Hey everyone. I am using YEP.67 – Party Limit Gauge for RPGMakerMV and am loving it. However, I am running into an issue that I would greatly appreciate help with (if possible).
With the plugin, some skills can require gauge increments of 1 or more to cast. If there are 1 or more gauge increments, it allows all members to select a skill which uses the predefined amount. However, each party member can select a skill that uses these gauge increments regardless of whether there is enough gauge to complete each characters' attacks. The result is that, once party actions drain the increments to less than the needed amount, each remaining party member skips their turn because they cannot complete the action due to lack of increments.
To counter this, I am wondering if there is a way to factor in the cost upon selecting a skill that uses gauge increments, so party members will not waste their turns. In short, is there a way through tags, scripts, or events to factor in the cost upon the selection of a skill during the party's turn -- and (if it's not too much trouble) refund limit gauge increments if a party member cancels the skill before the turn phase is over?
I am running a lot of YEP other plugins, including skill core, battle core engine, engine core, etc., so if the solution is a tag in one of these or other's, please let me know.
Thanks!
Help with factoring in cost for (YEP.67 – Party Limit Gauge) upon skill selection, MV
● ARCHIVED · READ-ONLY