Yanfly's Ace Equip Engine, playtest problem

Manusaurus

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Hi there.
I am currently using Yanfly Engine Ace - Ace Equip Engine v1.06 and there seems to be some kind of issue
or incompatibility with the Battle test (Enemy groups) or I did something wrong.

In my game, I have created an additional Equipment Type, 'Licenses' that are scrolls that let you use a mixture or
combination of spells-techniques. For example, Black Mage Lv. 1 License let you use the equivalent of Fire, Ice and Lightning. Paladin Lv. 1 (kind of a Holy Knight) license allows you to use Shield and a skill that is like the Minus Strike from Steiner, FFIX.

My Licenses are equippable, therefore I put them under Armors, but I use the script to separate them from other Armors or accessories so that you can only equip Licenses in the 'License' slots - sockets. Here is the issue, using the Engine, I have to
write a note in the License page in Armors database:

<equip type: 5>
<equip type: License>

This note is causing trouble. If I use it, the script works wonderfully and I can equip 2 Licenses to each player and only Licenses can go in the 2 License slots, not any other armor or accessory, and the skills the Licenses contain can be used without error in the actual game. However, those are not recognised when I equip them to test battles and my License command in battle is empty.

And vice versa, if I delete the notes, I can use the skills in the battle test but not in the actual game.

There are no errors with my player classes or anything because I've been playing the game normally without issues, I only have problems in the battle test.

Any ideas?
 

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Shaz

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Some scripts set things up when the database is loaded, and when you play the game via the normal method, it runs a different function to when you use battle test. This means some scripts might not work properly in battle test - they might just not work at all, or work differently to the way you expect, or you might even get an error.

Your options are to confirm that it works when playing normally (which it sounds like you've done), and to either find someone who can do an edit to make it work with battle test, or to accept that you can't use those features in battle test.
 

Manusaurus

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I see. I think I'll have to accept this and test during a normal gameplay. It's only that the battle test seems much faster and more comfortable. I can also create events including chests with the Licenses I would like to try and also encounters against the enemy groups I would like to check. Thank you.
 

Sixth

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I would totally check if what I'm about to say is correct or not, but you didn't post a link to the script, so I will just write from my memory.

If I remember right, there is a note-tag that lets you specify the starting equipment on these new, custom slots made with Yanfly's script.
If you use that note-tag (properly, of course), it should equip the stuffs on these new equip slots even in battle tests.
Of course, this also means that the actors will have these equipped in normal playtest right from the start too, but if that's a problem, you just mess up the note-tag during those tests (just put an extra letter in the static part of the note-tag, so you can easily enable/disable it later if needed by deleting/adding that extra letter).

If my memory failed me, well, than all of what I wrote is incorrect. :D
 

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