[RMMV] MAKING ACTIONS PLAY OUT IMMEDIATELY DESPITE MULTIPLE ACTIONS.
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Ok, so I have an issue.
My combat system in an experiment I'm working on involves using multiple actions on a single character.
He has two skill types, each one governed by different cooldowns (Using Yanfly's Cooldown script for MV)
Gambits have an individual cooldown on each skill of 2 turns.
Aces have a global cooldown on that skill type for one turn, effectively meaning you can only cast one per turn.
Now, because multiple actions can be taken, and the cooldown only triggers and shows up after the skill is used, not after the skill is selected, this makes the system messy.
If I select more than one Ace per turn, or the same Gambit multiple times per turn, the game will let me enter the commands, but then go "oops, you used that skill already and triggered the cooldown, I'm going to skip that action, then!"
While this technically is workable, it lacks all-important clarity for the end user.
I'm not quite sure how to fix this in a way that works, and is also clear and as non-confusing as possible for the end user.
Anyone have any suggestions?
My combat system in an experiment I'm working on involves using multiple actions on a single character.
He has two skill types, each one governed by different cooldowns (Using Yanfly's Cooldown script for MV)
Gambits have an individual cooldown on each skill of 2 turns.
Aces have a global cooldown on that skill type for one turn, effectively meaning you can only cast one per turn.
Now, because multiple actions can be taken, and the cooldown only triggers and shows up after the skill is used, not after the skill is selected, this makes the system messy.
If I select more than one Ace per turn, or the same Gambit multiple times per turn, the game will let me enter the commands, but then go "oops, you used that skill already and triggered the cooldown, I'm going to skip that action, then!"
While this technically is workable, it lacks all-important clarity for the end user.
I'm not quite sure how to fix this in a way that works, and is also clear and as non-confusing as possible for the end user.
Anyone have any suggestions?
I've had a quick look and if you want to "fix" the script to do what you want it could be slightly tricky.
From reading through the cooldown script when a cooldown is set it appends it onto a condition checking function from the battle engine core script this condition checking function is called before any action is processed; the simplest "fix" would be to remove it from the actions queue processing function whilst leaving it in the actions selection - but this would be a bit of a bodge and may break something else - there's over 3000 lines to this script and so without spending several hours at it I can't be sure how it all works.
Another option would be to block selecting the extra skill by triggering the cooldown on selection rather than on usage - this would probably be easier and may make more sense? - I can't immediately see what line(s) we'd need to edit but this should be a relatively easy change.
(disclaimer I've never used or written any RPG maker script my scripting skills are from sphere but the syntax is the same)
From reading through the cooldown script when a cooldown is set it appends it onto a condition checking function from the battle engine core script this condition checking function is called before any action is processed; the simplest "fix" would be to remove it from the actions queue processing function whilst leaving it in the actions selection - but this would be a bit of a bodge and may break something else - there's over 3000 lines to this script and so without spending several hours at it I can't be sure how it all works.
Another option would be to block selecting the extra skill by triggering the cooldown on selection rather than on usage - this would probably be easier and may make more sense? - I can't immediately see what line(s) we'd need to edit but this should be a relatively easy change.
(disclaimer I've never used or written any RPG maker script my scripting skills are from sphere but the syntax is the same)
author=Rhuan
I've had a quick look and if you want to "fix" the script to do what you want it could be slightly tricky.
If the first one is as tricky and risky as you say, and the second one has the drawback of making it impossible to de-select a move (Cooldown would be triggered on a selection, meaning if you hit cancel, that move is cooling down without having been used)...
Then maybe the not super clear version will have to do. :s oh well? It DOES still work, just not super clearly.
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