Cancelling an Action in Battle?

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Started by JLowther 8 posts View original ↗
  1. Is there any way to outright cancel a player's action in battle?


    For example, Fred the mage goes to cast fireball against a fire bat. Instead of using the ability, Fred pipes up and says, "Uh, I don't think that will work." and then it returns to his options, allowing him to select another ability.


    My first thought was that there could be a way to use Yanfly's instant abilities (which don't consume a turn) to do this, but is there any way to "redirect" an action once it's happened, based on a switch being on or an if/else statement?


    Thanks in advance. //rmwforums.s3.amazonaws.com/emoticons/default_smile.gif
  2. You can also mess with Yanfly's Action Sequences, which allows braching effects.
  3. Joewoof said:
    You can also mess with Yanfly's Action Sequences, which allows braching effects.



    Yeah, I've been looking into that, but I can't find a means of stopping an action and completely redirecting it into another action.


    If I could find that, I could then activate a switch which would redirect it, but I'm not sure how I'd do that...
  4. Use "If Else" with "Action Common Event" or "Common Event: X".
  5. Joewoof said:
    Use "If Else" with "Action Common Event" or "Common Event: X".



    Ah-HA!!!!!


    Diverting an action into a common event via an if/else and THEN having the common event force the use of an instant-cast dummy skill that overrides the skill that would otherwise be cast.


    You magnificent bastard, you! //rmwforums.s3.amazonaws.com/emoticons/default_biggrin.gif I feel like I owe you a gift basket of amazing coffees or something. You've helped me so much. //rmwforums.s3.amazonaws.com/emoticons/default_smile.gif
  6. No problem. Good to be of help.  :)
  7. Joewoof said:
    No problem. Good to be of help.  :)



    One more (hopefully) quick question...


    Is there any reason to use common events over switches+troop battle events or vice versa?


    The scripting in my battles could basically be in either one without any issue I've found yet (there's a hard cap of 1,000 common events vs. 5,000 switches, though). Is there any reason I should be using one or the other that you can think of?
  8. Common Events are usually better, because you can reuse them in several Troops. Meanwhile, Troop Events are stuck in one encounter.