[ACE] Skill Cancel conflict between Executable Actions and Ace Battle Engine
BMM Archive · July 15, 2026
Original Source
- Original title: [ACE] Skill Cancel conflict between Executable Actions and Ace Battle Engine
- Original author: fryingbear
- Original date: August 18, 2013
- Source thread: https://forums.rpgmakerweb.com/threads/ace-skill-cancel-conflict-between-executable-actions-and-ace-battle-engine.17095/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support
Summary
Executable Actions -> http://pastebin.com/raw.php?i=xztArpRL Ace Battle Engine -> https://dl.dropbox.com/u/17078211/Scripts/YEA/Ace_Battle_Engine.rb I'm using both these scripts together, and they work fine (so far) except for one problem: If you select a skill - which is now in the character's command window, not the Skill / Magic / Whatever sub-menu - you target the enemy as normal and can use it fine. However, if you select it, then try to cancel your choice and select a different skill, the battle processing just stops dead. The game is still running, but it remains stuck...
Archived First Post
Ace Battle Engine -> https://dl.dropbox.com/u/17078211/Scripts/YEA/Ace_Battle_Engine.rb
I'm using both these scripts together, and they work fine (so far) except for one problem:
If you select a skill - which is now in the character's command window, not the Skill / Magic / Whatever sub-menu - you target the enemy as normal and can use it fine. However, if you select it, then try to cancel your choice and select a different skill, the battle processing just stops dead. The game is still running, but it remains stuck on the character's command window, no inputs register (apart from the F1 - F12 shortcut keys) and the enemies don't attack.
I'm not a scripter, but the most obvious source of conflict seems to be that Yanfly's engine assumes you'll be using skills from the sub-menus, whereas Executable Actions bypasses them, which makes the cancel command try to close a window that isn't there.
Can anyone suggest a workaround for this?
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