Inserting Combo Keys in Skills [XP] [ MUST SEE!! ]
BMM_Archive · July 15, 2026
Original Source
- Original title: Inserting Combo Keys in Skills [XP] [ MUST SEE!! ]
- Original author: iceflux
- Original date: August 27, 2015
- Source thread: https://forums.rpgmakerweb.com/threads/inserting-combo-keys-in-skills-xp-must-see.44145/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support
Summary
Greetings to all RM PRO and GURUS here. I hope you will help me in this problem. So far I want to implement key combo while in scene battle. Here's the idea, when I choose a special skill a Combo keys will pop up on the screen, if you fail to finish or choose a wrong key then the actor will skip his/her turn but if he finish it then the skill will be execute. Im stuck here in this lines in Scene_Battle 4 #-------------------------------------------------------------------------- # * Make Skill...
Archived First Post
Im stuck here in this lines
in Scene_Battle 4
#-------------------------------------------------------------------------- # * Make Skill Action Results #-------------------------------------------------------------------------- def make_skill_action_result # Get skill @skill = $data_skills[@active_battler.current_action.skill_id] ########################################################### if @active_battler.current_action.skill_id == 88 $scene = Chain_Commands.new(27) end ########################################################### # If not a forcing action unless @active_battler.current_action.forcing # If unable to use due to SP running out unless @active_battler.skill_can_use?(@skill.id) # Clear battler being forced into action $game_temp.forcing_battler = nil # Shift to step 1 @phase4_step = 1 return end end # Use up SP @active_battler.sp -= @skill.sp_cost # Refresh status window @status_window.refresh # Show skill name on help window @help_window.set_text(@skill.name, 1) # Set animation ID @animation1_id = @skill.animation1_id @animation2_id = @skill.animation2_id # Set command event ID @common_event_id = @skill.common_event_id # Set target battlers set_target_battlers(@skill.scope) # Apply skill effect for target in @target_battlers target.skill_effect(@active_battler, @skill) end end #--------------------------------------------------------------------------in the ############## i put the call in MOG Combo script $scene = Chain_Commands.new(27) then it runs but after the combo scene it came back to battle map. I also check for the $scene in Scene_battle 1 and remove the scene != self but no luck.
This is the sample screenshot that I want to implement, in the lower left. *game created by MOG
[IMG]http://www.atelier-rgss.com/Project/Sefia/SEFIA_SC02.jpg[/IMG]
this is the Chain Command that I am using http://www.atelier-rgss.com/RGSS/System/XP_SYS11.html
here's my file of the sample Project: http://www.mediafire.com/download/ajxsx8o8k6xatbh/mogchaintobattlescene.rar
I think of when the graphic.freeze then the Chain Command will execute then after the chain command it will go back in the battle_scene 4 . I hope you would help me and thanks in advance
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