Bobstah's Battle Commands Customization v2.2.1 - Updated 05/17/2017

Discussion in 'JS Plugin Releases (RMMV)' started by Bobstah, Oct 24, 2015.

  1. phamtruong1992

    phamtruong1992 Mage Art - Green Dragon Veteran

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    I had actually updated the plugin as how your last comment (which was before this one) mentioned. But thank you anyway. I will still download this one just to make sure.
     
  2. Veno

    Veno Villager Member

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    This is the most amazing addition ever. Waynee thank you so much, this addition allowed me the ability to create a whole new unique combat system!
     
    SoSick. and waynee95 like this.
  3. Artomes

    Artomes Veteran Veteran

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    I'm using this with yanflys weapon unleash plugin and it works for the most part. Each weapon type replaces the default Attack command but for some reason, the help description and the skill ID name isn't showing up. the command is still called Attack even though the battlers perform the Skill ID that the weapon is assigned. Is this a bug?
     
  4. VexGaming

    VexGaming Villager Member

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    just what i needed however this doesn't work well with mogs battle hud the actor command and the help window still shows the the basic window i've tried some workaround but failed so
     
  5. Waterguy

    Waterguy Veteran Veteran

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    Mog's actor commands is very fixed though. Doubt anything can change it properly besides actually editting it.
     
  6. furan

    furan Villager Member

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    It works if you place it above MOG_BattleHud in the plugin list.
     
  7. furan

    furan Villager Member

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    I keep running into an issue with this plugin when I actually test it. No matter what command I use I get the error: "RangeError: Maximum call stack size exceeded"
     

    Attached Files:

  8. Waterguy

    Waterguy Veteran Veteran

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    what does the console say? Press F8 to show.
    this usually happens in circular calls, that somehow never end. May be incompatibility issues...
    But without the console, no way to know for sure
     
  9. furan

    furan Villager Member

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    After I closed RMMV and opened it again everything worked fine. I guess something didn't update when I first activated the plugin.
     
  10. Quanee

    Quanee Veteran Veteran

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    Hi,

    Would it be possible to change a skill type into another as soon as I reach 100 TP? Let's say I'm using "Boost" command for 10 turns giving me 10 TP each, as soon as I reach 100 TP the boost command would be replaced with "Overdrive". Thanks in advance.

    Edit:

    So I've gone through all the pages and I think I found what I need, but I have no idea how to implement this. I need Skill1 to be shown by default until I reach 100 TP, as soon as the condition is met I want that skill to be removed/replaced by a SkillType1 in its position.
     
    Last edited: Jul 24, 2018
  11. waynee95

    waynee95 Lunatic Coder Veteran

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    @Quanee
    You could use my edit of the plugin that you can find few pages back. Then you can input conditions for commands.

    Code:
    <Battle Commands>
    Skill:11!{a.tp < a.maxTp()}
    Skill:12!{a.tp == a.maxTp()}
    Attack
    Skills
    Guard
    Items
    </Battle Commands>
    This would show skill with ID 11 if the actor has less than its max tp and it would show skill 12 if the actor has full tp.
     
  12. Quanee

    Quanee Veteran Veteran

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    Thank you!
     
  13. Kraden96

    Kraden96 Friendly Fox Veteran

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    Is there any way to make the battle commands be the skills you have equipped in Yanfly's Equip Battle Skills?

    Like, have the commands BE the equip skills instead of a command for the equip skills.
    That way the player can customize their battle commands skills and their order!

    Basically like:
    <battle commands>
    Attack
    Skill: (Equipped slot 1)
    Skill: (Equipped slot 2)
    Skill: (Equipped slot 3)
    Skill: (Equipped slot 4)
    </battle command>

    And if equipped slot x is empty, don't show!

    http://yanfly.moe/2016/04/08/yep-90-equip-battle-skills-rpg-maker-mv/
     
    Last edited: Aug 9, 2018
  14. RK DracoRoy

    RK DracoRoy Fire Emblem RPG Gamer Veteran

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    I really like this plugin for convenience and using it pretty well, though I've some issues with it.

    For some reason, with this plugin enabled, I can click the Right arrow button to get from Party Command to Actor Command but when I click the Left arrow button to go back to the Party Command, it won't do.

    It won't even let me skip an Actor when I attempt to press the Right arrow button a second time, and I did test this with all other plugins off, so it's probably something in the plugin that's causing this.

    ---------------------------------------------------------------------------

    @waynee95 In regards to the Actor Switch command edited in, this additional script for the Switch command actually crashes my project. But when I take it out, my game runs as expected. I don't have this problem with the Change Battle Equip, however.

    Code:
    //=============================================================================
    // YEP_X_ActorPartySwitch by waynee95
    //=============================================================================
    if (Imported.YEP_X_ActorPartySwitch) {
        Bobstah.BattleCmds.YEPActorSwitchActorCommand_processCommandEntry = Window_ActorCommand.prototype.processCommandEntry;
        Window_ActorCommand.prototype.processCommandEntry = function (cmd) {
            if (cmd.command === "actorswitch") {
                return this.addActorSwitchChangeCommand();
            } else {
                Bobstah.BattleCmds.YEPActorSwitchActorCommand_processCommandEntry.call(this, cmd);
            }
        }
    
        Bobstah.BattleCmds.YEPActorSwitchCommand_addEquipChangeCommand = Window_ActorCommand.prototype.addEquipChangeCommand;
        Window_ActorCommand.prototype.addActorSwitchChangeCommand = function () {
            if (this._cmdContext === null) {
                return Bobstah.BattleCmds.YEPActorSwitchCommand_addEquipChangeCommand.call(this);
            }
    
            /// Edit by waynee95
            var condition = true;
    
            if (this._cmdContext._evalCondition) {
                try {
                    var a = this._actor;
                    var user = this._actor;
                    var subject = this._actor;
                    var s = $gameSwitches._data;
                    var v = $gameVariables._data;
                    var p = $gameParty;
                    condition = eval(this._cmdContext._condition);
                } catch (e) {
                    throw Error("Bobstah Command Condition Error on command: " + name);
                }
            }
    
            if (this._cmdContext.hide === true) {
                if (!this.isActorPartySwitchEnabled()) {
                    return false;
                } else if (!condition) {
                    return false;
                }
            }
            var icon = this._cmdContext.iconOverride || null;
            var name = this._cmdContext.params || Yanfly.Param.PartySwitchCmd;
            this.addCommand(name, 'partyswitch', this.isActorPartySwitchEnabled() && condition, null, icon);
            return true;
        };
    
        Bobstah.BattleCmds.Scene_Battle_createActorCommandWindow = Scene_Battle.prototype.createActorCommandWindow;
        Scene_Battle.prototype.createActorCommandWindow = function () {
            Bobstah.BattleCmds.Scene_Battle_createActorCommandWindow.call(this);
            var win = this._actorCommandWindow;
            win.setHandler('partyswitch', this.commandPartySwitch.bind(this));
        };
    }
     
  15. waynee95

    waynee95 Lunatic Coder Veteran

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    @RK DracoRoy
    Can you provide the console output for that error?
     
  16. RK DracoRoy

    RK DracoRoy Fire Emblem RPG Gamer Veteran

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    @waynee95 I added the script back in there and did a test, giving this error. Even without the command for switch (Switch, actorswitch, or partyswitch?), the Actor Switch script alone will throw this error before the battle could start and show.

    Error.PNG

    I just have battle commands set for classes only.

    Class: Great Lord
    -------------------
    <Battle Commands>
    WeaponCmd
    Skill:2
    Skills
    Items
    Equip
    </Battle Commands>
     
  17. waynee95

    waynee95 Lunatic Coder Veteran

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    @RK DracoRoy
    Yeah. There seems to be an issue with Bobstah's plugin. I cannot really remember, but I made several fixes/additions for that plugin. Since he is not active anymore they were not included in the original version. You can find an edited version of the plugin here https://forums.rpgmakerweb.com/inde...-updated-05-17-2017.46510/page-15#post-764296

    Please make sure to NOT rename that file, it needs to be named exactly that. Just import it in the plugin manager and make sure to REMOVE the original plugin. My edited version has all yanfly command additions made by me already in it. I just tested it and the switch command worked for me with my edited version. So please try that.
     
    Last edited: Jan 13, 2019
  18. RK DracoRoy

    RK DracoRoy Fire Emblem RPG Gamer Veteran

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    @waynee95
    Okay, I followed just that and left the name as is, even if plugins turned off, it'll still say "Maximum Call stack size exceeded" just from the Actor Party Switch script, and I haven't used a switch command. And there's still the bug conflicting with Battle Status Window's Actor Turn Skip, when testing the plugin without the Switch script.
     
  19. waynee95

    waynee95 Lunatic Coder Veteran

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    @RK DracoRoy
    What do you mean with Actor Party Switch script? You don't need to import that separately or anything like that.

    About that Actor Turn Skip. I don't know. I never used that feature, thats why I probably never encoutered it, so it will probably be still an issue. However, the switch command should work.
     
  20. RK DracoRoy

    RK DracoRoy Fire Emblem RPG Gamer Veteran

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    @waynee95
    I didn't mess with any code from the downloaded edit prior to the crash.

    When I took out the ActorPartySwitch import that was included in the edit, my project ran properly as expected so I assume the root cause was the script for the Switch command. Just whenever I start a battle.
     

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