- Apr 1, 2019
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I am using yanflys Row and Selection plugins but can not get the game to allow me to attack Row 2 no matter what weapon is equipped.
My note might be wrong then, I'll check.<Weapon Ranged> is a skill/item notetag: it changes the selectable targets to match the range of the equipped weapon.
The notetag on your bow weapon should be <range> or <ranged> (check the plugin help). Selection Control also has some relevant plugin parameters (Physical Front Row, Physical Weapon Range, Default Weapon Range) that you might want to check out if you haven't already~
If you want the battler sprite to move right up to the enemy before swinging their sword, the typical approach is action sequences (e.g. Yanfly's Battle Engine Core and Action Sequence Pack 2).
The video for the plugin shows it lol beyond that, idk. Also noticed when the Row plugin is on, it causes a 5 second delay between turn starts and choosing a command.Oh, I got it wrong as well. To begin with, is it even possible to visually move the location of the enemy like that? I thought that the whole "move rows" thing was supposed to be for the actual characters.
This is what I can't seem to be able to solve.Also in the selection control video he somehow shuts off only melee weapons for rows 2 and 3 but doesn't really explain how. Simply says it shuts off melee weapons. I can still attack with them in any row.
Sweet that is fixed now. And yea...not sure how he did it. Usually his tutorials are great but this one seems a little rushed.First, disable "Physical Front Row" or even the ranged monsters won't be able to attack your heroes from Row 2 and 3.
Second, <Weapon Ranged> goes in the Skill. In the actual bow goes <Ranged>
This is what I can't seem to be able to solve.
I'm not sure if that's how he did it, but I solved it like that. I used Weapon Unleash and made a copy of the first skill in the database (the attack skill) for the bows. For the "melee" attack, I gave it the notetag:Almost seems like he created 2 attacks skills, one ranged and one melee, and shuts off the melee one for row 2 and 3.
When I load it this way it causes a major lag during combat.Selection Control should load before Row Formation, see the order listed here:
It seems to all work OK for me...for the Selection Control plugin I have Physical Front Row = false, Physical Weapon Range = true, Default Weapon Range = false; untagged weapons are treated as "melee", i.e. physical hit skills using them can only target the front-most (living) row of enemies.
Alternatively you could set all three of those plugin parameters to false so nothing is automatic, then mark every skill that should be weapon-ranged with a <Weapon Ranged> tag.