- Joined
- May 26, 2017
- Messages
- 18
- Reaction score
- 1
- First Language
- Spanish
- Primarily Uses
- RMMV
Hi everyone
I'm looking for a way to call a skill with an item, that is, you use the item and the skill appears instead (like the elemental scrolls from FF V). I tried weaponskill but it only supports weapons (duh) and yanfly's weapon unleash but it specifically doesn't seem to support items. I tried calling the skill through common events but since I can't control the targeting of the skill itself (it makes you select a specific index) it didn't work.
The problem, actually, is that I used yanfly's selection control to create a state-healing item, but since it also heals MP, I don't want it to be abused when the battler doesn't have the condition. The state makes the battler unable to be controlled (basically a type of ally-targeting rage, it's going to be worst state after death) so it has to be healed by an ally, and it's better if no MP is involved in the healing. So I tried selection control to set up a Custom Select Condition so that only battler under this condition can be valid targets. The problem is that if no battler is affected by the condition, the player can still choose the user, but since it's not a valid target nothing happens (his turn is wasted), the item doesn't even get used.
I reached out and somebody gave me this code, but I tried it and it only works with SKILLS. That's why I'd like an item to call a skill.
<Custom Requirement>
var counter = 0;
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
var member = $gameParty.battleMembers();
if (member.isStateAffected(17)) ++counter; }
if (counter >= 1) value = true;
else value = false;
</Custom Requirement>
U_u Thanks in advance
I'm looking for a way to call a skill with an item, that is, you use the item and the skill appears instead (like the elemental scrolls from FF V). I tried weaponskill but it only supports weapons (duh) and yanfly's weapon unleash but it specifically doesn't seem to support items. I tried calling the skill through common events but since I can't control the targeting of the skill itself (it makes you select a specific index) it didn't work.
The problem, actually, is that I used yanfly's selection control to create a state-healing item, but since it also heals MP, I don't want it to be abused when the battler doesn't have the condition. The state makes the battler unable to be controlled (basically a type of ally-targeting rage, it's going to be worst state after death) so it has to be healed by an ally, and it's better if no MP is involved in the healing. So I tried selection control to set up a Custom Select Condition so that only battler under this condition can be valid targets. The problem is that if no battler is affected by the condition, the player can still choose the user, but since it's not a valid target nothing happens (his turn is wasted), the item doesn't even get used.
I reached out and somebody gave me this code, but I tried it and it only works with SKILLS. That's why I'd like an item to call a skill.
<Custom Requirement>
var counter = 0;
for (var i = 0; i < $gameParty.battleMembers().length; ++i) {
var member = $gameParty.battleMembers();
if (member.isStateAffected(17)) ++counter; }
if (counter >= 1) value = true;
else value = false;
</Custom Requirement>
U_u Thanks in advance
