Version 2.1 is now available! Get it here.
I added the Victor Engine Mix command support as discussed earlier in this thread. I also added support to the standard Skills menu for STypes(CommandName). If you combine Black and White magic skills into STypes(Magic), it will show up in the main menu the same way. :)
Bobstah's Battle Commands Customization v2.2.1 - Updated 05/17/2017
● ARCHIVED · READ-ONLY
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@Bobstah I really like the idea of automatically combining the skills in the menu, but I can't disable that option. Whatever I put there in the Skill Menu S Types parameter, it always combines the skill types.
The second thing is, when you use other plugins that add commands to the Skill Menu, like Yanfly's TP Modes, the command will disappear. -
No...
I will the animation of throw comand (throw the weapon in the inventory) and the throw mecanic : the throw possibility of the fight menu is here if the objet in the inventory for be throwed is in. -
@Bobstah I really like the idea of automatically combining the skills in the menu, but I can't disable that option. Whatever I put there in the Skill Menu S Types parameter, it always combines the skill types.
The second thing is, when you use other plugins that add commands to the Skill Menu, like Yanfly's TP Modes, the command will disappear.
@waynee95, I can add a parameter to this plugin that would disable this behavior. Would that work?
@Nina888, Do you have a plugin you are using to create the Throw command outside of this plugin? If so, I can look at integrating it into my plugin. -
@Bobstah Yes! :)
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@waynee95: The new version is available for download using the previous link. I partially implemented that parameter before, my apologies. I thought I had forgotten to add it altogether. Updating the main post now.
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@Nina888, Do you have a plugin you are using to create the Throw command outside of this plugin? If so, I can look at integrating it into my plugin.
Well the throwable objet of Victor Sant don't work because it's incompatible with Yanfly Battle command core (If it is not incompatible with this, i think i have use it for my game).
But i don't understand your plugin works , you create a plugin for make the game menu fine like the red mage skill's menu by exemple ?
I don't know how work you plugin for make a throw command like the ninja skill of final fantasy, can you post me a pm in the site in french how it's work , please ?
I show you the link where victor sant show the throwable object plugin: -
so... im not sure if im just a noob or this plug in doesnt do what i want.... i put the commands into to the class notates that i wanted. everything works fine.. the ONLY thing i can't seem to figure out is how to make skills NOT SHOWN ....
i have the main Artes command (that i want) and items... but when in battle my Archer has ALL the arte skills from "1" there, i only gave him heal and green arrows for testing. what am i doing wrong?
<Battle Commands>
STypes(Artes): 1!
Items
</Battle Commands>
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@Huenix, Are you trying to hide skills from inside the skill menu? The "!" character in the battle commands notetag only hides skill types/skills from the main actor command window if they are not known.
If skills are showing up inside of the Artes menu, it's because either the actor or class knows those skills. If you're certain they don't, make sure no equipment or other plugin is granting these skills. Also, for only one skill type, you should be using "iX-SType(CommandName):ID!" -
Couldn't you just make a skill for that, Fisher?
Also, why do I get the feeling we're making the exact same game...?
thank you :) i figured out. and thanks for the help. -
Im using Yanfly`s Battle Equip Change, is there a way I can add the equip change command into a character`s command?
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Did you implemented the mana/tp cost on commands in the newest version?
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Im using Yanfly`s Battle Equip Change, is there a way I can add the equip change command into a character`s command?
I need this, too. -
Can these be called in a battle event to remove certain attacks during different turns. Eg... in the first turn the actor can only use his attack command, during the second turn the actor can't use attack but can only use skills so attack and magic and greyed out, during turn 3 attack and skills are greyed out and only magic can be used etc...
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Hi Bobstah, first of all thank you very much for this extremely powerful plugin.
I'm trying to do a check on which SType actor command is currently selected in battle. For example If I have the STypes Magic and Summon in my actor command window, and I select Magic and am now browsing through my magic skills, I want to be able to return the SType ID of Magic. If I decide that I don't want to use Magic and go back and select Summon, I'd want the Summon SType ID to be returned.
I tried looking through the plugin code but could not figure out where this info is stored.
I am looking for this because I would like my actor pose to change depending on which actor command I select and look through.
Thank you :) -
Im using Yanfly`s Battle Equip Change, is there a way I can add the equip change command into a character`s command?
Can these be called in a battle event to remove certain attacks during different turns. Eg... in the first turn the actor can only use his attack command, during the second turn the actor can't use attack but can only use skills so attack and magic and greyed out, during turn 3 attack and skills are greyed out and only magic can be used etc...
This would be so great!
It would save my life!
Or at least make this headache go away, from trying all day to seal the Item command in a battle event. -
Im using Yanfly`s Battle Equip Change, is there a way I can add the equip change command into a character`s command?
This would be awesome. Can anyone help us? @Bobstah? -
@killerfer @Farr @Michael Caiola
Put this at the bottom of the plugin.
Code://============================================================================= // YEP_X_ChangeBattleEquip //============================================================================= if (Imported.YEP_X_ChangeBattleEquip) { Bobstah.BattleCmds.YEPChangeWindowActorCommand_processCommandEntry = Window_ActorCommand.prototype.processCommandEntry; Window_ActorCommand.prototype.processCommandEntry = function(cmd) { if (cmd.command === "equip") { return this.addEquipChangeCommand(); } else { Bobstah.BattleCmds.YEPChangeWindowActorCommand_processCommandEntry.call(this, cmd); } } Bobstah.BattleCmds.YEPChangeWindowActorCommand_addEquipChangeCommand = Window_ActorCommand.prototype.addEquipChangeCommand; Window_ActorCommand.prototype.addEquipChangeCommand = function() { if (this._cmdContext === null) { return Bobstah.BattleCmds.YEPChangeWindowActorCommand_addEquipChangeCommand.call(this); } if (this._cmdContext.hide === true) { if (!this._actor.canBattleEquipChange()) { return false; } } var icon = this._cmdContext.iconOverride || null; var name = Yanfly.Param.CBECmd; this.addCommand(name, 'equip change', this._actor.canBattleEquipChange(), 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('equip change', this.commandChangeBattleEquip.bind(this)); }; } -
@waynee95 Thank you very much, you are awesome :D
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Hello all.
Pretty cool plug in and I'm having fun experimenting with it. Now, coding is not a strong point of mine. What I'm wondering, after going through the Help button for your plug in and looking at the different commands, is there a way to completely remove the standard commands, Attack, Guard, Item? I'm trying to make a moment during the final fight where it causes you to have only 1 option under your command list, a skill called Execute, and nothing else. Can't use items or guard or anything. Is there a way to make that happen?