so im trying to do this without using script..mainly because i have no idea how to use script
for now.....
so what im trying to do is have a skill that uses my in game currency to receive hp regen/ tp regen/ mp regen
so what i'v done so far is create the skill itself and an animation for it althought it doesn't work for some reason...only the sound effects
and in the effects i put a common event
went in commen event menu and made a conditional branch that took my money if i had enough and denied me the perks if i dident
so far everything works fine exept for one thing!
everytime i use the skill it first says no effect and then my common even effects kick in
so how do i get rid of that pesky no effects?
Question about a special skill that uses currency
● ARCHIVED · READ-ONLY
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Could you post screenshots showing your common event?
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My bad. Your common event is fine. It is your skill that is giving you the problem. Normally, if you create a skill, you have to set an effect to it. A skill that only calls a common event out of battle does not usually display a 'no effect' message.
I assume that you are using that skill in battle. If you are using a skill that only calls a common event without any other effect (eg. HP recover, MP damage, Add/remove states) in battle, it will display a 'no effect' message because according to the engine's logic flow, the skill really did not have any effect.
Edit :
Perhaps you can consider using Yanfly's Skill Cost Manager script :
https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-cost-manager/
It really isn't that hard to use. As stated in the web page and script, you need to enter the following notetag in your skill's notebox :
<gold cost : x>
where 'x' is the amount of gold required to utilize that skill. -
If i'm not wrong, perhaps you need to make the animation not in common event too, I mean give animation at skill tab, also target set it to all allies, and give the effect with a state in which that state has HRG MRG and TRG, because AFAIK effect didn't let you add feature for regeneration, it has effect to let you recover(but not letting you make it like regeneration).
"it will display a 'no effect' message because according to the engine's logic flow, the skill really did not have any effect." to the target
This is totally right, the skill considered has an effect if it's make a change to battler status(HP/MP/TP, buff or state) via that skill.
"There was no effect" is occured if the skill has not give any effect for the target, and the skill is not physical type, because if it's physical, the game will display "miss" instead or no effect.
Conclusion :
Everytime a skill/item is unleashed and it did not give any effect(via that skill/item itself) to the target battler(and not a physical type if skill), it will display "There was no effect" even though something else happens like common event or anything that might give effect to the battler in battlefield.
Show the screenshot of your skill tab will totally helps. -
I thought that if a skill ran a Common Event, it wouldn't give you this "no effect" message. Maybe I had gotten around that in the past by setting the "scope" on such skills to None; that would work unless you needed a targetted (as opposed to screen-wise) animation, but there's a better way anyhow.
I believe this is the method in Window_BattleLog that handles the message in question. You can get rid of the add_text line entirely if you don't want the "It had no effect!" message to be shown ever; otherwise you can add a conditional branch so that, for example, this skill won't trigger the message.
Code:#-------------------------------------------------------------------------- # * Display Failure #-------------------------------------------------------------------------- def display_failure(target, item) if target.result.hit? && !target.result.success add_text(sprintf(Vocab::ActionFailure, target.name)) wait end end -
Sorry to take so long to get back to you.
There is a way to prevent the 'no effect' message from showing without editing any of the scripts.
1) Go to the States tab in database.
2) Create a dummy state. (No, seriously, create a dummy state). Name it anything you want. Don't add anything to the state.
3) Go to the Skills tab and select your skill.
4) Add the dummy state in the effects column with your common event.
5) Make sure your 'Damage Type' is set to 'None'.
Save your project and playtest or battletest your skill.
