Add a Party Battle Command

Zetech

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Hi, I would like to create a party battle command than open a category of skill selection (like "Party Skill", something like that).

An example of my request :

upload_2019-2-26_18-0-18.png
(hehe, not a paint master)

I would like this kind of group skill because I want to create a spell which do a powerful attack then skip the turn of all actors during the current turn. But I want also to skip the turn choice of the actors.

If you have any kind of solution for both of my requests, it would be very nice !
 
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Kes

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Zetech

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Zetech

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Ok guys, after hours and hours of programming, I finally find a solution to create a Party Skill !

The requierements to this plugin :
- the Hime's ActorBattleCommand plugin : http://himeworks.com/2015/12/actor-battle-commands/
- A skill type for the party skill (or several skill type, but you need to have at least 1 skill type)
- A class same as your 1st actor, but replace his skill type by your party skill type
(sorry for people who use different 1st actor during the game, I have apply my code for my own game, but try to edit my code, it's fine !)

I put my code in the Yanfly's Party Limit Gauge plugin, before the end of file. I don't know how to create a separate plugin, but it work !

Code:
Window_PartyCommand.prototype.makeCommandList = function() {
    this.addCommand(TextManager.fight,  'fight');
    this.addCommand('Spécial','special');
    this.addCommand(TextManager.escape, 'escape', BattleManager.canEscape());
};

Scene_Battle.prototype.createPartyCommandWindow = function() {
    $gameActors.actor(1).setBattleCommandVisible(true, 'attack');
    $gameActors.actor(1).setBattleCommandVisible(true, 'guard');
    $gameActors.actor(1).setBattleCommandVisible(true, 'item');
    this._partyCommandWindow = new Window_PartyCommand();
    this._partyCommandWindow.setHandler('fight',  this.commandFight.bind(this));
    this._partyCommandWindow.setHandler('special', this.commandSpecial.bind(this));
    this._partyCommandWindow.setHandler('escape', this.commandEscape.bind(this));
    this._partyCommandWindow.deselect();
    this.addWindow(this._partyCommandWindow);
};

Scene_Battle.prototype.commandSpecial = function() {
    $gameActors.actor(1).changeClass(8, true);
    $gameActors.actor(1).setBattleCommandVisible(false, 'attack');
    $gameActors.actor(1).setBattleCommandVisible(false, 'guard');
    $gameActors.actor(1).setBattleCommandVisible(false, 'item');
    this.selectNextCommand();
};

Scene_Battle.prototype.startActorCommandSelection = function() {

    this._statusWindow.select(BattleManager.actor().index());
    this._partyCommandWindow.close();
    if($gameActors.actor(1).isClass($dataClasses[8]) && BattleManager.actor().index() == 1){
        $gameActors.actor(1).changeClass(1, true);
        this.endCommandSelection();
        BattleManager.startTurn();
        $gameActors.actor(2).clearActions();
        $gameActors.actor(3).clearActions();
        $gameActors.actor(4).clearActions();
    }else{
        this._actorCommandWindow.setup(BattleManager.actor());
    }
};

Scene_Battle.prototype.changeInputWindow = function() {
    if (BattleManager.isInputting()) {
        if (BattleManager.actor()) {
            this.startActorCommandSelection();
        } else {
            $gameActors.actor(1).changeClass(1, true);
            this.startPartyCommandSelection();
        }
    } else {
        this.endCommandSelection();
    }
};
Well, no credits and legal use because is a kind of Hime's ActorBattleCommand extension.

Result in game :

I hope I can help people who want to do the same thing !
 
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