dingk

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Multicast v1.2.3
Author: dingk
RMMV version 1.6.2
Updated September 19, 2021

Introduction
This plugin allows an actor to cast more than one skill in the same turn like in the Final Fantasy series.
To perform a multicast, first select the Multicast skill, then select multiple skills in the same window, provided that you meet the skill costs.
Download
Raw Source (Right-click > Save As...)
How to Use
  1. Download plugin in the link above.
  2. Place in your /RPG Maker MV/[YourGameTitle]/js/plugins/ folder.
  3. Open the Plugin Manager, and create a new entry at the bottom of the list
  4. Under the Name dropdown, find dingk_Multicast.js or dingk_Multicast_mini.js near the bottom of the list.
  5. Customize the plugin parameters to the right and click OK.
  6. Click OK to exit the Plugin Manager, and save your project.
If you are updating, refresh the plugin in the Plugin Manager by opening the plugin in the list and clicking OK.

Plugin Parameters
Multicast Type
  • Determines the default multicast type that is applied to all Multicast skills.
  • 0 - Select and cast multiple skills at once.
  • 1 - Select only one skill, casts it multiple times, each with its own target selection.
  • 2 - Select only one skill, casts it multiple times, but cannot select different targets.
Show Finish Multicast
  • Allow the player to finish a multicast skill selection early (e.g. select two skills while triple casting.
  • Useful when actors have multicast via states, where a low MP actor won't have enough MP to multicast, whereas if enabled via skill, they can just cancel it.
Notetags

Skill and State Notetags

  • The following notetags can be applied to skills and states.
  • If applied to a skill, you must select the skill to activate Multicasting.
  • If applied to a state, an actor with this state always has Multicasting active and cannot be disabled unless the state expires.
Code:
<Multicast x: y, y ... >
<Multicast x: y to z>
Lets the skill activate Multicasting.
x - The number of skills that can be selected
y, z - The skill IDs associated with the multicast
Code:
<Multicast Type: x>
Sets the skill to be a certain multicast type.
Code:
<Multicast Cost: x.y>
Change the skill cost rate. For example, you can set multicasted skills to cost 1.5 times more.

A5khNZR.png

Creates the Dualcast skill, allowing the player to select skill IDs 8 to 10 (Heal, Fire, Spark) two times.

Compatibility
  • Won't work with plugins that allow custom skill costs.
  • Works with YEP_SkillCore's HP costs.
  • Works with YEP_X_SkillCostItems (as of v1.2.0).
  • Only works with battle systems that allow multiple actions per turn. That means systems like Yanfly's ATB, CTB, and STB, and Moghunter's ATB will NOT work, but Victor's ATB will.
Known Bugs
  • "Action Times+" trait does not work. Nothing will happen when you try to select an action.
Terms of Use
Free and commercial use and redistribution (under MIT License).

v1.2.3 - Bug fix (2021-09-19)
  • Fixed a bug that cause the game to crash when selecting "Fight" after finishing a triple (or more) cast selection early with only one member in your party.
v1.2.2 - Bug fix (2021-09-17)
  • Fixed a bug that caused the game to crash when trying to select a skill when the actor has not learned any.
v1.2.1 - Hot fix (2020-05-04)
  • Fixed an issue with YEP_BattleEngineCore that cause actor and enemy selection to visually appear as if the user is selecting all targets when the first selected skill while multicasting targets all actors/enemies.
  • The Finish Command will no longer show for multicast types 1 and 2 as it doesn't serve any purpose.
  • Adjusted skill window logic.
v1.2.0 - Feature update (2020-05-02)
  • New features:
    • Actors can now have multicast always active as a state
    • Using multicast type 1 and 2 will now show the right skill cost when activated (e.g. Double cast 10MP = 20MP, Triple cast 10MP = 30MP)
    • While multicasting, you can now finish skill selection early (e.g. choose two skills while triple casting).
  • Compatibility: Now compatible with YEP_X_SkillCostItems's item costs
  • Bug fix: Actually fixed a bug that failed to properly reset an actor's action when canceling a multicast.
v1.1.1 - Bug fix
  • Fixed a bug that failed to properly reset an actor's action when canceling a multicast.
  • Canceling multicast now refreshes the skill window rather than going back to the actor command window.
v1.1 - Feature update
  • New feature: Different Multicast types

v1.0 - Initial
  • Initial release
 

Attachments

  • dingk_Multicast.js
    25.8 KB · Views: 19
  • dingk_Multicast_mini.js
    17.1 KB · Views: 12
Last edited:

Kes

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@dingk Although it is not required, you might like to include in your terms whether or not this plugin can be reposted elsewhere. I know a lot of plugin/script writers don't allow it because then you can get any number of out of date versions floating around the internet, so they specify that instead, people should link back to their own post (in your case, back to this thread).
 

dingk

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OK, thanks, updating the post.
 

ave36

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Does it allow for Final Fantasy VIII style Double/Triple: two or three iterations of the same skill on different targets but no casting two different skills?
 

dingk

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Does it allow for Final Fantasy VIII style Double/Triple: two or three iterations of the same skill on different targets but no casting two different skills?
It works more like FFV dualcast. In theory you can make it like FFVIII double by doing making multiple Multicast skills and locking each to one skill each, but that might look a little sloppy if you have a lot of skills.

EDIT: I updated the plugin, so you can do FFVIII-style double casting now!
 
Last edited:

SoSick.

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Hey man
great plugin, been getting this effect via state's but i like how you can select different skill's at once. unfortunately it's not compatible with some of the plugins i use. No error's, nothing in console...i can select my dual cast skill and then go on to select x amount of skill's but only performs the skill once. ive tried various positions for plugin, still no luck! ill defiantly be keeping my eye on this plugin though! thanks and great job bro!
 

dingk

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Hey man
great plugin, been getting this effect via state's but i like how you can select different skill's at once. unfortunately it's not compatible with some of the plugins i use. No error's, nothing in console...i can select my dual cast skill and then go on to select x amount of skill's but only performs the skill once. ive tried various positions for plugin, still no luck! ill defiantly be keeping my eye on this plugin though! thanks and great job bro!
Do you mind posting a list of plugins you're using to see if I can replicate it?
 

SoSick.

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man, i use alot of plugin's...victor's, mog hunters and on top of that all of yanfly's. i dont expect and want you to go out of all your way to try and make a fix just for me lol but thankyou though, ill try it again soon. also using 1.6.2?
 

dingk

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Didn't post an update for v1.1 so I'll do it now.

v1.1 - Feature update
  • You can now choose a Multicast type.
    • 0 - Select and cast multiple skills at once.
    • 1 - Select only one skill, casts it multiple times, each with its own target selection.
    • 2 - Select only one skill, casts it multiple times, but cannot select different targets.
v1.1.1 - Bug fix
  • Fixed a bug that failed to properly reset an actor's action when canceling a multicast.
  • Canceling multicast now refreshes the skill window rather than going back to the actor command window.
Also, to clarify, this plugin only works with battle systems that allow multiple actions per turn. I have tested Yanfly's ATB, CTB, and STB, and Moghunter's ATB, and none of these support multiple actions.
This plugin is compatible with Victor Engine ATB since it supports multiple actions.
 

Animebryan

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Any chance of adding an option to set this as a passive state?
 

Animebryan

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Your plugin requires that a skill be used to activate the effect. I'm talking about having an option to set this ability as a state (passive state) so that its always active as long as that character has that state (and Passive States are permanent by nature).

The reason I need a passive state version is because I'm using Yanfly's Attachable Augments (which works similar to FF7's Materia & FFX's Auto-Abilities). In order to set these Multicast abilities to an Augment, it needs to be in a passive state. That way I can just have the Augment give the character a Multicast Passive State.
 

dingk

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@Animebryan I added multicast to be available as a state. Check it out and let me know if you find any issues.

v1.2 - Feature update (2020-05-02)
  • New features:
    • Actors can now have multicast always active as a state
    • Using multicast type 1 and 2 will now show the right skill cost when activated (e.g. Double cast 10MP = 20MP, Triple cast 10MP = 30MP)
    • While multicasting, you can now finish skill selection early (e.g. choose two skills while triple casting).
  • Compatibility: Now compatible with YEP_X_SkillCostItems's item costs
  • Bug fix: Actually fixed a bug that failed to properly reset an actor's action when canceling a multicast.
 

dingk

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v1.2.1 - Hot fix (2020-05-04)
  • Fixed an issue with YEP_BattleEngineCore that cause actor and enemy selection to visually appear as if the user is selecting all targets when the first selected skill while multicasting targets all actors/enemies.
  • The Finish Command will no longer show for multicast types 1 and 2 as it doesn't serve any purpose.
  • Adjusted skill window logic.
 

WCouillard

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With this setup, and no other plugins active, the game crashes when trying to select any empty slot. If a character has the Magic command, let's say, but hasn't learned any magic yet, and you go to select the default empty slot that RPG Maker MV forces you to select by default in that Skill menu, then the game crashes.

Console
1631942682762.png

Plugin Settings
1631942642228.png
 

dingk

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@WCouillard Thanks for letting me know. I published a bug fix.

v1.2.2 - Bug fix (2021-09-17)
  • Fixed a bug that caused the game to crash when trying to select a skill when the actor has not learned any.
 

WCouillard

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@WCouillard Thanks for letting me know. I published a bug fix.

v1.2.2 - Bug fix (2021-09-17)
  • Fixed a bug that caused the game to crash when trying to select a skill when the actor has not learned any.
My hat is off to you, @dingk .

I also have one other issue that I have found.

A crash occurs when the following happens:

- One character in the battle party.
- Use a multicast skill, then choose a skill, but end it early after only one cast (this was done with a triplecast skill).
- Next turn, trying to choose "Fight" from the Party Command Menu results in a crash.

Line in question is:
JavaScript:
actor._actions.push(new Game_Action(actor));

1632061049002.png
 
Last edited:

dingk

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My hat is off to you, @dingk .

I also have one other issue that I have found.

A crash occurs when the following happens:

- One character in the battle party.
- Use a multicast skill, then choose a skill, but end it early after only one cast (this was done with a triplecast skill).
- Next turn, trying to choose "Fight" from the Party Command Menu results in a crash.

Line in question is:
JavaScript:
actor._actions.push(new Game_Action(actor));

Thanks for the notice, didn't see the edit until you told me. I published a bug fix.

v1.2.3 - Bug fix (2021-09-19)
  • Fixed a bug that cause the game to crash when selecting "Fight" after finishing a triple (or more) cast selection early with only one member in your party.
 

WCouillard

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OK, so it looks like the latest version caused a previously non-existent compatibility issue with:

Code:
VE_BasicModule
VE_CommandReplace (requires VE_BasicModule)

VE_CommandReplace Plugin

When setting a character to replace their normal attack command with a skill, that action can be selected, but nothing happens. The actor's command window remains open and active, and other actions can be selected normally (Skill, Guard, Item)

Tried this with your plugin placed above and below the plugins in question, with no other plugins on, on a new save file, and the same occurs in both examples.

Turning off the VE_CommandReplace plugin eliminated the issue.

Any chance you can take a look and see where it causes them to misbehave with each other?

EDIT: I could not find a single function shared between the two plugins after running searches on each file, comparing function names, so I am really confused as to where the compatibility issue lies.
 
Last edited:

dingk

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OK, so it looks like the latest version caused a previously non-existent compatibility issue with:

Code:
VE_BasicModule
VE_CommandReplace (requires VE_BasicModule)

VE_CommandReplace Plugin

When setting a character to replace their normal attack command with a skill, that action can be selected, but nothing happens. The actor's command window remains open and active, and other actions can be selected normally (Skill, Guard, Item)

Tried this with your plugin placed above and below the plugins in question, with no other plugins on, on a new save file, and the same occurs in both examples.

Turning off the VE_CommandReplace plugin eliminated the issue.

Any chance you can take a look and see where it causes them to misbehave with each other?

EDIT: I could not find a single function shared between the two plugins after running searches on each file, comparing function names, so I am really confused as to where the compatibility issue lies.

You need VE_DirectCommands to use skills directly from the command menu. Not a compatibility issue.
 

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