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

Cel

Veteran
Veteran
Joined
Oct 28, 2015
Messages
88
Reaction score
56
First Language
Swedish






EDIT: Fixed it. Turns out spaces in the notetags messes it up for some reason. Removing those made it work fine. Thanks though!

EDIT 2: ACTUALLY, after "fixing" it I'm getting errors in combat instead! They appear when the game wants to view a skill list with the command "Skill:ID" in it:





Removing that line from the list gets rid of the error.

EDIT 3: Aaand another edit. Writing the skill ID as 0003 crashes the game. Writing it as just 3 lets it work just fine. Huh.
 
Last edited by a moderator:

NeonCircle

Warper
Member
Joined
Oct 30, 2015
Messages
1
Reaction score
0
First Language
English
I cannot get rid of the Item command.

Currently I have:

Force Default Commands: 1

Actors Note: Empty

Actors Class: Traveler

Traveler Class Note:

<Battle Commands>

Attack

Guard

</Battle Commands>

In battle using Actor with Traveler Class, the options listed are:

Attack

Guard

Item

when based on the note in the class, shouldn't the item command be removed?

Edit: I think I got it now.  There was an extra space between commands.
 
Last edited by a moderator:

Sera

Veteran
Veteran
Joined
Oct 27, 2015
Messages
80
Reaction score
16
First Language
English
EDIT 3: Aaand another edit. Writing the skill ID as 0003 crashes the game. Writing it as just 3 lets it work just fine. Huh.
This has been the case from the beginning, actually. I struggled with it when I was first using the plugin. I figured I was just being stupid and that writing it as '1' or '3' was common sense.
 
Last edited by a moderator:

Bobstah

Pluginstah
Veteran
Joined
Oct 24, 2015
Messages
216
Reaction score
167
First Language
English
Primarily Uses
N/A
EDIT: Fixed it. Turns out spaces in the notetags messes it up for some reason. Removing those made it work fine. Thanks though!

EDIT 2: ACTUALLY, after "fixing" it I'm getting errors in combat instead! They appear when the game wants to view a skill list with the command "Skill:ID" in it:

EDIT 3: Aaand another edit. Writing the skill ID as 0003 crashes the game. Writing it as just 3 lets it work just fine. Huh.
I'm working on fixing all of these. Had I known they were issues, I would've got on top of them sooner. Thanks for letting me know!
 
Last edited by a moderator:

Bobstah

Pluginstah
Veteran
Joined
Oct 24, 2015
Messages
216
Reaction score
167
First Language
English
Primarily Uses
N/A
Version 1.7.1 is now available! Download

Cel and Sera, I fixed the issues you reported. I was able to get this command list to work without a hitch:

<Battle Commands>

                   Attack

             SkillFirst:                   0003,0004

                  STypes(Magic):1,2          

   Item

</Battle Commands>
 

DarkSlayerEX

Veteran
Veteran
Joined
Oct 26, 2015
Messages
95
Reaction score
9
First Language
English
If not already implimented, I would like to request <Weapon Commands>, so we can replace specific actions based on which weapon we have. Attack-> Shoot for ranged, allowing us to give them different battle animations (nicely paired with Yan's sequence packs).
 

wrigty12

Just a QAer playing with Javascript
Veteran
Joined
Jan 11, 2014
Messages
656
Reaction score
184
First Language
English
Primarily Uses
RMMZ
You can make the state seal the skill by default, which should hide it or disable it from the battle command menu. Did that not work?
I tried that, and it still allowed the actor to guard for some reason..
 

Bobstah

Pluginstah
Veteran
Joined
Oct 24, 2015
Messages
216
Reaction score
167
First Language
English
Primarily Uses
N/A
If not already implimented, I would like to request <Weapon Commands>, so we can replace specific actions based on which weapon we have. Attack-> Shoot for ranged, allowing us to give them different battle animations (nicely paired with Yan's sequence packs).
The Kadokawa plugin folder that came with my RPG Maker MV download has a plugin called WeaponSkill. Using notetags, it allows you to change a weapon's attack skill to be something different.

I tried that, and it still allowed the actor to guard for some reason..
I just added this to a state:

And had this outcome when the state was applied:

Can you post your battle commands for the relevant class and actor?
 

wrigty12

Just a QAer playing with Javascript
Veteran
Joined
Jan 11, 2014
Messages
656
Reaction score
184
First Language
English
Primarily Uses
RMMZ
Well, it worked this time. I guess it was some type of user error. xD
 

lolshtar

Master of Magic thatknow nospell
Veteran
Joined
Apr 13, 2013
Messages
694
Reaction score
101
First Language
French
Primarily Uses
RMMV
Bug or more compatibility problem with Yanfly Cooldown

using the tag <SType x Cooldown: +y> on a skill inside the command will not make the specified skills types have a cooldown
 

Bobstah

Pluginstah
Veteran
Joined
Oct 24, 2015
Messages
216
Reaction score
167
First Language
English
Primarily Uses
N/A
Bug or more compatibility problem with Yanfly Cooldown

using the tag <SType x Cooldown: +y> on a skill inside the command will not make the specified skills types have a cooldown
You mean if you have two skills combined into one window and one of those skill types needs to go on cooldown?
 

wsensor

Villager
Member
Joined
May 2, 2012
Messages
20
Reaction score
5
First Language
English
Primarily Uses
Things that would be nice to see.

Conditional commands based on hp/mp/items/weapons/armors/skills/states/switches/level/stats.

Lets say your character is equiped with a special gun and the normal attack will obviously shoot the gun.

However being equiped with the gun gives you an additional command box that contains special ammo to be shot (ammo based on skills obviously) but when unequipped the extra command box dissapears.

Or when a mages mp is over 90% he gains an dual cast spell that allows them to cast spells twice but once below 90% the special skill goes away.

When having a state such as haste attack would switch to double attack or tripple attack based on speed stat versus enemy parties speed stat.
 
Last edited by a moderator:

Sera

Veteran
Veteran
Joined
Oct 27, 2015
Messages
80
Reaction score
16
First Language
English
I haven't looked into this yet, so I thought I'd ask: are the commands listed in Actor Data completely set in stone, forever?

Let's say we have an actor who starts off with Attack and Fire, so you write in the command IDs for Attack and Fire.

When he reaches level 3, he forgets Fire and learns Fireaga. Is there a way to remove the Fire command and replace it with the Fireaga command?
 

Bobstah

Pluginstah
Veteran
Joined
Oct 24, 2015
Messages
216
Reaction score
167
First Language
English
Primarily Uses
N/A
Lets say your character is equiped with a special gun and the normal attack will obviously shoot the gun.

However being equiped with the gun gives you an additional command box that contains special ammo to be shot (ammo based on skills obviously) but when unequipped the extra command box dissapears.

Or when a mages mp is over 90% he gains an dual cast spell that allows them to cast spells twice but once below 90% the special skill goes away.

When having a state such as haste attack would switch to double attack or tripple attack based on speed stat versus enemy parties speed stat.
Your gun example can already be accomplished. Have the gun add a skill for "special ammo". It will show up when the Skills command is added to the <Battle Commands> notetag. I will also add a stype: tag today to facilitate reordering skill types.

I know the double attack flag will let you cast spells twice, so having a skill set that would let you take two actions next turn. For what you want, I think you'd need an instant cast skill that sets the "Dualcast" state, which then lets you use two skills.

I haven't looked into this yet, so I thought I'd ask: are the commands listed in Actor Data completely set in stone, forever?

Let's say we have an actor who starts off with Attack and Fire, so you write in the command IDs for Attack and Fire.

When he reaches level 3, he forgets Fire and learns Fireaga. Is there a way to remove the Fire command and replace it with the Fireaga command?
LastSkill: FireID, FiragaID

It will show the last skill in the list only. :)
 

lonewolph

Veteran
Veteran
Joined
Oct 25, 2015
Messages
211
Reaction score
14
First Language
English
Can this be used to rename stuff, or add additional commands?
 

Bobstah

Pluginstah
Veteran
Joined
Oct 24, 2015
Messages
216
Reaction score
167
First Language
English
Primarily Uses
N/A
Can this be used to rename stuff, or add additional commands?
It can rename multiple skill types that are condensed down to a single skill window. Could you describe specifically what you are looking to accomplish?

It can also add skills or items to the battle command list directly, such as a skill name 'Steal', which could be shown anywhere in the list by using skill:ID.

Also, bit of a delay on adding a stype tag as I mentioned in an above post, thanks to a slight cold. That should be done today, though. :)
 
Last edited by a moderator:

lonewolph

Veteran
Veteran
Joined
Oct 25, 2015
Messages
211
Reaction score
14
First Language
English
I want a new ability category to only show when a certain weapon is equipped. I also want to rename the Magic Command to stuff like White Magic, Black Magic etc for certain actors
 

Bobstah

Pluginstah
Veteran
Joined
Oct 24, 2015
Messages
216
Reaction score
167
First Language
English
Primarily Uses
N/A
I want a new ability category to only show when a certain weapon is equipped. I also want to rename the Magic Command to stuff like White Magic, Black Magic etc for certain actors
To add a new category when a weapon is equipped, use the Traits feature of RPG Maker MV. You don't need a plugin for that. Here is an example of a weapon that adds a skill type:

For your second question, it would make more sense to add a skill type for White Magic and a skill type for Black Magic, then combine them into a single command called Magic using this plugin. Let's say that White Magic is skill type 2 and Black Magic is skill type 3:

STypes(Magic):2,3

Does that help?
 

Bobstah

Pluginstah
Veteran
Joined
Oct 24, 2015
Messages
216
Reaction score
167
First Language
English
Primarily Uses
N/A
Version 1.8 is now available, adding a new SType(Name):ID command! See the original post for details! Download

I also want to rename the Magic Command to stuff like White Magic, Black Magic etc for certain actors
I still stand by my earlier statement that the correct way to handle this is to add two separate skill types: One for White Magic, another for Black Magic, then combine them into a single command using STypes(Magic).

That being said, I could see situations where renaming the skill type to something different would be beneficial. Therefore, I've added that a command called SType(Name):ID, which will add a skill type to the menu and, if specified, rename it to whatever is inside (). If you don't have () after SType, it uses the default name.
 

lonewolph

Veteran
Veteran
Joined
Oct 25, 2015
Messages
211
Reaction score
14
First Language
English
Would that create a sub-menu under Magic?
 

Latest Threads

Latest Posts

Latest Profile Posts

Making Houses and Outside on the same map with RPG Maker MV!
Do people actually use buff/debuff function?
Ami


Imagine you (as Miner) Sleep in the Cave,the other side is a Bunch of Golds,how d'you feel?
finally got footage of my main character running around his corrupted street...
I finally got the ships and water to flow like I wanted to~ the canals are a success. Now to loop the animation for the kites. So many kites.

Forum statistics

Threads
107,701
Messages
1,031,528
Members
139,835
Latest member
dangkykubetim
Top