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Inserting Combo Keys in Skills [XP] [ MUST SEE!! ]

BMM_Archive · July 15, 2026

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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

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 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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