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- Nov 11, 2018
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Hey all! Fair warning: this one gets a little complicated.
Using Yanfly's instant cast plugin, I have created a system where characters can do two things each turn: use a "quick skill", and perform their normal action. It should be noted that the turn ends if the player uses their normal action before the "quick skill". One of these "quick skills" (let's call it "X" for simplicity) is intended to allow the player an aditional normal action on the turn after it is used, at the cost of the "quick skill" for that turn.
Here's the problem:
My current method is to give the player a status effect that allows them to act twice on a turn which wears off after their next turn, but because the plugin allows the player to use "X" and carry on with their turn as normal, and the status effect is applied instantly, this means the player would be able to perform two normal actions this turn as well as next turn, and we don't want that. (I don't have any problems with preventing users from using "quick skills" on either of the two turns, so no need to mention that.)
Here's what I've come up with so far:
I could use a combination of a bolean and the event pages in combat to add the effect at the end of the turn rather than during it, but the problem is that I have a great many different battles in my game (300+, I've yet to make them all but there's going to be a lot) and even if I use a common event to handle the code with each battle page redirecting to the common event, that's still a whole hell of a lot of copy pasting to do.
I feel like there's got to be a more eloquent solution. If you can think of anything, do let me know, and thank you for reading!
Note to moderators: I'm not sure whether this one should belong in this forum or in the plugin support forum, because even though the issue is caused by a plugin, the proposed solution is almost entirely a programming matter.
Using Yanfly's instant cast plugin, I have created a system where characters can do two things each turn: use a "quick skill", and perform their normal action. It should be noted that the turn ends if the player uses their normal action before the "quick skill". One of these "quick skills" (let's call it "X" for simplicity) is intended to allow the player an aditional normal action on the turn after it is used, at the cost of the "quick skill" for that turn.
Here's the problem:
My current method is to give the player a status effect that allows them to act twice on a turn which wears off after their next turn, but because the plugin allows the player to use "X" and carry on with their turn as normal, and the status effect is applied instantly, this means the player would be able to perform two normal actions this turn as well as next turn, and we don't want that. (I don't have any problems with preventing users from using "quick skills" on either of the two turns, so no need to mention that.)
Here's what I've come up with so far:
I could use a combination of a bolean and the event pages in combat to add the effect at the end of the turn rather than during it, but the problem is that I have a great many different battles in my game (300+, I've yet to make them all but there's going to be a lot) and even if I use a common event to handle the code with each battle page redirecting to the common event, that's still a whole hell of a lot of copy pasting to do.
I feel like there's got to be a more eloquent solution. If you can think of anything, do let me know, and thank you for reading!
Note to moderators: I'm not sure whether this one should belong in this forum or in the plugin support forum, because even though the issue is caused by a plugin, the proposed solution is almost entirely a programming matter.


