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- Jul 14, 2020
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I'm trying to disable (not remove) the attack battle command when the player is under a certain state. Works fine for sealing "guard", but not for attack.
I notice even if I go into rpg_windows.js and change
to
it's still enabled. The code is definitely being run, too, because if I just comment it out the attack command does disappear.
Is there something really obvious I'm missing here?
I tried HimeWorks' battle command plugin and that let me seal the command, but it wrecked havoc on the ring menu plugin I'm using.
EDIT: I was finally able to get it to work by adding
to the end of Window_ActorCommand.prototype.makeCommandList. But it's a REALLY messy duct-tape solution. Surely there's something a bit...smarter.
I notice even if I go into rpg_windows.js and change
this.addCommand(TextManager.attack, 'attack', this._actor.canAttack());to
this.addCommand(TextManager.attack, 'attack', false);it's still enabled. The code is definitely being run, too, because if I just comment it out the attack command does disappear.
Is there something really obvious I'm missing here?
I tried HimeWorks' battle command plugin and that let me seal the command, but it wrecked havoc on the ring menu plugin I'm using.
EDIT: I was finally able to get it to work by adding
this._list[0].enabled = !this._actor.isSkillSealed(1);to the end of Window_ActorCommand.prototype.makeCommandList. But it's a REALLY messy duct-tape solution. Surely there's something a bit...smarter.
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