Using spells

Xerces

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Hi, I've created a bunch of different spells, but while I'm in combat, all I can do is Attack > [Target] and nothing else.

How can I use the different spells I've created? When I click Special (underneath Attack), nothing shows up, although I have a different array of spells set as Special.

Edit: I'd also like to mention that the spell my character automatically uses when I do Attack > [Target] is the very first spell in the Spells category, which is called Punch.

Edit 2: Also, just to be clear, I'd like to be able to select which spell I want to use.
 
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Berylstone

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Hi, I've created a bunch of different spells, but while I'm in combat, all I can do is Attack > [Target] and nothing else.

How can I use the different spells I've created? When I click Special (underneath Attack), nothing shows up, although I have a different array of spells set as Special.
Does your character's class have the Add Skill Type [special] included under Features?  That might be your issue.
 

Xerces

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Does your character's class have the Add Skill Type [special] included under Features?  That might be your issue.
Yes, he does. I removed it, but the only difference now is that the Special command (while in battle) disappears.
 

AlphaSilvr

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You still have to add the Skills themselves to the class under the Skills box. You set what level it is learned at. Without this, it doesn't know what skills it needs even if you have the Skill Type added.
 

Xerces

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You still have to add the Skills themselves to the class under the Skills box. You set what level it is learned at. Without this, it doesn't know what skills it needs even if you have the Skill Type added.
I have done this.
 

AlphaSilvr

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Edit: I'd also like to mention that the spell my character automatically uses when I do Attack > [Target] is the very first spell in the Spells category, which is called Punch.

Edit 2: Also, just to be clear, I'd like to be able to select which spell I want to use.
By default RPGMaker will use the first skill in the list for the Attack command and the second skill in the list for the Guard Command for every character.

So you may want to switch those back and list all other skills under them.

Also, when making the skills did you set the Skill type of each one to the proper Skill type?

Skills 1.png
 
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Xerces

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By default RPGMaker will use the first skill in the list for the Attack command and the second skill in the list for the Guard Command for every character.

So you may want to switch those back and list all other skills under them.

Also, when making the skills did you set the Skill type of each one to the proper Skill type?
I didn't know that, so thanks. I should have been more clear in my first post. When I click on Skill Type, I only get None, Special and Magic.

This is what I currently have.

1.png
 

AlphaSilvr

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OK.

In the Terms tab of the Database you can set up more Skill Types (or change the two default Special and Magic).
What you want to do is set each Skill to have a skill type and then set the class to have that Skill Type activated (You said you did this) and then put each skill into the Skills portion of the Class tab (You said you did this as well). That should set it up so that you can choose what Skill you want the character to use.

And yes, move the skills down and put the default Attack and Guard skills back in (if you want). :D

Class 1.png

In Battle 1.png

In Battle 2.png

Terms 1.png
 
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Andar

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Hi, I've created a bunch of different spells, but while I'm in combat, all I can do is Attack > [Target] and nothing else.

How can I use the different spells I've created? When I click Special (underneath Attack), nothing shows up, although I have a different array of spells set as Special.
There were several correct answers so far, but they were distributed to different posts. I'll make them into a check list and add a few more ways where the skill definition could have gone wrong:

1) The actor needs the skill type added to use the skills of that type (can be added by actor, by class or by several other means)

2) The actor needs the skill added to use it (can be added by feature in actor or class, by level in class and by several other means)

3) The skill needs to have the skill type set correctly (if you select skill type NONE, only enemies will be able to use that skill)

4) The skill needs to have the occasion set correctly (always or only in battle for battle skills, only from the meny for map-skills)

5) If the skill has a required weapon, that weapon needs to be equipped (better let that set to none until you found the error)

6) If the skill has MP or TP-costs, then the actor needs enough MP or TP to use that skill (set to zero for testing purposes)

7) In the case of using skill scripts, you need to follow the script's instructions - for testing disable all scripts you added until the skills show up in combat.

8) Test with a battle processing command in an event in the game, not by battle simulation in the editor - the battle simulator will ignore scripts changing combar functionality, and there are indications the the mathematics might be slightly different. Better make sure that it works ingame instead of hunting bugs in the simulator.
 

Tsukihime

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8) Test with a battle processing command in an event in the game, not by battle simulation in the editor - the battle simulator will ignore scripts changing combar functionality, and there are indications the the mathematics might be slightly different. Better make sure that it works ingame instead of hunting bugs in the simulator.
I have never seen this happen before, assuming people have properly saved their project.
 
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Andar

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I have never seen this happen before, assuming people have properly saved their project.
There is one equipment effect where equipment works correctly ingame but not in battle test, and it's easy to reproduce.

1) start a new project

2) go to troops and start a battle test

3) select actor 7 (Rick)

4) change weapon 1 and weapon 2 and see how attack and defense change...

Everything default, no need to change anything or save.

Changing weapon 2 will always change the defense rating, not add to the attack rating.

And if there is one such mixup with the references, without any option to check the coding in the editor, then I have to assume that there might be other bugs as well.
 
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Tsukihime

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Never noticed lol, but it is a visual bug.


Battle stats are still correct during the battle test (print out atk and def)


I guess it would be reasonable to assume if there's one bug, then there might be others.


So far, I haven't had any script-related issues in battle test, but I suspect that is mainly because it's the exact same game initialization sequence in the scripts.
 
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Luigi-like

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did anyone notice that underneath skill type he set 'None' instead of special/magic because if he is using special its supposed to be set with special, same with magic
 

Andar

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did anyone notice that underneath skill type he set 'None' instead of special/magic because if he is using special its supposed to be set with special, same with magic
Doesn't matter in this case, because that skill "punch" is #1 and is thereby used whenever the attack command is used.
 

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