I have a plugin that might be specific to my game, but might be useful: Is it possible to make a plugin to skip the enemy selection thing, IF you are only fighting 1 enemy? This would save on unneccesary mouse clicks or keyboard strokes. MV has one like this, but it doesn't work with MZ.
Well, if I start to choose a skill (or item), with this plugin, I get this error:
rmmz_managers.js:2080 TypeError: Cannot read property 'id' of null
at Scene_Battle.commandItem (LGD_AutoTargetSingleOption.js:75)
at Window_ActorCommand.Window_Selectable.callHandler (rmmz_windows.js:1042)
at Window_ActorCommand.Window_Command.callOkHandler (rmmz_windows.js:1553)
at Window_ActorCommand.Window_Selectable.processOk (rmmz_windows.js:1276)
at Window_ActorCommand.processOk (rmmz_windows.js:6047)
at Window_ActorCommand.Window_Selectable.onTouchOk (rmmz_windows.js:1213)
at Window_ActorCommand.Window_Selectable.processTouch (rmmz_windows.js:1177)
at Window_ActorCommand.Window_Selectable.<computed>.<computed> [as processTouchModernControls] (VisuMZ_0_CoreEngine.js:9459)
at Window_ActorCommand.Window_Selectable.<computed> [as processTouch] (VisuMZ_0_CoreEngine.js:9459)
at Window_ActorCommand.Window_Selectable.update (rmmz_windows.js:1121)
A regular Attack works fine.
One weird thing: I had a Stun state on a single enemy, and it crashed with this error (I did reproduce it too). Other states like Confusion might cause the same thing? Thanks for looking into it.
(This is the Auto Single Enemy Target plugin.)
TypeError: this.selectEnemySelection is not a function
at Scene_Battle.commandAttack (LGD_AutoTargetSingleOption.js:93)
at Window_ActorCommand.Window_Selectable.callHandler (rmmz_windows.js:1042)
at Window_ActorCommand.Window_Command.callOkHandler (rmmz_windows.js:1553)
at Window_ActorCommand.Window_Selectable.processOk (rmmz_windows.js:1276)
at Window_ActorCommand.processOk (rmmz_windows.js:6047)
at Window_ActorCommand.Window_Selectable.onTouchOk (rmmz_windows.js:1213)
at Window_ActorCommand.Window_Selectable.processTouch (rmmz_windows.js:1177)
at Window_ActorCommand.Window_Selectable.<computed>.<computed> [as processTouchModernControls] (VisuMZ_0_CoreEngine.js:9459)
at Window_ActorCommand.Window_Selectable.<computed> [as processTouch] (VisuMZ_0_CoreEngine.js:9459)
at Window_ActorCommand.Window_Selectable.update (rmmz_windows.js:1121.
One weird thing: I had a Stun state on a single enemy, and it crashed with this error (I did reproduce it too). Thanks for looking into it.
(This is the Auto Single Enemy Target plugin.)
TypeError: this.selectEnemySelection is not a function
at Scene_Battle.commandAttack (LGD_AutoTargetSingleOption.js:93)
at Window_ActorCommand.Window_Selectable.callHandler (rmmz_windows.js:1042)
at Window_ActorCommand.Window_Command.callOkHandler (rmmz_windows.js:1553)
at Window_ActorCommand.Window_Selectable.processOk (rmmz_windows.js:1276)
at Window_ActorCommand.processOk (rmmz_windows.js:6047)
at Window_ActorCommand.Window_Selectable.onTouchOk (rmmz_windows.js:1213)
at Window_ActorCommand.Window_Selectable.processTouch (rmmz_windows.js:1177)
at Window_ActorCommand.Window_Selectable.<computed>.<computed> [as processTouchModernControls] (VisuMZ_0_CoreEngine.js:9459)
at Window_ActorCommand.Window_Selectable.<computed> [as processTouch] (VisuMZ_0_CoreEngine.js:9459)
at Window_ActorCommand.Window_Selectable.update (rmmz_windows.js:1121.