Use an item without ending a turn?

alsojimmy

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Something I wanted to do in my game is make it so when you use an item it doesn't end your turn, but rather uses the item, then takes you back to the skill select with the item command no longer being selectable. This why I could make support items like grenades and such to use in conjunction with an attack or skill, sort of like how Dungeons and Dragons has minor and major actions.

Does anyone have any ideas for how I should go about this?
 

Shaz

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.


this will require a script.


There are also scripts that will associate an item with a weapon (like a gun with its ammo), so you can use the weapon as long as you have the item it requires, and each time you use it, the item count is reduced by one. Or at least such scripts have been requested.
 

estriole

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Something I wanted to do in my game is make it so when you use an item it doesn't end your turn, but rather uses the item, then takes you back to the skill select with the item command no longer being selectable. This why I could make support items like grenades and such to use in conjunction with an attack or skill, sort of like how Dungeons and Dragons has minor and major actions.

Does anyone have any ideas for how I should go about this?
first of all... you need script that modify how your turn works.

you need to change so when you choose command it executed immediately.

i think yanfly battle engine have mode for that

https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/battle-system-free-turn-battle/

then maybe when you choose item. give state to the user which add additional turn and disable the item command.

(maybe try adding "action times 200%" for the state. for items seal. you might need another script)
 

Rhudra

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Hello.

If you don't want to use the whole free turn battle system from Yanfly you can also use his Instant casting script (Sorry I doesn't manage to create links in this forum).

You put an <Instant> tag in the item comment box and it makes it instant. I use this a lot.

For the second part, making the item command sealed you can use a script that modify the item, making it add a state to the user, sealing the Item command for one turn (or anything else you wanna put in the state). Yanfly and Tsukihime both made such a script I think, and I'm sure others did as well.

One problem though... You would have to do this for all the items with this effect.
 
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alsojimmy

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Thanks everyone, I got it working. The Free Battle script was exactly what I needed, and Yanfly's battle command script was almost perfect (I had to use copies of attack and guard as I couldn't get it working with them normally, and I had to use a separate script by Euphoria for the item command)
All my actions turn off their corresponding switch (major or minor) when used (preventing double use) but check if the other switch was already off (ie, the end of the turn, since both switches can't be off) and turns on that switch instead, to keep everything open for the first attack in the next turn. I also have a common event to make sure both switches are on outside of battle.  :thumbsup-right:
 

Rhudra

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Mmm I just saw there isn't any default way to seal item use.

I found a way around though, using yet another script from tsukihime : Custom Use Condition.

With the script on, put this tag on each item you want to seal :

<use conditions>

formula: !astate?(X)

</use condition>

Where X is the Id of an invisible state.

Also make each instant use item add this state (X) to the character, and the state lasting one turn.

End result :

After using one of the instant items, all items with the said tag disappear from the Item menu.

I guess there is a way less complicated way to seal item but I couldn't find it.
 

alsojimmy

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It's fine, I found this script  by Euphoria which does exactly what I need. Thanks though.
 

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