Have an Actor refuse to attack?

LelouchSkadouch

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Okay, I'll go into deeper detail now, I basically want one of my Actors to appear in battle, but refuse to attack until maybe, lets say, a certain condition is met. The "Refuse to attack" part does not apply to when using any type of White Magic. If you've played final Fantasy, you'll know what I mean by White magic. (Healing spells, etc) Is this doable or possible with a script? If you want me to go over something again, just say when.
 

Andar

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Basically you should use one of the existing scripts that enable different actors to have different attack skills, and then give that actor an attack skill that does no damage but call up a common event with a show text that he refuses to harm someone etc.


Alternatively you could use one of the command manager scripts to remove the attack option from that actor only.


Changing that however might not be possible with all existing scripts - I don't know which one can change the effect dynamically.
 

LelouchSkadouch

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Basically you should use one of the existing scripts that enable different actors to have different attack skills, and then give that actor an attack skill that does no damage but call up a common event with a show text that he refuses to harm someone etc.


Alternatively you could use one of the command manager scripts to remove the attack option from that actor only.


Changing that however might not be possible with all existing scripts - I don't know which one can change the effect dynamically.
Is it possible to add and subtract battle commands? Such as make one Attack option where he refuses to attack, then swap it with another Attack option where he'll take action and fight.
 

Andar

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as I said, that depends on the script you're using.


I know that yanfly's command manager is static and has no dynamic options, but others might allow that. Just check them yourself on the master script list.
 

Victor Sant

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Andar

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@Victor Sant: This is the RGSS-Forum and Ace, your linked MV-Plugin doesn't work here
 

Victor Sant

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This is what happens when your VXa scripts and MV plugins have the same name.


I was going to link the VXa one, anyway fixed it.
 

LelouchSkadouch

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This is what happens when your VXa scripts and MV plugins have the same name.


I was going to link the VXa one, anyway fixed it.
Can you please elaborate, (if that's the word I'm looking for) on how to use the script once put in place? the directions are a little vague.
 

Andar

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In that case, I suggest you follow the link "how to use a script" inmy signature - it is written for all scripts in general and will touch points that are not needed for that specific script, but after working through it you should understand most scripts and how to use them.
 

LelouchSkadouch

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In that case, I suggest you follow the link "how to use a script" inmy signature - it is written for all scripts in general and will touch points that are not needed for that specific script, but after working through it you should understand most scripts and how to use them.
That worked out perfectly! thank you for the tutorial and thank you to Victor for the script! though, now I wonder if I can add a line of text for when the command is selected, such as "I..., I can't do it."
 

Victor Sant

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That worked out perfectly! thank you for the tutorial and thank you to Victor for the script! though, now I wonder if I can add a line of text for when the command is selected, such as "I..., I can't do it."
Make the command you replace the attack with to call a skill with a common event.


You will need the script 'Direct Commands' (or another similar) to make the skill usable directly from the command window.
 

LelouchSkadouch

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Make the command you replace the attack with to call a skill with a common event.


You will need the script 'Direct Commands' (or another similar) to make the skill usable directly from the command window.
Once again, thank you:)
 

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