Yanfly Engine Ace - Skill Restrictions v1.03 not working properly.

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Started by deathsia 6 posts View original ↗
  1. Yanfly Skill restriction script

    As it stands, the script is supposed to countdown based on the cooldown I set for the skill yet its not doing it.

    Everything else counts down as it should yet this script does not.

    Could the Lunatic States script be affecting this?

    I mean it would be stupid beyond reason since I seriously doubt yanfly would overlook something so bluntly obvious as one of his own scripts conflicting with another but... I can't help but wonder.

    After all, this script is supposed to act independently and only affect skills.

    None of my other scripts besides yanfly's even touch skills much less the script itself.

    I even shut off my ATB script thinking that might be the cause. Somehow causing the count down timer to miss the turn tick or something...nope!

    I should also mention I just decided to start using this script today and just now found this issue.
  2. test it in a new project and check if it still happens.
  3. I believe if I change some code around...I can get the restrictions script to tick down...but I'm not sure what i'm doing here so its hit or miss but as for your suggestion, The only time that ever works is when the issue is directly related to other scripts.

    I have no idea why people always suggest this when it rarely provides a solution to the problem.
  4. We suggest that as a test to proof if the problem is related to other scripts or not.


    If you test in a new project and it works there, then we will know that something else is interfering and can start to search for that.


    If it doesn't work in a new project, then we will know that you made a mistake in configuring or using that script.


    Yanfly's scripts have been tested in hundreds of games and they are by themselves bugfree. Because of that we need to see if the problem is cause by an incompatibility with a different script or if it is caused by something you misunderstood.
  5. Ah, well that makes sense I suppose. Upon further research I found out that it's an incompatibility between yanfly's script and YanFly Compatible Customisable ATB/Stamina Based Battle System Script by Fomar0153.

    Being the hard headed stuborn type I am, I don't want to sit back and accept this "as is". Can you help me find a work around to make these two script compatable? Also, what does srs stand for in rgss3 scripting code? I see it all over the place in scripts yet I do a search and find it no where in the area's these scripters are aliasing.

    EDIT:

    Okay, so after a bunch of experimenting...I found out something interesting.

    class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ● Rewrote update #-------------------------------------------------------------------------- def update super if (CBS::ENABLE_PASSING and @actor_command_window.active) and Input.press?:)A) command_pass end if BattleManager.in_turn? and !inputting? while @subject.nil? and !CBS::ATB process_stamina end if CBS::ATB process_stamina end process_event process_action end BattleManager.judge_win_loss endIf I place the global veribles

    $game_party.update_restrictions$game_troop.update_restrictionson line 188 it refreshes the restrictions script but it simply "clears it" as if the cooldown was never applied.

    This got me to thinking...if I were to alias this section from within yanfly's skill restriction script...would it be possible to get the restriction script to update properly?
  6. Cooldown won't work because the last time I used that script, no actual turns were ever passed.

    It uses ticks to count it's own custom turns, but it never updates the default method to count turns, and that makes many custom scripts simply not work with that ATB system.

    This is the main reason why I changed my ATB system. Too many problems with this one.

    It can be fixed for sure somehow thou, but I was fed up with so many great scripts not working (all because of turn counts), so I just left that script.

    'srs' means nothing in it's own.

    Yanfly just used that as a suffix for his alias names for whatever reasons. The name of any alias can be literally everything, it's just a name which can be used to call the original method of the aliased definition.