I am trying to make a tactical game like ffta (final fantasy tactics) but when I put the view I wanted the tactical slots it doesn't match
This are the plugins I am using
if ($gameSwitches.value(15)){//replace 15 with what ever switch you want
var skillId = $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1]._actions[0]._item._itemId;
// $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1]._actions[0]._item._itemId; is skill being used
var user = $gameParty.members()[0];
var previousLevel = user.skillMasteryLevel(skillId);
user.gainSkillMasteryUses(skillId, 5);//increase skill use replace 5 with the amount of uses you want to increase skill
var currentLevel = user.skillMasteryLevel(skillId);
if (currentLevel > previousLevel) {
$gameTemp.activeEvent().requestAnimation(130);//use what ever animationyou want or balloon
$gameSwitches.setValue(15, false);//set switch to false so it dosnt repeat for AoE attacks
}
};if ($gameSwitches.value(15)){//replace 15 with what ever switch you want
var skillId = $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1]._actions[0]._item._itemId;
// $gameSystem.EventToUnit($gameTemp.activeEvent().eventId())[1]._actions[0]._item._itemId; is skill being used
var user = $gameParty.members()[0];
var previousLevel = user.skillMasteryLevel(skillId);
user.gainSkillMasteryUses(skillId, 5);//increase skill use replace 5 with the amount of uses you want to increase skill
var currentLevel = user.skillMasteryLevel(skillId);
if (currentLevel > previousLevel) {
$gameTemp.activeEvent().requestAnimation(130);//use what ever animationyou want or balloon
$gameSwitches.setValue(15, false);//set switch to false so it dosnt repeat for AoE attacks
}
};

Window_ActorCommand.prototype.makeCommandListthis.addItemCommand(); var _paramPlusActor = Game_Actor.prototype.paramPlus;
Game_Actor.prototype.paramPlus = function(paramId) {
let value = _paramPlusActor.call(this, paramId);
var user = this;
this.states().forEach(function(state) {
if (state.meta.maxHp && paramId == 0) {
value += Number(eval(state.meta.maxHp));
}
if (state.meta.maxMp && paramId == 1) {
value += Number(eval(state.meta.maxMp));
}
if (state.meta.atk && paramId == 2) {
value += Number(eval(state.meta.atk));
}
if (state.meta.def && paramId == 3) {
value += Number(eval(state.meta.def));
}
if (state.meta.mat && paramId == 4) {
value += Number(eval(state.meta.mat));
}
if (state.meta.mdf && paramId == 5) {
value += Number(eval(state.meta.mdf));
}
if (state.meta.agi && paramId == 6) {
value += Number(eval(state.meta.agi));
}
if (state.meta.luk && paramId == 7) {
value += Number(eval(state.meta.luk));
}
})
return value;
}; var _paramPlusActor = Game_Actor.prototype.paramPlus;
Game_Actor.prototype.paramPlus = function(paramId) {
let value = _paramPlusActor.call(this, paramId);
var user = this;
this.states().forEach(function(state) {
if (state.meta.maxHp && paramId == 0) {
value += Number(eval(state.meta.maxHp));
}
if (state.meta.maxMp && paramId == 1) {
value += Number(eval(state.meta.maxMp));
}
if (state.meta.atk && paramId == 2) {
value += Number(eval(state.meta.atk));
}
if (state.meta.def && paramId == 3) {
value += Number(eval(state.meta.def));
}
if (state.meta.mat && paramId == 4) {
value += Number(eval(state.meta.mat));
}
if (state.meta.mdf && paramId == 5) {
value += Number(eval(state.meta.mdf));
}
if (state.meta.agi && paramId == 6) {
value += Number(eval(state.meta.agi));
}
if (state.meta.luk && paramId == 7) {
value += Number(eval(state.meta.luk));
}
})
return value;
};