Tiny extension to YEP.83 – Change Battle Equip

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Started by Kilitar 6 posts View original ↗
  1. Hello, 


    Can anyone provide a small extension to http://yanfly.moe/2016/03/13/yep-83-change-battle-equip/ ?


    This script has one thing which bothers me.  I can set Equip cooldown within plugin parametters how often inventory can be acessed.


    But still, an actor can acces his inventory, undress his plate armor, take another and he still has enough time to have action in the same turn :) equipped in new armor.


    My plugin request acess this issue. The perfect solution for me would be plugin with a parameter "Cast Skill ID" - which would force Actor to lose his action this turn + And as "bonus" force cast Skill ID on him.  


    Explanation why cast Skill on Actor: I am using own battle system where 1 Battle Turn is divided into 12 "RPG MV Turns" i called TICKS - so  - based on action difficulty each action connect state "wait X turns after action"  which simply add "cannot move for X turns" an attacker. By this for example fast attack with dagger I apply 3 TICKS on attacker while with heavy 2h axe I apply 10 TICKS on attacker  (via Action sequence). Having option to Autocast  "Ticks 12" skill on user would be perfect for my battle system ballance.
  2. Why not one where he just skips the rest of the turn? Would it not be useful for your game like this?
    This way it would also be useful for other games without your system.


    I think I can do both, though. No guarantees.
  3. Skip rest of recent turn is sure better than nothing  :) , with plugin parameter "skip X turns"  it is more flexible as game creator can define how much time (turns)  dress up exactly takes (and this is exactly what I need). 


    In fact, skip rest of turn with combination to call switch on at EquipScene close (as you did for me yesterday :)  ) I can do some conditional checks inside autorun common event. But to do this - I need to know Which actor/(s)  changed equipment (as more can do this in same turn) and apply states on each of them.  


    Or I probably must store every EquipSlot Item ID for each actor into variables, and then do checks if anything changed, but with 24 slots * 8 actors it is 192 variables :(  ). 
  4. Thinking about that, looks like "Skip rest of turn" could be pretty sufficient for my system as well. I am able to block all equipment slots of each actor at start of each battle - except hands (Weapon+Shield slots)  - as it is rather strange to undress full plate armor during battle.  


    So in my system actor will be allowed ONLY switch weapons and/or shields when in battle. In such case skip rest of turn is adequate "penalty" for switch weapon. :)  
  5. Well, good for you...
    But I am having trouble with this too...


    This is not being a "small" modification.
    I'll keep trying, but if anyone with better experience wants to give it a try be my guest.
  6. Well, I can do simple scripts about math but I am useless in object oriented stuff - so posssibly what I am suggesting si more complicated than previous one. 

    I can see other option to resolve this. I personally do NOT need Yanfly BattleEquip window as part of battle command menu. If I can open this equip window menu by calling it using Yanfly Action Sequence  http://yanfly.moe/2015/10/11/yep-4-action-sequence-pack-1/  I can easily make skill "Switch Weapon" - and do everything I need inside action sequence.   Something like USER: OpenBattleEquip :p   


    Just idea.