Battle Macros (MV/MZ)

● ARCHIVED · READ-ONLY
Started by ATT_Turan 7 posts View original ↗
  1. Battle Macros 1.0
    ATT_Turan

    Introduction
    This plugin was inspired by a recent replaying of Phantasy Star IV. One of the unique features of that game is the ability to use the party menu to define macros - a list of actions each character will take in the order they'll take them. Then, you can use that in battle with a single button press.

    I have tested the basic functionality, please let me know if you encounter any errors. I will consider making compatibility patches if the other plugin is free to use (or one I own, such as a Yanfly product) and unobfuscated. Otherwise, other authors are free to modify this code to make it compatible with theirs so long as I am still credited.

    1735052153979.gif

    Features
    Macros are a way for the player to set a series of actions ahead of time to be executed in battle. At its simplest, this can be a shortcut for starting the turn - for example, not having to select Attack with each actor.

    However, the actions are also forced to resolve in the order they're programmed into the macro. This allows the player to ensure things happen in a specific order - an attack happens after that actor is buffed, or a heal is cast after the resurrection.

    If an action's speed would be faster than its place in the macro lineup, that actor's turn will be delayed until the appropriate time.

    The default functionality for anything requiring a target is that a random enemy and random party member are determined and all skills of that scope will use the same target. There is a plugin parameter to instead allow the player to select an enemy and/or player target after choosing the macro.

    Actions programmed by macro follow all the regular restrictions; so an actor programmed to use a skill they don't have the resources for or an item the party doesn't have will lose their turn.

    If the party contains actors who are not included in the selected macro, they will go at the end of the turn order with the Guard skill.

    Plugin Commands
    Code:
    MacroMenu on
    MacroMenu off

    Toggles whether the Macros command is shown in the menu and actor command list.

    Code:
    MaxMacros <number>
    Example: MaxMacros 5

    This changes the maximum number of macros the player has access to.

    Terms and Credits
    Free for non-commercial and commercial use. Credit ATT_Turan.
  2. What a great idea. I loved that feature of Phantasy Star IV. Sadly it's too late for me to incorporate it into my current project - but next time ...
  3. I don't know the game really or played it before.
    Hope to see it in a game some day ^^

    Keep up the nice work.
  4. I hope you can understand what I wrote.
    I didn't understand the functionality, is it about automatic actions of the characters in the group?
    Do you save the actions regardless of the group's initiative?
    What would be the use of strategic actions, for example, healing the warrior? If the cleric is the first to act, he can use healing without the warrior having suffered damage, if he is the last there is a chance that he will effectively heal the warrior.
    So if they are really coordinated automatic actions, there could be a function that allows postponing the action in the execution queue of actions, combat turns.
  5. Eternidade_1 said:
    I didn't understand the functionality...
    Do you save the actions regardless of the group's initiative?
    Yes.

    Setting up a macro does two things. First, you have your actions selected for all the party members and can simply select it any time you want during battle without having to go through each actor choosing it again.

    Second, it says they will happen in this order.

    So if you want to make sure one actor uses their DEF debuff before the other one uses their high-powered attack - done.

    If you want to make sure one actor is resurrected before the healing spell to restore the rest of their HP - done.

    Eternidade_1 said:
    What would be the use of strategic actions, for example, healing the warrior? If the cleric is the first to act, he can use healing without the warrior having suffered damage
    I don't understand your example - if no one has taken damage yet, you would not select a macro that has a heal as the first skill.

    Kes said:
    Sadly it's too late for me to incorporate it into my current project - but next time ...
    It's never too late! My fantastic plugin has plug 'n' play functionality!

    ...unless you've already made the game using a different battle system.

    ShadowDragon said:
    I don't know the game really or played it before.
    1735067162107.jpeg
  6. ATT_Turan said:
    ...unless you've already made the game using a different battle system.
    Yep. I'm using OTB battle system, so each action is chosen at the time the individual actor has their turn. It's incompatible with macros.
  7. Kes said:
    Yep. I'm using OTB battle system, so each action is chosen at the time the individual actor has their turn. It's incompatible with macros.
    I do plan to try to add support for whatever Yanfly's version of that is (STB?). But, obviously, I can't do that for VisuStella's.