
To make it a requirement, use the database's "Required Weapon" dropdown lists to enforce the requirement.

This notetag does not make the weapon a requirement. If you use the weapon name, type it out exactly since it is case sensitive. x is the weapon type ID and text is the weapon name. When the actor uses this skill or item, the actor will switch to this weapon if it is equipped when the skill cost is paid. When weapon switching is done during Attack switching, the actor will perform an attack motion to display the weapon it is currently equipped with.Įxtend Equip Stat Window: If you are using Yanfly's Equip Core, this will extend the stat compare window to have Hit Accuracy, Evasion, and Critical. Show Battle Action: Show animation of actor switching weapons? This is for sideview only. Show Battle Icons: Show icons of currently equipped weapons in battle? This will show the icon next to the Attack command, making it easier for the player to know which weapon the actor has currently equipped. The weapon selected will be the first available one in the database unless they already have that weapon equipped. Show Swap Arrows?: Shows arrow sprites next to the Attack command to tell the player that pressing Left or Right here can have an effect.īattle Test Weapons: During battle test, equip each party member with one of each weapon type. Use Arrow Swapping?: Use Arrow Keys to control weapon swapping? If on, then pressing left or right will switch the weapon currently equipped in the order of the Weapon Types list in the Database's Types tab. Show Command?: Show the Weapon Swap Command in the Actor Command Window? Turn this on if you are making your game for mouse control because there is no other way to switch weapons without using the arrow keys.

Swap Command: How command for how Weapon Swap is displayed

Please read through and configure them to customize weapon swapping for your game. Some plugin parameters require your attention. This feature does not work with the Dual Wield system so it is disabled in order to be able to swap weapons. Each actor can equip a weapon of that type into those slots if they can use those weapon types. Instead of having only a single weapon slot, there is now one weapon slot for each of the weapon types. Some skills can also automatically switch to a weapon when it starts being used. The Attack command option can now have the weapon being used swapped by pressing left or right (if that option is turned on). This plugin changes both something inside battle and outside of battle. Swapping weapons can let the player team adapt to certain situations better or giving them the ability to hit certain weapon weaknesses in battle. Up to one of each weapon type can be equipped at a time and they can be switched out each turn.

This is a RPG Maker MV plugin that will give your game's actors the function to swap weapons in the middle of the fight.
LOCK SKILL RPG MAKER MV YANFLY HOW TO
Here's the full list of scripts I'm using and the order in which they've been added: -Yanfly Ace Core -Yanfly Ace Message -Yanfly Ace Core Battle -Yanfly Ace Equips -Yanfly Ace Skill Restrictions -Yanfly Ace Steal Items -Yanfly Ace Menu -Yanfly Ace System Options I suspect that the core battle engine is overwriting the targeting formula, but I don't really how to look for that or if that's even the issue in the first place.Note: This plugin is a part of the OctoPack Battler plugin set. Please keep in mind if you purchase this plugin, it will not deduct the price from the OctoPack Battler Sample Project if you wish to buy it later. The thing is, this method works fine on the project I was working on before I started my contest project, so I suspect that one of the Yanfly scripts I'm using is producing a weird conflict, because the character in first position is getting targeted exclusively by monsters after a different character uses the taunt. The taunt skill then removes that state from the caster and multiplies the caster's target rate by a thousand (I realize that there's no reason to increase the caster's target rate if everyone else's is zero, but I couldn't fight the urge that "bigger is better"). Here's how I'm doing it: -The taunt skill runs a common event that puts a state on all the characters that multiplies their target rate by zero. I want a taunt that makes all enemies target the caster. On my current project, I can't get a taunt skill to behave correctly.
