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[Solved]-[VXA]-Yanfly Battle Command List issue

Started by InactiveDust, April 03, 2012, 07:59:51 PM

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InactiveDust

I am using the Yanfly Battle Command List script found here: http://yanflychannel.wordpress.com/rmvxa/battle-scripts/battle-command-list/.

I have run into a snag with setting up each characters individual command list when it comes to skills.

Pretty much I am following the directions which the script has listed:

[spoiler="Directions"]
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Actor Command Window Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This section only adjusts the default commands for actors. If you wish
    # for an actor to have a unique command list, use the notetags listed in
    # the instructions to apply them. The custom command lists for actors will
    # override this command list.
    #
    # Here's a list of which command does what:
    #
    # -------------------------------------------------------------------------
    # :command         Description
    # -------------------------------------------------------------------------
    # "ATTACK"         Normal attack for actor. Default.
    # "SKILL LIST"     All of the skill types the actor can use. Default.
    # "DEFEND"         Set defend action for actor. Default.
    # "ITEMS"          Opens up the item menu for the actor. Default.
    #
    # "SKILL TYPE X"   Specifically puts in skill type X if actor has it.
    # "SKILL X"        Uses Skill X in that slot.
    # "ITEM X"         Uses Item X in that slot.
    #
    # "AUTOBATTLE"     Requires YEA - Command Autobattle.
    # "EQUIP"          Requires YEA - Command Equip
    # "SUBCLASS LIST"  Requires YEA - Class System. Adds subclass skill types.
    #
    # And that's all of the currently available commands. This list will be
    # updated as more scripts become available.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    [/spoiler]

[spoiler="Section in Script dealing with custom commands"]
#--------------------------------------------------------------------------
  # overwrite method: make_command_list
  #--------------------------------------------------------------------------
  def make_command_list
    return if @actor.nil?
    @stype_list = []
    for command in @actor.battle_commands
      case command.upcase
      #---
      when /ATTACK/i
        add_attack_command
      when /SKILL LIST/i
        add_skill_commands
      when /DEFEND/i
        add_guard_command
      when /ITEMS/i
        add_item_command
      #---
      when /SKILL TYPE[ ](\d+)/i
        add_skill_type_command($1.to_i)
      when /SKILL[ ](\d+)/i
        add_skill_id_command($1.to_i)
      when /ITEM[ ](\d+)/i
        add_item_id_command($1.to_i)
      #---
      when /AUTOBATTLE/i
        next unless $imported["YEA-CommandAutobattle"]
        add_autobattle_command
      when /EQUIP/i
        next unless $imported["YEA-CommandEquip"]
        add_equip_command
      when /SUBCLASS LIST/i
        add_subclass_skill_types
      #---
      else; next       
      end
    end
  end
[/spoiler]

I have entered the following things and more into the character note box but to no avail. Any help with this issue would be appreciated.

[spoiler="Attempt 1"]
<command list>
attack
defend
items
skill type 2
</command list>
[/spoiler]

[spoiler="Attempt 2"]
<command list>
attack
defend
items
skill type [2]
</command list>
[/spoiler]

[spoiler="Attempt 3"]
<command list>
attack
defend
items
skill list
skill type 2
</command list>
[/spoiler]

[spoiler="Attempt 4"]
<command list>
attack
defend
items
skill type 002
</command list>
[/spoiler]

[spoiler="Attempt 5"]
<command list>
attack
defend
items
skill type[2]
</command list>
[/spoiler]

[spoiler="Attempt 6"]
<command list>
attack
defend
items
skill type[002]
</command list>
[/spoiler]

modern algebra

Your first attempt is correct. My guess is that the actor isn't permitted to use skills of type 2. Ie. this is correct:


<command list>
attack
defend
items
skill type 2
</command list>


But the actor you are trying to put it in has not been assigned that skill type.

InactiveDust

That solved it thanks modern. I thought I had set the class up so that it was given the skill type 2 but somehow I ended up not doing so. Didn't realize it until you said to check that the actor/class could use the skill type. An issue I spent an hour or so trying to figure out was solved in a few minutes.  :-[

modern algebra

These kinds of oversights happen; it's nothing to be embarrassed about.