Making it so using certain items does not waste a turn

jervous

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I'm trying to make battle items that allow you to do a certain skill if you use one. For example, if you use the 'Gun' item, the game will bring up a common event that asks you if you want to shoot it. It gives you the amount of bullets you have left, and gives you a choice on whether or not you will shoot this turn. The thing is, if the player decides they don't want to shoot, or if the game tells them they don't have any bullets for the gun, I want them to not end up wasting a turn - because if you use an item, your turn is over.

So, tldr, how I have it set up in shorter terms is:

Gun item. Use in battle > Common Event.
Common event > You have 12 bullets. Shoot? Y/N
Y > Shoot gun.
N > End turn

I want N to bring the player back to their turn without causing a turn to progress.

Is this possible without scripts, or is there one out there that will allow me to do this?
 

Shaz

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I can't see that you can do it without scripts, because by the time the common event is run, the action has already been chosen and the turn has already been used - you can't go back and select another action.

It would be better to have a script that, when you select the gun item, it does the checking and asks the question there - while you're still selecting the action - rather than doing it in a common event when the action has already been chosen.
 

Shaz

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I don't think the OP wants to skip a turn. I think if Gun is chosen and then they change their mind when presented with the other options, he/she would like the opportunity to go back and select a different action.

Skipping the turn would give the same result as wasting the turn by choosing Gun and then not following through with it.
 

Kes

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I may be missing something here, but as long as the gun user is not the last actor in the battle party to choose their action, all the player has to do is to hit cancel, and they can reselect their action. Or is it only like that using Yanfly's Battle Core? I've never done a game just using the default battle settings, so I can't be sure.
 

Roninator2

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I believe the OP is using a script that causes the action to happen immediately. So when using the gun, it call a common event which says to use a bullet. But if you select no the common event finishes and the battle action is complete.
Unless of course I'm totally wrong here. If not then...

I would just use labels and jump to label commands in the common event.
 

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