voxet

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There are plugins that exsist on how to skip it, but is there a way to out right delete it? (and maybe move the escape button to the actor command window?)
 

Andar

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that is not as easy as you assume - there is a reason why most plugins only skip the window.

the player escape mechanism works differently from the enemy escape function. The player escape is party-based, the enemy escape is battler-based.
that is the reason why there is sometimes an empty battle when someone tries to use the (enemy) escape affect on the player actors.

so any plugin that plans to completely replace the party escape function has to do much more than just delete the window that calls the player escape.
Which is the reason why almost everyone has gone with the skip window instead deleting it.

with that info - why do you want to completely remove the party escape? what is the result and how do you want to replace it?

Most likely you'll have to request a new plugin, and if you go this way you'll have to specify how you want the player escape to function in all cases, for example if only some actors escape successfully but not all.
 

ATT_Turan

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What does "delete it" mean? What is the difference between skipping it and deleting it?

You could easily make a skill that does the escape and map it to the actor command list using any of a number of plugins, I'm just confused by the first part.
 

oooNUKEooo

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What does "delete it" mean? What is the difference between skipping it and deleting it?

You could easily make a skill that does the escape and map it to the actor command list using any of a number of plugins, I'm just confused by the first part.
the difference between deleting or skipping it is that plugins that skip it probably will allow you to access it somehow, like yanflys battle engine, which allows it to be accessed by pressing cancel each new turn. "deleting" it would mean no party command window to ever appear.

i believe he was just warning the OP that he would lose the escape from battle function.

its different if you create a skill called escape and give the escape flag trait to it than using the escape option in the party menu command.

i removed mine completely by going in the js file and removing the cancel functionality from calling it in battle.
 

ATT_Turan

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the difference between deleting or skipping it is that plugins that skip it probably will allow you to access it somehow, like yanflys battle engine, which allows it to be accessed by pressing cancel each new turn.
I might be nitpicking, and it's okay if that bothers you and you want to remove it...but it seems like an inconsequential distinction :wink:

It relies on the player either intentionally knowing to try (or randomly hitting) the Escape button just to get to a window where the only thing they can do is select Fight to go back to where they came from. For what it's worth, I would probably refer to what you did as "skipping" that window, also :smile:
its different if you create a skill called escape and give the escape flag trait to it than using the escape option in the party menu command.
Yes, which is what the OP specifically asked for.
 

Andar

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Yes, which is what the OP specifically asked for.
and I posted the long explanation above to warn the OP that this specially asked for solution has several drawbacks because the skill effect escape was never intended to be used on actors, and is known to cause problems like an empty battlescreen on occasion as a result.

Because not everything some inexperienced developer wishes for is a good idea.
 

ATT_Turan

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this specially asked for solution has several drawbacks...
If you say so. Between action sequences, common events and plugins that have been posted here for years, I don't see why it should pose a difficulty. It was one of the first things I edited in my skills and I've never had a problem. Perhaps if you just try to do it and do literally zero research :guffaw:
 

oooNUKEooo

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ive read around that since rpg maker ace there was an issue with this special flag escape on a skill: if one actor is KOed and the rest escapes, it would jump straight to the game over screen.

im using yanflys plugins (but didnt change anything specific to this goal) and have added a skill with the escape flag.

tested it with the scope 1 ally and one actor KOed: by the time the last actor escaped, a message came saying the KOed actor was defeated and i was back to the map.

tested it with the scope the user and one actor KOed (in fact, 2 actors KOed, the enemies ganged up on him after i killed his friend): by the time the last alive actor escaped, a message popped up saying the 1st actor's (ordered actors id, i believe) was defeated and i was back to the map.

both cases were scripted encounters in which the party could be defeated, i have to point this out.

both cases, the KOed actors were back to 1 HP when i reached the map screen.
 

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ive read around that since rpg maker ace there was an issue with this special flag escape on a skill: if one actor is KOed and the rest escapes, it would jump straight to the game over screen.
I haven't used the older makers, but I have definitely used an escape skill with downed actors. My experience is the same as your testing, it does not break the game.

I wouldn't know about the comparing HP bit, I reset all knocked out actors to 1 HP at the end of battle regardless.
 

oooNUKEooo

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in the old engines, it seems that by using any ally oriented scope, this problem would happen. one thing rpg devs mentioned was that using enemy oriented scopes would solve the problem (but also cause weird aesthetic effects, like a skill making the enemy run away instead).

if anybody is willing to test the skill on a random battle, maybe the problem would surface.
 

ATT_Turan

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if anybody is willing to test the skill on a random battle, maybe the problem would surface.
As I said, I've played my game extensively. In random battles with dead party members and escaping, there are no errors.

But maybe we're talking about something different. I don't know what "the enemy escape command" means - I just call a common event and Abort Battle.
 

oooNUKEooo

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it means you creating a skill with a special flag trait (escape) and making an actor use it to escape from a battle. thats when the error happens - they said - and not using the abort battle event.
 

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