requesting ChangeWeaponOnBattle to be a "skill type" toggle.

Blair Pendragon

Veteran
Veteran
Joined
Jul 15, 2012
Messages
99
Reaction score
44
First Language
English
Primarily Uses
The plugin "ChangeWeaponOnBattle" is a feature I've been looking for, and defaults with RPGMaker MV under Author: Sasuke KANNAZUKI.

But the only issue here, is that I would like this to be something I can turn off and on, and more importantly, give to specific actors.
Would it be possible to make a Skill Type, with a <plugin command> in the note field, linking that Skill Type to the battle equip option?
I'd like to have actors who can turn this on or off outside of battle with an event. (Hard to explain why)

If not set as a skill type, is there any other way to have an event call this plugin up, and only for the actors who are specified prior to combat?(and the ability to turn it off, or change which actors have it.)
 
Last edited:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

My pumpkin! Anyone like Fallout?

It's not terrible, but could be better. This thing took me over an hour to carve. :kaophew:

Dad's watching a WWII documentary while I work on some cool assets for my games. I just love RPG Maker!
Also Happy Halloween! Dad's friend won't be coming unfortunately, but Dad will still be taking me to Boxi Park to have some fun tonight! I'll be posting a video on my YouTube channel of the show, and I'll be sure to post a link here.
"Nightmares exist outside of logic and there's little fun to be had in explanations. They're antithetical to the poetry of fear. In a horror story the victim keeps asking why, but there can be no explanation and there shouldn't be one..." - Stephen King
I feel people seek explanation and demand it sometimes in games, but in the horror genre, well, maybe you shouldn't have one. Silent Hill 1 comes to mind...
Managed to implement QSprite.

Always double check your plugin order.


Finally! I've been puzzling over why it wasn't working for two days now. Turns out all of my calculations were correct, I just forgot to give some events hitboxes. :kaoswt: Now my randomly generated maps check for collision errors, and move stuff around in real time if they finds any. :LZSexcite:

Forum statistics

Threads
104,682
Messages
1,008,071
Members
136,172
Latest member
Zykon
Top