Mattsuharu

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So, I'm using Mog Hunter Battle Commands plugin in combination with Yanfly's Battle Commands.
(And also the Card game script)
I have a skill that give me a state. That state have the trait to teach me a skill, which will unlock the new command.

1660216111246.png

1660216409983.png
Everything works perfectly at this point! But... When I have a new command added this way, and I try to end my turn, it returns me an error related to the Z Index in mog's script:

1660216453186.png

If I try deleting line 853 (just for testing what it does), it changes the Z position of the name of said command:
1660216553782.png
(It sent it at the bottom of the Z index it seems)
So, I assume, that the mog script is trying to process the Z index of this new command.

1660216659589.png
The command is declared in the mog script, so that shouldn't be the problem. Unless I'm missing something else.

Just in case, the order in the script list of these 3 scripts are:
Mog Battle Commands
Card Game Script
Yanfly Battle Commands list

I have to paste them this way, otherwise the battle command won't show off.

If needed, here's the code of Mog script, cuz I couldn't find it online:


Ruby:
#==============================================================================
# +++ MOG - Battle Command EX (v2.1) +++
#==============================================================================
# By Moghunter
# https://atelierrgss.wordpress.com/
#==============================================================================
# Sistema de comandos animados com grande possibilidade de customização.
#==============================================================================

#==============================================================================
# ■ UTILIZAÇÃO
#==============================================================================
# Grave as imagens na pasta Graphics/Huds/Battle/
#==============================================================================

#==============================================================================
# ● Layout padrão
#==============================================================================
# Basta ter uma imagem com o nome:
#
# Layout_Command.png
#
#==============================================================================
# ● Layout Personalizado.
#==============================================================================
# Para ativar o layout baseado na ID do personagem nomeie as imagens da
# seguinte forma:
#
# Layout_Command + ACTOR_ID.png
#
#==============================================================================

#==============================================================================
# ● Ícones personalizados
#==============================================================================
# Para ativar os ícones personalizados, nomeie os imagens da seguinte forma:
#
# Com_ + COMMAND_NAME.png
#
# (EX - Com_Attack.png   / Com_Magic.png / Com_Guard.png / ...)
#
#==============================================================================

#==============================================================================
# ● Cursor de Commando
#==============================================================================
# Basta ter uma imagem com o nome:
#
# Cursor_Com.png
#
#==============================================================================

#==============================================================================
# Atualização desta versão.
#==============================================================================
# v2.1 - Correção do bug de não ativar o movimento do cursor em algumas opções.
#      - Correção da posição do comando após adicionar um personagem na batalha.
# v2.0 - Adição da função scroll.
#      - Adição de novas opções na função ring command.
#      - Adição do sprite do cursor.
#==============================================================================

$imported = {} if $imported.nil?
$imported[:mog_battle_command_ex] = true

module MOG_BATTLE_COMMAND_EX
  #============================================================================
  # Definição do tipo de commando
  #============================================================================
  # 0 - Default + Ícones
  # 1 - Comando na horizontal.
  # 2 - Comando de ícones na vertical.
  # 3 - Comando de ícones na horizontal.
  # 4 - Ring Command.
  #============================================================================
  COMMAND_TYPE = 4
  #============================================================================
  # Definição da posição do comando
  #============================================================================
  DEFAULT_COMMAND_POSITION = [0,0]
  #============================================================================
  # Definição da posição do comando específico baseado na posição ID do battler.
  #============================================================================
  #
  # FIXED_COMMAND_POSITION = [[50,50],[100,100],[200,200],[300,300]]
  #
  #============================================================================
  FIXED_COMMAND_POSITION = [[65,230],[160,230],[260,230],[360,230]]
  #============================================================================
  # Definição da posição Z do comando.
  #============================================================================
  COMMAND_Z = 203
  #============================================================================
  # Definição da posição do layout.
  #============================================================================
  LAYOUT_POSITION = [0,0]
  #============================================================================
  # Definição da posição do nome do comando.
  #============================================================================
  COMMANND_NAME_POSITION = [0,0]
  #============================================================================
  # Definição do tamanho da circunferência do comando de ícones
  #============================================================================
  RING_COMMAND_SIZE = 50
  #============================================================================
  # Definição da circunferência do comando
  #============================================================================
  RING_COMMAND_RATE = 360
  #============================================================================
  # Ativar animação de movimento.
  #============================================================================
  RING_COMMAND_MOVEMENT = true
  #============================================================================
  # Definição da opacidade da janela de comandos.
  #============================================================================
  WINDOWSKIN_OPACITY = 0
  #============================================================================
  # Definição do espaço entre os ícones
  #============================================================================
  ICONS_SPACE = 5
  #============================================================================
  # Ativa posição no modo Battle HUD EX (Necessário ter o script do Battle Hud).
  #============================================================================
  BATTLE_HUD_EX_POSITION = true
  #============================================================================
  # Ativar a janela de Face (Exceto no modo 0).
  #============================================================================
  WINDOW_FACE = true
  #============================================================================
  # Ativar o nome do comando.
  #============================================================================
  COMMAND_NAME = true
  #============================================================================
  # Ativar o efeito de zoom.
  #============================================================================
  ZOOM_EFFECT = false
  #============================================================================
  # Ativar a animação do zoom em loop.
  #============================================================================
  LOOP_ZOOM_ANIMATION = true
  #============================================================================
  # Ativar a animação do slide no comando selecionado.
  #============================================================================
  SLIDE_ANIMATION = true
  #============================================================================
  # Ativar a animação do slide no comando baseado na posição X e Y.
  #============================================================================
  SLIDE_EX_ANIMATION = false
  #============================================================================
  # Ponto inicial do Slide.
  #============================================================================
  SLIDE_EX_ANIMATION_RANGE = [100,150]
  #============================================================================
  # Definição do ângulo do sprite do nome.
  #============================================================================
  COMMAND_NAME_ANGLE = 0
  #============================================================================
  # Definição do ângulo do sprite dos ícones.
  #============================================================================
  COMMAND_ICON_ANGLE = 0
  #============================================================================
  # Definição da Index dos ícones e seus respectivos comandos.
  #============================================================================
  COMMAND_ICON_INDEX = {
  "Attack" => 811,
  "Defend" => 812,
  "Hand" => 800,
  "Grave" => 801,
  "Banish" => 806,
  "Items" => 813,
  "End" => 802,
  "L.t.L" => 968,
  }
  #============================================================================
  # Ativar ícones personalizados.
  #============================================================================
  CUSTOM_ICONS_COMMANDS = false
  #============================================================================
  # Ativar scroll nos comandos na vertical.
  #============================================================================
  SCROLL_ROW = false
  #============================================================================
  # Definição do limite de linhas
  #============================================================================
  ROW_MAX = 4
  #============================================================================
  # Ativar o sprite de cursor (Somente para o modo 2 ou 3)
  #============================================================================
  SPRITE_CURSOR_CM = false
  #============================================================================
  # Definição da posição do cursor.
  #============================================================================
  SPRITE_CURSOR_CM_POSITION = [-60,-10]
  #============================================================================
  # Definição da posição z do cursor
  #============================================================================
  SPRITE_CURSOR_CM_Z = 5
  #============================================================================
  # Ativar animação de Slide no cursor
  #============================================================================  
  SPRITE_CURSOR_CM_SLIDE_ANIMATION = false
  #============================================================================
  # Ativar o efeito de piscar
  #============================================================================    
  SPRITE_CURSOR_CM_BLINK_EFFECT = false
  #============================================================================
  # Ativar a animação de movimento lateral.
  #============================================================================    
  SPRITE_CURSOR_CM_SIDE_ANIMATION = true
end

#==============================================================================
# ■ Cache
#==============================================================================
module Cache

  #--------------------------------------------------------------------------
  # ● Hud
  #--------------------------------------------------------------------------
  def self.battle_hud(filename)
      load_bitmap("Graphics/Huds/Battle/", filename)
  end

end

#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp
 
  attr_accessor :bc_position
  attr_accessor :battle_end
  attr_accessor :refresh_battle_command
 
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  alias mog_battle_command_initialize initialize
  def initialize
      @bc_position = [0,0] ; @battle_end = false ; @refresh_battle_command = false
      mog_battle_command_initialize
  end
 
end

#==============================================================================
# ** Game Interpreter
#==============================================================================
class Game_Interpreter
 
 #--------------------------------------------------------------------------
 # ● Command_129
 #--------------------------------------------------------------------------
 alias mog_bcex_command_129 command_129
 def command_129
     mog_bcex_command_129
     $game_temp.refresh_battle_command = true if SceneManager.scene_is?(Scene_Battle)
 end
 
end
 
#==============================================================================
# ** Game Party
#==============================================================================
class Game_Party < Game_Unit
   
 #--------------------------------------------------------------------------
 # * Swap Order
 #--------------------------------------------------------------------------
 alias mog_bcommand_ex_swap_order swap_order
 def swap_order(index1, index2)
      $game_temp.refresh_battle_command = true if SceneManager.scene_is?(Scene_Battle)
      mog_bcommand_ex_swap_order(index1, index2)
 end
 
end

#==============================================================================
# ■ Scene Battle
#==============================================================================
class Scene_Battle < Scene_Base
 
  if [1,2,3,4].include?(MOG_BATTLE_COMMAND_EX::COMMAND_TYPE)
  #--------------------------------------------------------------------------
  # ● Create Actor Command Window
  #--------------------------------------------------------------------------
  alias mog_battle_command_create_actor_command_window create_actor_command_window
  def create_actor_command_window
      mog_battle_command_create_actor_command_window
      @actor_command_window.viewport = nil
      @actor_command_window.x = 0
      @actor_command_window.y = Graphics.height - (@status_window.height + @actor_command_window.height)
      $game_temp.bc_position = [@actor_command_window.x, @actor_command_window.y]
      create_window_actor_face if MOG_BATTLE_COMMAND_EX::WINDOW_FACE
  end
  else
  #--------------------------------------------------------------------------
  # ● Create Actor Command Window
  #--------------------------------------------------------------------------
    alias mog_battle_command_2_create_actor_command_window create_actor_command_window
    def create_actor_command_window
        mog_battle_command_2_create_actor_command_window
        $game_temp.bc_position = [@actor_command_window.x, @actor_command_window.y]
    end
  end

  #--------------------------------------------------------------------------
  # ● Create Window Actor Face
  #--------------------------------------------------------------------------
  def create_window_actor_face
      return if $imported[:mog_battle_hud_ex]
      cw = 128 ; ch = @status_window.height
      cx = Graphics.width ; cy = 0
      @window_actor_face = Window_BattleActor_Face.new(cx,cy,cw,ch)
      @window_actor_face.z = @status_window.z
      @window_actor_face.viewport = @status_window.viewport
      @window_actor_face.visible = @actor_command_window.visible
  end
 
  #--------------------------------------------------------------------------
  # ● Terminate
  #--------------------------------------------------------------------------
  alias mog_battle_command_terminate terminate
  def terminate
      @window_actor_face.dispose if @window_actor_face != nil
      mog_battle_command_terminate
  end
 
  #--------------------------------------------------------------------------
  # ● Turn Start
  #--------------------------------------------------------------------------
  alias mog_battle_command_turn_start turn_start
  def turn_start
      mog_battle_command_turn_start
      @window_actor_face.visible = false if @window_actor_face != nil
  end
 
  #--------------------------------------------------------------------------
  # ● Update Base
  #--------------------------------------------------------------------------
  alias mog_battle_command_update_basic update_basic
  def update_basic
      mog_battle_command_update_basic
      @window_actor_face.visible = window_actor_face_visible? if @window_actor_face != nil
  end
 
  #--------------------------------------------------------------------------
  # ● Window Actor Face Visible?
  #--------------------------------------------------------------------------
  def window_actor_face_visible?
      return false if $imported[:mog_battle_hud_ex]
      return false if $game_message.visible
      return false if BattleManager.actor == nil
      return false if $game_temp.battle_end
      return true
  end
 
  if $imported[:mog_atb_system]  
  #--------------------------------------------------------------------------
  # ● Need Hide Window
  #--------------------------------------------------------------------------
  alias mog_battle_command_need_hide_window? need_hide_window?
  def need_hide_window?(ivar,actor_window)
      return false if ivar.is_a?(Window_BattleActor_Face) and actor_window
      mog_battle_command_need_hide_window?(ivar,actor_window)
  end
 
  #--------------------------------------------------------------------------
  # ● Execute Actor Command Selection
  #--------------------------------------------------------------------------
  alias mog_battle_command_execute_start_actor_command execute_start_actor_command
  def execute_start_actor_command(se)
      mog_battle_command_execute_start_actor_command(se)
      if @window_actor_face != nil and @window_actor_face.actor != BattleManager.actor
         @window_actor_face.actor = BattleManager.actor
         @window_actor_face.refresh
      end  
  end    
  else
  #--------------------------------------------------------------------------
  # ● Start Actor Command Selection
  #--------------------------------------------------------------------------
  alias mog_battle_command_start_actor_command start_actor_command_selection
  def start_actor_command_selection
      mog_battle_command_start_actor_command
      if @window_actor_face != nil and @window_actor_face.actor != BattleManager.actor
         @window_actor_face.actor = BattleManager.actor
         @window_actor_face.refresh
      end  
  end  
  end

end

#==============================================================================
# ■ Window ActorCommand
#==============================================================================
class Window_ActorCommand < Window_Command
 
  include MOG_BATTLE_COMMAND_EX

  if COMMAND_TYPE == 0
  #--------------------------------------------------------------------------
  # ● Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index)
      change_color(normal_color, command_enabled?(index))
      if Vocab::attack == command_name(index)
         icon_index = 811
         draw_icon(811 , 0, index * line_height, command_enabled?(index))
      else
         icon_index = COMMAND_ICON_INDEX[command_name(index)] rescue nil
         icon_index = -1 if icon_index == nil
         bitmap = Cache.system("Iconset")
         rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
         contents.blt(0, index * line_height, bitmap, rect, command_enabled?(index) ? 255 : translucent_alpha)  
      end
      draw_text(24, index * line_height,self.width - 42,line_height, command_name(index), alignment)
  end
 
  elsif COMMAND_TYPE == 1
  #--------------------------------------------------------------------------
  # ● Window Width
  #--------------------------------------------------------------------------
  def window_width
      return Graphics.width
  end

  #--------------------------------------------------------------------------
  # ● Visible Line Number
  #--------------------------------------------------------------------------
  def visible_line_number
      return 1
  end
 
  #--------------------------------------------------------------------------
  # ● Col Max
  #--------------------------------------------------------------------------
  def col_max
      return 4
  end
 
  #--------------------------------------------------------------------------
  # ● Spacing
  #--------------------------------------------------------------------------
  def spacing
      return 8
  end
 
  #--------------------------------------------------------------------------
  # ● Contents Width
  #--------------------------------------------------------------------------
  def contents_width
      (item_width + spacing) * item_max - spacing
  end
 
  #--------------------------------------------------------------------------
  # ● Contents Height
  #--------------------------------------------------------------------------
  def contents_height
      item_height
  end
 
  #--------------------------------------------------------------------------
  # ● Get Leading Digits
  #--------------------------------------------------------------------------
  def top_col
      ox / (item_width + spacing)
  end
 
  #--------------------------------------------------------------------------
  # ● Tol Col
  #--------------------------------------------------------------------------
  def top_col=(col)
      col = 0 if col < 0
      col = col_max - 1 if col > col_max - 1
      self.ox = col * (item_width + spacing)
  end
 
  #--------------------------------------------------------------------------
  # ● Get Trailing Digits
  #--------------------------------------------------------------------------
  def bottom_col
      top_col + col_max - 1
  end
 
  #--------------------------------------------------------------------------
  # ● Botton Col
  #--------------------------------------------------------------------------
  def bottom_col=(col)
      self.top_col = col - (col_max - 1)
  end
 
  #--------------------------------------------------------------------------
  # ● Ensure Cursor Visible
  #--------------------------------------------------------------------------
  def ensure_cursor_visible
      self.top_col = index if index < top_col
      self.bottom_col = index if index > bottom_col
  end
 
  #--------------------------------------------------------------------------
  # ● Item Rect
  #--------------------------------------------------------------------------
  def item_rect(index)
      rect = super
      rect.x = index * (item_width + spacing)
      rect.y = 0
      rect
  end

  #--------------------------------------------------------------------------
  # ● Alignment
  #--------------------------------------------------------------------------
  def alignment
      return 1
  end

  #--------------------------------------------------------------------------
  # ● Cursor_Down
  #--------------------------------------------------------------------------
  def cursor_down(wrap = false)
  end
 
  #--------------------------------------------------------------------------
  # ● Move Cursor Up
  #--------------------------------------------------------------------------
  def cursor_up(wrap = false)
  end
 
  #--------------------------------------------------------------------------
  # ● Cursor Page Down
  #--------------------------------------------------------------------------
  def cursor_pagedown
  end
 
  #--------------------------------------------------------------------------
  # ● Cursor Pageup
  #--------------------------------------------------------------------------
  def cursor_pageup
  end
   
  #--------------------------------------------------------------------------
  # ● Space W
  #--------------------------------------------------------------------------
  def space_w
      (item_width + spacing)
  end
 
  #--------------------------------------------------------------------------
  # ● Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index)
      change_color(normal_color, command_enabled?(index))
      if Vocab::attack == command_name(index)
         icon_index = 811
         draw_icon(811 , 0, index * line_height, command_enabled?(index))
      else
         icon_index = COMMAND_ICON_INDEX[command_name(index)] rescue nil
         icon_index = -1 if icon_index == nil
         bitmap = Cache.system("Iconset")
         rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
         contents.blt(space_w * index, 0, bitmap, rect, command_enabled?(index) ? 255 : translucent_alpha)  
      end
      draw_text(26 + (space_w * index), 0, space_w ,line_height, command_name(index), 0)
  end
  end
 
end

#==============================================================================
# ■ Window ActorCommand
#==============================================================================
class Window_ActorCommand < Window_Command
  attr_reader :list
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  alias mog_bc_ac_initialize initialize
  def initialize    
      mog_bc_ac_initialize
      bc_setup
  end
 
  #--------------------------------------------------------------------------
  # ● Bc Setup
  #--------------------------------------------------------------------------
  def bc_setup
      self.z = COMMAND_Z
      status = Window_BattleStatus.new
      @stwh = [status.window_width, status.window_height]
      status.dispose
      @nxy = [0,0] ;  @bex = [0,0] ; @c_nxy = [0,0]
      @roll_range = RING_COMMAND_SIZE
      @comr = 0
      cache_bc_sprites ; create_layout ; create_cursor_cm
  end
 
  #--------------------------------------------------------------------------
  # ● Cache BC Sprites
  #--------------------------------------------------------------------------
  def cache_bc_sprites
      @bc_images = [] ; @s_row_max = ROW_MAX - 1
      for actor in $game_party.battle_members
      @bc_images[actor.id] = Cache.battle_hud("Layout_Command" + actor.id.to_s) rescue nil
      if @bc_images[actor.id] != nil
         @bc_images[actor.id] = nil if @bc_images[actor.id].width == 32 and @bc_images[actor.id].height == 32
      end
      @bc_images[actor.id] = Cache.battle_hud("Layout_Command") rescue nil if @bc_images[actor.id] == nil    
      @bc_images[actor.id] = Bitmap.new(32,32) if @bc_images[actor.id] == nil
      end
      if CUSTOM_ICONS_COMMANDS
      for actor in $game_party.battle_members
          @actor = actor ; make_command_list
          for l in @list ; Cache.battle_hud("Com_" + l[:name].to_s) ; end
          @list.clear ; @actor = nil
      end
      end
  end

  #--------------------------------------------------------------------------
  # ● Create Layout
  #--------------------------------------------------------------------------
  def create_layout
      @layout_bt_org = [0,0]
      @layout_bt = Sprite.new ; @layout_bt.z = self.z - 2 ; refresh_layout_bt
  end

  #--------------------------------------------------------------------------
  # ● Create Cursor CM
  #--------------------------------------------------------------------------
  def create_cursor_cm
      return if !SPRITE_CURSOR_CM
      @cursor_cm_bdata = [0,0,0] ; @mxc = [0,0,0]
      @cursor_cm = Sprite.new
      @cursor_cm.bitmap = Cache.battle_hud("Cursor_Com")
      @cursor_cm.ox = @cursor_cm.bitmap.width / 2
      @cursor_cm.oy = @cursor_cm.bitmap.height / 2
      @cursor_cm.z = self.z + SPRITE_CURSOR_CM_Z
      @cursor_cm.visible = false    
      @c_org = [SPRITE_CURSOR_CM_POSITION[0],SPRITE_CURSOR_CM_POSITION[1]]
  end
 
  #--------------------------------------------------------------------------
  # ● Update Cursor CM
  #--------------------------------------------------------------------------
  def update_cursor_cm
      return if @cursor_cm == nil    
      @cursor_cm.visible = self.visible
      return if !@cursor_cm.visible
      if SPRITE_CURSOR_CM_SLIDE_ANIMATION
         execute_move_rg(@cursor_cm,0,@cursor_cm.x,@c_nxy[0] + @c_org[0] + @mxc[1])
         execute_move_rg(@cursor_cm,1,@cursor_cm.y,@c_nxy[1] + @c_org[1])
      else
         @cursor_cm.x = @c_nxy[0] + @c_org[0] + @mxc[1] ; @cursor_cm.y = @c_nxy[1]
      end
      update_cursor_cm_blink
      update_cursor_cm_side_animation
  end
 
  #--------------------------------------------------------------------------
  # ● Update Cursor CM Blink
  #--------------------------------------------------------------------------
  def update_cursor_cm_blink
      return if !SPRITE_CURSOR_CM_BLINK_EFFECT
      @cursor_cm_bdata[1] += 1
      case @cursor_cm_bdata[1]
         when 0..30 ;  @cursor_cm_bdata[0] += 4
         when 31..60 ; @cursor_cm_bdata[0] -= 4
         else
           @cursor_cm_bdata[1] = 0 ; @cursor_cm_bdata[0] = 0
      end
      @cursor_cm.opacity = 145 + @cursor_cm_bdata[0]
  end
   
  #--------------------------------------------------------------------------
  # ● Execute Animation S
  #--------------------------------------------------------------------------    
  def update_cursor_cm_side_animation
      return if !SPRITE_CURSOR_CM_SIDE_ANIMATION
      @mxc[2] += 1
      return if @mxc[2] < 4
      @mxc[2] = 0 ; @mxc[0] += 1
      case @mxc[0]
         when 1..7;  @mxc[1] += 1          
         when 8..14; @mxc[1] -= 1
         else ; @mxc[0] = 0 ; @mxc[1] = 0
      end
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose Cursor CM
  #--------------------------------------------------------------------------
  def dispose_cursor_cm
      return if @cursor_cm == nil
      @cursor_cm.bitmap.dispose
      @cursor_cm.dispose    
  end
 
  #--------------------------------------------------------------------------
  # ● Refresh Layout BT
  #--------------------------------------------------------------------------
  def refresh_layout_bt
      return if @layout_bt == nil
      @layout_bt.viewport = self.viewport
      self.opacity = WINDOWSKIN_OPACITY if COMMAND_TYPE < 2
      if @actor != nil and @bc_images[@actor.id] != nil
         @layout_bt.bitmap = @bc_images[@actor.id]
      else  
         @layout_bt.bitmap = @bc_images[0]
      end
      if @sprite_commands == nil
         @layout_bt.x = self.x + LAYOUT_POSITION[0]
         @layout_bt.y = self.y + LAYOUT_POSITION[1]
      end
      @layout_bt_org = [@layout_bt.x,@layout_bt.y]
  end
 
  #--------------------------------------------------------------------------
  # ● Process Cursor Move Left Right
  #--------------------------------------------------------------------------
  def process_cursor_move_left_right
      return unless cursor_movable?
      last_index = @index
      cursor_down (Input.trigger?(:RIGHT))  if Input.repeat?(:RIGHT)
      cursor_up   (Input.trigger?(:LEFT))    if Input.repeat?(:LEFT)
      Sound.play_cursor if @index != last_index
  end

  #--------------------------------------------------------------------------
  # ● Dispose
  #--------------------------------------------------------------------------
  alias mog_bc_dispose dispose
  def dispose
      mog_bc_dispose
      dispose_battle_command_ex
  end
 
  #--------------------------------------------------------------------------
  # ● Dispose Battle Command EX
  #--------------------------------------------------------------------------
  def dispose_battle_command_ex
      dispose_sprite_command ; dispose_layout_bc ; dispose_cursor_cm
      @bc_images.each {|sprite| sprite.dispose if sprite != nil }
  end
   
  #--------------------------------------------------------------------------
  # ● Dispose Layout BC
  #--------------------------------------------------------------------------
  def dispose_layout_bc
      return if @layout_bt == nil
      @layout_bt.bitmap.dispose if @layout_bt.bitmap != nil
      @layout_bt.dispose
  end
   
  #--------------------------------------------------------------------------
  # ● Dispose Sprite Command
  #--------------------------------------------------------------------------
  def dispose_sprite_command    
      return if @sprite_commands == nil
      @sprite_commands.each {|sprite| sprite.bitmap.dispose if sprite != nil ; sprite.dispose }
      return if @sprite_command_name == nil
      @sprite_command_name.bitmap.dispose ; @sprite_command_name.dispose
  end
 
  #--------------------------------------------------------------------------
  # ● Refresh
  #--------------------------------------------------------------------------
  def refresh
      return if @actor == nil
      if battle_hud_ex_position?
      self.viewport = nil
      @bex = [$game_temp.hud_pos[@actor.index][0] + MOG_BATTLE_HUD_EX::ACTOR_COMMAND_POSITION[0] - (self.window_width / 2),
      $game_temp.hud_pos[@actor.index][1] + MOG_BATTLE_HUD_EX::ACTOR_COMMAND_POSITION[1] - @stwh[1] ]
      end
      clear_command_list ; make_command_list ; create_contents
      contents.clear
      self.index = 0 if self.index > @list.size
      set_window_position
      dispose_sprite_command if @actor_old != @actor
      refresh_layout_bt if @actor_old != @actor
      @actor_old = @actor ; create_sprite_icons ; draw_all_items
      set_slide_effect
      update_sprite_battle_command  
  end
 
  #--------------------------------------------------------------------------
  # ● Set Slide Effect
  #--------------------------------------------------------------------------
  def set_slide_effect
      return if !SLIDE_EX_ANIMATION
      return if @sprite_commands == nil
      @sprite_commands.each_with_index do |sprite, index|
          sprite.x += SLIDE_EX_ANIMATION_RANGE[0] + SLIDE_EX_ANIMATION_RANGE[0] * index
          sprite.y += SLIDE_EX_ANIMATION_RANGE[1] + SLIDE_EX_ANIMATION_RANGE[1] * index
      end
  end
   
  #--------------------------------------------------------------------------
  # ● Battle Hud EX Position
  #--------------------------------------------------------------------------
  def battle_hud_ex_position?
      return false if !BATTLE_HUD_EX_POSITION
      return false if $imported[:mog_battle_hud_ex] == nil
      return false if COMMAND_TYPE == 1
      return true
  end  
     
  #--------------------------------------------------------------------------
  # ● Create Sprite Icons
  #--------------------------------------------------------------------------
  def create_sprite_icons
      return if ![2,3,4].include?(COMMAND_TYPE)
      @sprite_commands = [] ;  @sprite_zoom_phase = [] ; @sprite_command_org = []
      @sprite_command_cwh = []
      for index in 0...@list.size
          @sprite_commands.push(Sprite.new)
          if CUSTOM_ICONS_COMMANDS
             bitmap = Cache.battle_hud("Com_" + @list[0][:name].to_s)
             @sprite_commands[index].bitmap = Bitmap.new(bitmap.width,bitmap.height)
          else
             @sprite_commands[index].bitmap = Bitmap.new(24,24)
          end
          @sprite_commands[index].z = self.z - 1
          @sprite_commands[index].opacity = 255
          @sprite_commands[index].angle = COMMAND_ICON_ANGLE
          @sprite_zoom_phase[index] = 0 ; @sprite_command_org[index] = [0,0]
          @sprite_command_cwh[index] = [0,0]
          refresh_sprite_command(index)
      end
      if COMMAND_TYPE == 4
         @sprite_commands[index].x = DEFAULT_COMMAND_POSITION[0] + @nxy[0] + @bex[0]
         @sprite_commands[index].y = DEFAULT_COMMAND_POSITION[1] + @nxy[1] + @bex[1]
         @layout_bt.ox = @layout_bt.bitmap.width / 2
         @layout_bt.oy = @layout_bt.bitmap.height / 2
      end      
      create_sprite_command_name
      @layout_bt.x = @sprite_command_org[0][0] + LAYOUT_POSITION[0]
      @layout_bt.y = @sprite_command_org[0][1] + LAYOUT_POSITION[1]
      @layout_bt_org = [@layout_bt.x,@layout_bt.y]
  end
 
  #--------------------------------------------------------------------------
  # ● Create Sprite Command Name
  #--------------------------------------------------------------------------
  def create_sprite_command_name
      return if !COMMAND_NAME    
      @old_name_index = self.index
      @sprite_command_name = Sprite.new
      @sprite_command_name.bitmap = Bitmap.new(120,32)
      @sprite_command_name.oy = @sprite_command_name.bitmap.height / 2
      @sprite_command_name.ox = @sprite_command_name.bitmap.width / 2
      @sprite_command_name.z = @sprite_commands[index].z
      @org_cm_name = [@sprite_commands[0].x +  COMMANND_NAME_POSITION[0] + @sprite_command_name.ox -
      (@sprite_command_name.bitmap.width +  @sprite_commands[0].bitmap.width),
                      @sprite_commands[0].y + COMMANND_NAME_POSITION[1]]
      @org_cm_name[0] = @sprite_commands[0].x + COMMANND_NAME_POSITION[0] if COMMAND_TYPE == 4
      @sprite_command_name.x = @org_cm_name[0]
      @sprite_command_name.y = @org_cm_name[1]
      @sprite_command_name.angle = COMMAND_NAME_ANGLE
      refresh_command_name
  end

  #--------------------------------------------------------------------------
  # ● Refresh Command Name
  #--------------------------------------------------------------------------
  def refresh_command_name
      return if @sprite_command_name == nil
      @old_name_index = self.index
      @sprite_command_name.bitmap.clear
      text = @list[self.index][:name]    
      if COMMAND_TYPE == 4
         @sprite_command_name.bitmap.draw_text(0,0,120,32,text.to_s,1)
      else
         @sprite_command_name.bitmap.draw_text(0,0,120,32,text.to_s,2)
      end  
  end
 
  #--------------------------------------------------------------------------
  # ● Set Window Position
  #--------------------------------------------------------------------------
  def set_window_position
      if FIXED_COMMAND_POSITION[@actor.index] != nil
         @nxy[0] = FIXED_COMMAND_POSITION[@actor.index][0] rescue nil
         @nxy[1] = FIXED_COMMAND_POSITION[@actor.index][1] rescue nil
         @nxy[0] = FIXED_COMMAND_POSITION[0][0] if @nxy[0] == nil
         @nxy[1] = FIXED_COMMAND_POSITION[0][1] if @nxy[1] == nil
         self.viewport = nil
      end  
      unless $imported[:mog_battle_hud_ex]
      return if DEFAULT_COMMAND_POSITION == [0,0] and COMMAND_TYPE == 0
      end
      self.viewport = nil if DEFAULT_COMMAND_POSITION != [0,0]
      if COMMAND_TYPE > 1
         self.x = -Graphics.width
         return
      end    
      cy = Graphics.height - (@stwh[1] + self.height) if COMMAND_TYPE == 1
      cy = 0 if cy == nil          
      self.x = DEFAULT_COMMAND_POSITION[0] + @nxy[0] + @bex[0]
      self.y = DEFAULT_COMMAND_POSITION[1] + @nxy[1] + cy + @bex[1]
   end
       
  #--------------------------------------------------------------------------
  # ● Refresh Sprite Command
  #--------------------------------------------------------------------------
  def refresh_sprite_command(index)
      if CUSTOM_ICONS_COMMANDS
         bitmap = Cache.battle_hud("Com_" + @list[index][:name].to_s)
         s_rect = Rect.new(0,0,bitmap.width,bitmap.height)
         @sprite_commands[index].bitmap.blt(0,0,bitmap,s_rect)      
      else
          if Vocab::attack == command_name(index)
             icon_index = 811
          else
             icon_index = COMMAND_ICON_INDEX[command_name(index)] rescue nil
          end
          icon_index = -1 if icon_index == nil
          bitmap = Cache.system("Iconset")
          s_rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
          @sprite_commands[index].bitmap.blt(0,0,bitmap,s_rect)
      end
      @sprite_commands[index].ox = @sprite_commands[index].bitmap.width / 2
      @sprite_commands[index].oy = @sprite_commands[index].bitmap.height / 2
      @sprite_command_cwh[index] = [@sprite_commands[index].bitmap.width,@sprite_commands[index].bitmap.height]
      set_sprite_icon_command_position(index) if [2,3].include?(COMMAND_TYPE)
      if COMMAND_TYPE == 4
         @sprite_commands[index].x = DEFAULT_COMMAND_POSITION[0] + @nxy[0] + @bex[0]
         @sprite_commands[index].y = DEFAULT_COMMAND_POSITION[1] + @nxy[1] + @bex[1]
      end    
      @sprite_command_org[index] = [@sprite_commands[index].x, @sprite_commands[index].y]
  end
 
  #--------------------------------------------------------------------------
  # ● Set Sprite Ring Position
  #--------------------------------------------------------------------------
  def update_ring_position(bc_sprite,index)
      rol_index = RING_COMMAND_RATE / @sprite_commands.size
      si = RING_COMMAND_MOVEMENT ? self.index : 0
      now_p = rol_index * (si - index)
      round = (2.0 * Math::PI / 360) * now_p
      npx = DEFAULT_COMMAND_POSITION[0] + @nxy[0] + @bex[0]
      npy = DEFAULT_COMMAND_POSITION[1] + @nxy[1] + @bex[1]
      nx = npx - (@roll_range * Math.sin( round )).to_i
      ny = npy - (@roll_range * Math.cos( round )).to_i
      execute_move_rg(bc_sprite,0,bc_sprite.x,nx)
      execute_move_rg(bc_sprite,1,bc_sprite.y,ny)
  end
 
  #--------------------------------------------------------------------------
  # ● Execute Move RG
  #--------------------------------------------------------------------------    
  def execute_move_rg(sprite,type,cp,np)
      sp = 5 + ((cp - np).abs / 10)
      if cp > np ;    cp -= sp ; cp = np if cp < np
      elsif cp < np ; cp += sp ; cp = np if cp > np
      end    
      sprite.x = cp if type == 0 ; sprite.y = cp if type == 1
  end  
 
  #--------------------------------------------------------------------------
  # ● Set Sprite Icon Command Position
  #--------------------------------------------------------------------------
  def set_sprite_icon_command_position(index)
      if COMMAND_TYPE == 2
         cw = (@sprite_commands[index].bitmap.width + ICONS_SPACE) * index
         ch = (@sprite_commands[index].bitmap.height + 5)
         cw2 = (@sprite_commands[index].bitmap.width + ICONS_SPACE) * @list.size
         ch2 = (@sprite_commands[index].bitmap.height + 5)
         @sprite_command_cwh[index] = [@sprite_commands[index].bitmap.width + ICONS_SPACE,@sprite_commands[index].bitmap.height + 5]
      else
         cw = (@sprite_commands[index].bitmap.width + 5)
         ch = (@sprite_commands[index].bitmap.height + ICONS_SPACE) * index
         cw2 = (@sprite_commands[index].bitmap.width + 5)
         ch2 = (@sprite_commands[index].bitmap.height + ICONS_SPACE) * @list.size
         @sprite_command_cwh[index] = [@sprite_commands[index].bitmap.width + 5,@sprite_commands[index].bitmap.height + ICONS_SPACE]
      end  
      @sc_org = [(Graphics.width - cw2) + cw + DEFAULT_COMMAND_POSITION[0] + @nxy[0],
                 (Graphics.height - ch2) + ch - @sprite_commands[index].bitmap.height - @stwh[1] + DEFAULT_COMMAND_POSITION[1] + @nxy[1]]
      if $imported[:mog_battle_hud_ex] != nil
         @sc_org = [@bex[0] + cw + DEFAULT_COMMAND_POSITION[0] + @nxy[0],
                    @bex[1] + ch + DEFAULT_COMMAND_POSITION[1] + @nxy[1]]            
      end        
      @sprite_commands[index].x = @sc_org[0]
      @sprite_commands[index].y = @sc_org[1]    
  end
     
  #--------------------------------------------------------------------------
  # ● Update
  #--------------------------------------------------------------------------
  alias mog_battle_command_update update
  def update
      process_cursor_move_left_right
      mog_battle_command_update      
      update_sprite_battle_command    
  end
 
  #--------------------------------------------------------------------------
  # ● Update Sprite Battle Command
  #--------------------------------------------------------------------------
  def update_sprite_battle_command
      force_refresh_battle_command if $game_temp.refresh_battle_command
      update_crm
      if COMMAND_TYPE == 0
         self.visible = cm_visible?
         @layout_bt.visible = self.visible if @layout_bt != nil
      else
         self.visible = cm_visible?
         @layout_bt.visible = bc_visible? if @layout_bt != nil
      end
      update_cursor_cm
      return if @sprite_commands == nil
      @sprite_commands.each_with_index {|sprite,index| update_battle_command(sprite,index) }
      update_command_name
      execute_move_rg(@layout_bt,0,@layout_bt.x,@layout_bt_org[0])
      execute_move_rg(@layout_bt,1,@layout_bt.y,@layout_bt_org[1])    
  end

  #--------------------------------------------------------------------------
  # ● Update Crm
  #--------------------------------------------------------------------------
  def update_crm
      return if @comr == 0
      @comr -= 1
      return if @comr > 0
      refresh ; dispose_battle_command_ex ; bc_setup
  end
 
  #--------------------------------------------------------------------------
  # ● Force Refresh Battle Command
  #--------------------------------------------------------------------------
  def force_refresh_battle_command
      $game_temp.refresh_battle_command = false
      @comr = 4
  end
 
  #--------------------------------------------------------------------------
  # ● CM Visible?
  #--------------------------------------------------------------------------
  def cm_visible?
      return false if $game_message.visible
      return false if $game_temp.battle_end    
      return false if BattleManager.actor == nil    
      if $imported[:mog_battle_hud_ex] == nil
          return true if COMMAND_TYPE == 0 and DEFAULT_COMMAND_POSITION == [0,0] and FIXED_COMMAND_POSITION == []
      end
      return false if !self.active
      return true
  end

  #--------------------------------------------------------------------------
  # ● Update Command Name
  #--------------------------------------------------------------------------
  def update_command_name
      return if @sprite_command_name == nil
      refresh_command_name if @old_name_index != self.index  
      @sprite_command_name.visible = @sprite_commands[0].visible  
  end
 
  #--------------------------------------------------------------------------
  # ● Update Battle Command
  #--------------------------------------------------------------------------
  def update_battle_command(bc_sprite,index)
      bc_sprite.visible = bc_visible?
      update_bc_zoom_effect(bc_sprite,index)
      update_bc_slide_effect(bc_sprite,index)
      update_ring_position(bc_sprite,index) if COMMAND_TYPE == 4
  end
 
  #--------------------------------------------------------------------------
  # ● Update BC Slide Effect
  #--------------------------------------------------------------------------
  def update_bc_slide_effect(bc_sprite,index)
      return if !SLIDE_ANIMATION
      return if !COMMAND_TYPE.between?(2,3)
      if COMMAND_TYPE == 2
            nx = @sprite_command_org[index][0]
            ny = index == self.index ? @sprite_command_org[index][1] - 24 : @sprite_command_org[index][1]
      elsif COMMAND_TYPE == 3          
            nx = index == self.index ? @sprite_command_org[index][0] - 24 : @sprite_command_org[index][0]
            if SCROLL_ROW and self.index > @s_row_max
               ny = @sprite_command_org[index][1] - (@sprite_command_cwh[index][1] * (self.index - @s_row_max))
            else  
               ny = @sprite_command_org[index][1]
            end
      end
     execute_move_rg(bc_sprite,0,bc_sprite.x,nx)
     execute_move_rg(bc_sprite,1,bc_sprite.y,ny)
     @c_nxy = [@sprite_commands[self.index].x,@sprite_commands[self.index].y]
  end
 
  #--------------------------------------------------------------------------
  # ● Update BC Zoom Effect
  #--------------------------------------------------------------------------
  def update_bc_zoom_effect(bc_sprite,index)
      return if !ZOOM_EFFECT
      if index == self.index
         bc_sprite.opacity += 30
         if LOOP_ZOOM_ANIMATION
         if @sprite_zoom_phase[index] == 0
            bc_sprite.zoom_x += 0.02
            if bc_sprite.zoom_x >= 1.5
               bc_sprite.zoom_x = 1.5 ; @sprite_zoom_phase[index] = 1
            end  
         else
            bc_sprite.zoom_x -= 0.02
            if bc_sprite.zoom_x <= 1.0
               bc_sprite.zoom_x = 1.0 ; @sprite_zoom_phase[index] = 0
            end  
         end
         else
            bc_sprite.zoom_x += 0.1 if bc_sprite.zoom_x < 1.50
         end
      else
         bc_sprite.zoom_x -= 0.1 if bc_sprite.zoom_x > 1.00
         @sprite_zoom_phase[index] = 0
         bc_sprite.opacity -= 20 if bc_sprite.opacity  > 160        
      end
      bc_sprite.zoom_y = bc_sprite.zoom_x
  end  
     
  #--------------------------------------------------------------------------
  # ● BC Visible?
  #--------------------------------------------------------------------------
  def bc_visible?
      return false if !self.visible
      return false if self.openness < 255
      return false if !self.active
      return true
  end
   
end

#==============================================================================
# ■ Window_BattleActor Face
#==============================================================================
class Window_BattleActor_Face < Window_Base
 
  attr_accessor :actor
 
  #--------------------------------------------------------------------------
  # ● Initialize
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
      super
      @actor = nil
  end
 
  #--------------------------------------------------------------------------
  # ● Get Window Width
  #--------------------------------------------------------------------------
  def window_width
      (Graphics.width - 128)
  end
 
  #--------------------------------------------------------------------------
  # ● Set Actor
  #--------------------------------------------------------------------------
  def actor=(actor)
      return if @actor == actor
      @actor = actor    
  end

  #--------------------------------------------------------------------------
  # ● Refresh
  #--------------------------------------------------------------------------
  def refresh
      return if @actor == nil
      self.contents.clear
      self.visible = true
      self.contents_opacity = 255
      draw_face(@actor.face_name, @actor.face_index, 0, 0, true)
  end
 
end

#==============================================================================
# ■ Battle Manager
#==============================================================================
class << BattleManager
 
  #--------------------------------------------------------------------------
  # ● Process Victory
  #--------------------------------------------------------------------------    
  alias mog_bt_command_process_victory process_victory
  def process_victory
      $game_temp.battle_end = true
      mog_bt_command_process_victory
  end
 
  #--------------------------------------------------------------------------
  # ● Process Defeat
  #--------------------------------------------------------------------------    
  alias mog_bt_command_defeat process_defeat
  def process_defeat
      $game_temp.battle_end = true
      mog_bt_command_defeat
  end
 
  #--------------------------------------------------------------------------
  # ● Process Abort
  #--------------------------------------------------------------------------    
  alias mog_bt_command_process_abort process_abort
  def process_abort
      $game_temp.battle_end = true
      mog_bt_command_process_abort
  end
 
end


EDIT:
So, I find a solution, but I'm not sure how optimal it is. If someone need to know this:
In yanfly battle commands script, search for this lines:
Ruby:
  #--------------------------------------------------------------------------
  # new method: add_skill_id_command
  #--------------------------------------------------------------------------
  def add_skill_id_command(skill_id)
    return if $data_skills[skill_id].nil?
    return unless add_use_skill?(skill_id)
    name = $data_skills[skill_id].command_name
    add_command(name, :use_skill, use_skill_valid?(skill_id), skill_id)
  end

And erase the 2 related to the names:
name = $data_skills[skill_id].command_name
add_command(name, :use_skill, use_skill_valid?(skill_id), skill_id)

This solved the problem so far, but I'm not sure if it will bring some bugs in the future.
 
Last edited:

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Tried something. Little sneak peak of Unity AD.
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It's the little things. Lengthened the time the bar fades in and out to be a bit more comfortable.
3 days until release!

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