no it doesnt require any plugin.. its inspired by it.
I took this code from my plugin and edited a little bit..
(i will double check it ,perhaps i made a mistake..)
Edit info
i checked it 3times:
1. using the code in a parrallel event which deletes itself, at map start. Has problems with the "dmg.popup"-part
(probabbly because its triggered to early)
2. using this a little bit later triggered by
JavaScript:<type:playerEvent>
// i often use this one when testing stuff
works fine.
3. Using it in the same "<type:turnEnd>" Event like you did.. works fine..
(i used state nr 3 instead,but that should not be the problem)
=> If it doesnt work for you pls hit f8 after the turn end, and make a screenshot if there is any error
EDIT 2
Perhaps this is the problem in your Setup?
example from your screenshot
I am not sure if that makes so much difference ,but i got no other Idea at the moment
View attachment 205243 -------------
@moldy
you could also try to add the "deathState" if its not added from having 0 hp..
if that doesnt work pls try to explain more detailed what you are trying to do and at what timing.
I tested again witch yours sugestions and the damage is executed, but not work the timing and the focus in the enemy/actor showing the damage. Pressing F8 not showing any erro for some reason...
=========================================================
Using the SRPG_MoveAfterAction gave me a idea for a system when the player use a attack or a skill, the command will be disappear, because is quite confuse for the player after attack can move, showing the attack command again.
I know little about javascript, so I tried to solve the issue in another way. Using the
BOB_BattleCommandList edited by waynee95(
post), is possible to create conditions in the commands, so I made a condition when the skill is used with Yanfly_SkillCore, result in determinated switch off (need switch off because how work the plugin) like this:
SKILL SETUP
<Custom Execution>
$gameSwitches.setValue(switch, false);
</Custom Execution>
The class setup needs to be configured like this(is possible use other conditions, the plugin explain):
CLASS SETUP
<Battle Commands>
Attack!{s[switch]}
Skills!{s[switch]}
Wait
</Battle Commands>
In the battleStart and endTurn is necessary reset the switch for true, so the commands will be showing again in the next turn.
Another thing: because of how SRPG_core works, it is necessary to add this script inside the BOB_BattleCommandList in this part for the Wait command to appear to the players:
CODE IN BOB_BATTLECOMMAND
JavaScript:Window_ActorCommand.prototype.processCommandEntry = function(cmd) {
switch (cmd.command.toLowerCase()) {
case "attack":
return this.addAttackCommand();
break;
case "skills":
return this.addSkillCommands();
break;
case "guard":
return this.addGuardCommand();
break;
case "items":
return this.addItemCommand();
break;
case "wait":
return this.addWaitCommand();
break;
case "skill":
return this.addCustomSkillCommand();
break;
case "item":
return this.addCustomItemCommand();
break;
case "stype":
return this.addSkillCommand();
break;
case "stypes":
return this.addMultiSkillCommand();
break;
case "skillfirst":
return this.addFirstSkillCommand();
break;
case "skilllast":
return this.addLastSkillCommand();
break;
case "itemfirst":
return this.addFirstItemCommand();
break;
case "itemlast":
return this.addLastItemCommand();
break;
default:
return false;
break;
}
return false;
};
The other alternative is just making a hidden status that blocks the attack and skill. This status would be inflicted on the actor who uses a skill and on turnEnd it would be enough to remove the status. This alternative does not hide the command, it just blocks it, however.
If anyone has a more simpler alternative, I would appreciate it.
=========================================================================
For some reason this error started to appear to me, does anyone know what it might be?