well. I'm just going to use the translator because I don't know the pronunciations very well, I only know how to say "Hey" and nothing else.. :kaoswt2:

Forum statistics

Threads
118,622
Messages
1,117,405
Members
155,706
Latest member
gaoumaru
Top