Skill unusable for no reason

N3kur0

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Here's the deal, I just started using RPGMMV and don't have much experience with it.


I created a Skill called "Slash-C"and used Yanfly's weapon unleash to replace an actor's Attack with said skill. Then created another skill called "Reload-C" and did the same thing, replacing the Guard command. I did the same thing in VX Ace a while ago and it worked perfectly (ik it's a different software, just follow me on this), however in MV, both skills are unusable (grey text, buzzer when selected).


I already checked skills window, removed weapon requirements, wasted hours on this and i can't figure it out.


Slash-C is a copy of normal attack with a different animation (self created), Reload-C was created from scratch. Screenshots attached, please post even if you only have a slight idea (after about 4 hours, I'll take any clue).


Thanks in advance.


Slash-C.png


Reload-C.png
 
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Tsukihime

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Reload appears to have an item cost in the note-tag. Do you meet those requirements?


You say that you "replaced" the guard command. How are you replacing it?
 
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N3kur0

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Reload appears to have an item cost in the note-tag. Do you meet those requirements?
On Battle test, you receive the maximum amount of every item, so yes.

You say that you "replaced" the guard command. How are you replacing it?
A note tag on the "Class" window <Replace Guard: 11>, attack was also replaced like that. This is done with Yanfly's Weapon Unleash scipt.


I've attached the battle test screen, where both skills appear as attack and guard as intended, but are greyed out. The gauge saying 999 is showing the amount of items (required for reload).

screenshot.1742.png
 

Andar

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Please show the full notetag of the slash-c skill. Greyed out usually means that a condition is not fulfilled, and it might be that this condition is later in the notetag, so we don't see it at the moment
 

Shurutsue

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Hi, just an idea, but could it possibly be because of:
"<hide in battle>"?
 
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N3kur0

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Please show the full notetag of the slash-c skill.


This is it:

<Hide in Field>


<Hide in Battle>


<setup action>


display action


perform start


wait for movement


</setup action>


<target action>


motion swing: user


motion wait: user


action animation


wait for animation


action effect: target


death break


</target action>


<finish action>


clear battle log


perform finish


wait for movement


</finish action>



As you can see, there are no conditions for this one, it's just animation directions so the SV actor moves like a regular attack.


As for Shurutsue's question, no it's not. I created those skills as "Special" type, that tag simply hides it from the Special menu, since they are supposed to appear outside of it leaving them in would be redundant. Regardless of that, the skills were unusable before being tagged <hide in field/battle>
 
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Andar

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I've moved this thread to Plugin Support. Please be sure to post your threads in the correct forum next time. Thank you.



Please add links to the sites of the scripts you're using.


Then it looks like you need to do a lot of testing to find the problem.


I suggest you temporarily remove the hide and the attack replacement until those skills work if they're used as regular skills - that way we can identify if the problem is in the replacement plugin or in the skills themselves, and can try to pinpoint it after that.
 

N3kur0

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After some troubleshooting that literally gave me a headache, i finally pinpointed the cause: http://yanfly.moe/2015/10/13/yep-8-skill-core/


It's a little weird since no one said anything on the plugin page, but oh well...


I think all that is left to do is wait until the plugin gets updated and hope for the best. Thank you for your help. Cheers XD.


Another unrelated question: Since it's an external plugin problem, do i need to delete this post or do anything? I don't dwell on forums so much...
 

Andar

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No, but you might ask Yanfly directly - he has topics in this forum for his scripts, and there is a good chance that the problem is either already solved with an update or not a script problem but a wrong configuration. In fact, I bet it's the case because usually all of yanfly's scripts are compatible to each other.


Have you checked the plugin properties? I know that some plugin settings can interfere if you set them to the wrong option.
 

N3kur0

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I just found some more info:


Disabling SkillCore solved the problem, but that was just part of the cause. The real monster was using a note tag WHILE SkillCore was active... Yep... Any notetag caused the skills to become unusable.


Just wanted to clarify it if anyone else gets the same problem.
 
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Andar

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No, that can't be - yanfly uses notetags himself, especially on skills for the action sequences.


More probably you have a notetag with a typo that causes a wrong processing, or an incompatibility between two scripts that cause problems with reading notetags - but it can't be the existance of notetags that causes the error, if done correctly the notetags will work.


Have you checked for updates? Several of Yanfly's scripts from the launch package have been updated in the last several months to increas compatibility. You need to replace them with the latest versions.
 

kiriseo

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I just found some more info:


Disabling SkillCore solved the problem, but that was just part of the cause. The real monster was using a note tag WHILE SkillCore was active... Yep... Any notetag caused the skills to become unusable.


Just wanted to clarify it if anyone else gets the same problem.


Are your plugins in the right order?
 

N3kur0

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Are your plugins in the right order?


Don't sweat it, I just gave up. Replacing the normal attack with skills is awesome and should have made into the engine (Devs, huh?). Using a plugin fixed that, but wouldn't show weapon animations in SV (Devs aren't really thinking are they? I mean, skills not animated? What?)
 

kiriseo

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Don't sweat it, I just gave up. Replacing the normal attack with skills is awesome and should have made into the engine (Devs, huh?). Using a plugin fixed that, but wouldn't show weapon animations in SV (Devs aren't really thinking are they? I mean, skills not animated? What?)


Don't know what you're talking about.


The skills I replaced the normal attack with all have the weapon swing animation.
 

N3kur0

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Don't know what you're talking about.


The skills I replaced the normal attack with all have the weapon swing animation.


Weapon swing animation? On side view? Are you sure? All my skills are showing is the animation of "Bare hands", the skill animation on target, and a casting magic circle thingy...


Time to revisit the tutorials...
 

kiriseo

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Weapon swing animation? On side view? Are you sure? All my skills are showing is the animation of "Bare hands", the skill animation on target, and a casting magic circle thingy...


Time to revisit the tutorials...


When the magic circle appears, your skill's "Hit Type" probably is set to "Magical Attack" under Invocation.


When it's "Certain Hit" or "Physical Attack" the actor uses the swing animation.


Here you're seeing my replacement skill "Ultima"





When I use it, the actor swings his weapon





And this is the skill in the database


 
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N3kur0

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Not for me. Unless the actual weapon has any influence (Sword/Gun)

screenshot.1751.png

screenshot.1753.png
 

kiriseo

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Not for me. Unless the actual weapon has any influence (Sword/Gun)


What do you mean with "influence"?


I can't reproduce your issue here. In my test project everything is working as it should.


Could you upload your project, so I can look into it?
 

N3kur0

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That means if the weapon changes anything. In your pictures your actor is using a sword, and mine is using a gun.
 

kiriseo

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That means if the weapon changes anything. In your pictures your actor is using a sword, and mine is using a gun.


I thought it could be the gun, too.


So I created a gun without any animation





and changed the skill to require a gun and changed the skill animation to "Shoot Special" as yours, too.





Infight, the actor still draws his weapon when I use the replace skill


 

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