Kes

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I want to restrict Escape to the use of a skill, rather than something from the battle command menu. I have the skill call a common event with 'Abort Battle' command. However, obviously I don't want this to be usable for a boss battle, so need a way of restricting this if necessary.

However, I've drawn a blank on how to do this. It's probably something obvious to everyone else, but not to me.

Can anyone help me out?
Thanks.
 

MushroomCake28

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Maybe create a switch that enables/disables escape and use it as a condition for a successful escape in your common event. You can always activate/deactivate that switch just before entering a boss battle.
 

TheoAllen

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https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-restrictions/
use a notetag
Code:
<restrict if switch: x>
then flip the switch to disable the skill
(disclaimer, I never use this feature from the script)

An alternative would be a condition check on your common event if the switch is ON, then don't abort. But I guess that you don't want the skill to be usable at all from the menu.
 
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Kes

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@MushroomCake28 That has the merit of great simplicity. I knew it would be something obvious (obvious, that is, to other people, not to me).

@TheoAllen I'm not sure what using this script (which I'm using for other purposes, so it's already installed) would add to MushroomCake28's suggestion. Could you explain? As for not using the skill from the Menu, if it is set to Battle only, then that shouldn't be a problem, unless I've overlooked something?
 

TheoAllen

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@Kes the difference with my solution and mushcake's one is, if you use the common event route, the skill is actually used then it calls a common event. If you go with my route, the skill is grayed out, effectively disabled it when the switch is flipped. Also by the menu, I mean, when you select the skill from the skill menu window during battle.
 

bgillisp

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One thing to be careful of here. I had an escape skill originally in The Book of Shadows, but I did notice a strange quirk. If you used it to escape and an actor was KO'd, you'd get a game over instead of running away. May want to test and see if that occurs for you as well.

Though Abort Battle might get around this, as I was using the feature Escape command when I did it. Still may want to give it a test to be sure.
 

Kes

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@bgillisp Just for the sake of absolute clarity (because my brain feels fried atm) do you mean if any actor was ko'd? Obviously it can't be the actor with the skill, because if they are ko'd, then they can't use the skill.

Having had a look at BattleManager, I think I'm correct in saying that Abort battle takes no notice of who is alive and who is not, but perhaps someone with greater understanding of the core scripts could advise on that.
 

bgillisp

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It was if anyone was kod but I think that's also due to how escape feature works. I've had no issue with abort battle though so I imagine you'll have no issue
 

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