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

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Started by Bobstah 357 posts Page 14 of 18 View original ↗
  1. Is there anyway to get yanfly switch actor command to show up in the command list with this plugin?
  2. Hey Bobstah, love the plug in you have and am making great use of it. I have one requestion? and i hope its a simple/possible edit. Is there anyway to make it that in the action command the text is hidden and just the icon shows up. I am using a horizontal action command menu and dont want the text to show up in that menu but i still want the text to show up as the skill is being used. (Right now i have the skill name as a " " but this poses its own problem when combat is playing out it shows no name. If anyone has a suggestion please let me know. I included an imgur link if my request is confusing of my current layout and highlighting the one issue i have. Thank you again for this amazing plugin.
    [embedded media]
  3. Hey I don't know if any one else has this problem but, I want to have two types of skill types in the battle screen. So two different skill menus. I got one type to work but I can't get the other type to work. What do I do to make certain skill show up in another skill menu besides the default?
  4. Version 2.2 is now available! Get it here.

    As a general note, I do not have the time to fully test the latest version. I think I covered the bases, but if you find something, please let me know and I will correct it.

    In this version, I added:
    • Support for MP and TP costs
    • Integrated the Yanfly Battle Equip command
    • Enabled Eval support for the icon and command name.
    • Added new icon functionality to display the icon of the currently equipped weapon: iWep-Attack

    @waynee95 - Thank you for the contribution. I've added it to the core plugin and credited you.
    @lolshtar - I've added support for MP and TP costs, although it is a bit rough and may not work with every menu out there. I'll add more options soon.
    @clitvin - I'll look into this, although it isn't a top priority for me. Thank you for the suggestion.
    @Smelipanda - Try renaming the command by placing a whitespace between the parenthesis, like so:
    Skill( ):ID
  5. Version 2.2.1 is now available! Get it here.

    Patched a bug that was preventing this plugin from functioning when another plugin created Window_BattleSkill.includes, as this is not part of RPGMV by default.
  6. Do you know how I can get Yanfly’s Actor Party Switch to work with this plugin? The "Switch" does not appear in the battle commands at all when I used this plugin. =[
  7. Azymus said:
    Do you know how I can get Yanfly’s Actor Party Switch to work with this plugin? The "Switch" does not appear in the battle commands at all when I used this plugin. =[
    @Bobstah , Please read my request! =[
  8. @Azymus
    Add this to the end of the plugins .js file.

    Code:
    //=============================================================================
    // YEP_X_ActorPartySwitch by waynee95
    //=============================================================================
    if (Imported.YEP_X_ActorPartySwitch) {
        Bobstah.BattleCmds.YEPActorSwitchActorCommand_processCommandEntry = Window_ActorCommand.prototype.processCommandEntry;
        Window_ActorCommand.prototype.processCommandEntry = function (cmd) {
            if (cmd.command === "actorswitch") {
                return this.addActorSwitchChangeCommand();
            } else {
                Bobstah.BattleCmds.YEPActorSwitchActorCommand_processCommandEntry.call(this, cmd);
            }
        }
    
        Bobstah.BattleCmds.YEPActorSwitchCommand_addEquipChangeCommand = Window_ActorCommand.prototype.addEquipChangeCommand;
        Window_ActorCommand.prototype.addActorSwitchChangeCommand = function () {
            if (this._cmdContext === null) {
                return Bobstah.BattleCmds.YEPActorSwitchCommand_addEquipChangeCommand.call(this);
            }
            if (this._cmdContext.hide === true) {
                if (!this.isActorPartySwitchEnabled()) {
                    return false;
                }
            }
            var icon = this._cmdContext.iconOverride || null;
            var name = Yanfly.Param.PartySwitchCmd;
            this.addCommand(name, 'partyswitch', this.isActorPartySwitchEnabled(), 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('partyswitch', this.commandPartySwitch.bind(this));
        };
    }

    Then use for example i144-actorswitch!
  9. waynee95 said:
    @Azymus
    Add this to the end of the plugins .js file.

    Code:
    //=============================================================================
    // YEP_X_ActorPartySwitch by waynee95
    //=============================================================================
    if (Imported.YEP_X_ActorPartySwitch) {
        Bobstah.BattleCmds.YEPActorSwitchActorCommand_processCommandEntry = Window_ActorCommand.prototype.processCommandEntry;
        Window_ActorCommand.prototype.processCommandEntry = function (cmd) {
            if (cmd.command === "actorswitch") {
                return this.addActorSwitchChangeCommand();
            } else {
                Bobstah.BattleCmds.YEPActorSwitchActorCommand_processCommandEntry.call(this, cmd);
            }
        }
    
        Bobstah.BattleCmds.YEPActorSwitchCommand_addEquipChangeCommand = Window_ActorCommand.prototype.addEquipChangeCommand;
        Window_ActorCommand.prototype.addActorSwitchChangeCommand = function () {
            if (this._cmdContext === null) {
                return Bobstah.BattleCmds.YEPActorSwitchCommand_addEquipChangeCommand.call(this);
            }
            if (this._cmdContext.hide === true) {
                if (!this.isActorPartySwitchEnabled()) {
                    return false;
                }
            }
            var icon = this._cmdContext.iconOverride || null;
            var name = Yanfly.Param.PartySwitchCmd;
            this.addCommand(name, 'partyswitch', this.isActorPartySwitchEnabled(), 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('partyswitch', this.commandPartySwitch.bind(this));
        };
    }

    Then use for example i144-actorswitch!


    @waynee95 Oh my god! it is really worked! but the problem is this.... when I selected the member of the party to switched. upload_2017-5-25_0-45-2.png

    upload_2017-5-25_0-45-37.png
  10. @Azymus
    You have spaces in your project name. Those can cause these errors. If that does not fix it, let m
  11. waynee95 said:
    @Azymus
    You have spaces in your project name. Those can cause these errors. If that does not fix it, let m

    @waynee95 Still not work. =[
  12. @Azymus
    It works totally fine for me, so maybe you have some other plugin that causes that error. Disable all plugins one by one and test which one causes the error.
  13. @waynee95 Still not work again! T-T look at this...upload_2017-5-25_14-49-12.png
  14. Edit: Got it to work - this plugin is AMAZING!

    One oddity I'm finding, and maybe I'm missing something...

    I created an item that gives the Command Ability "Jump", and equipped it to all four characters - despite all characters having the ArmorCmd tag, only two actually have the ability. Jump isn't currently set up to have a weapon requirement, and none of the characters/jobs have any ability or types sealed. I'm at a loss on this one.
  15. Is there a way to make this compatible with Yanfly's Equip Battle Skills?
    I`d like to only show the skills that I take to battle and not all that I have learned.
    If I recall correctly the older version of this plugin used to work fine but after the recent updates its not working anymore.
  16. @Farr
    - Place Bobstah's Plugin below YEP_EquipBattleSkills
    - Set the Skill Menu STypes Parameter from Bobstah's Plugin to -1
    - Copy/Paste this code at the bottom of the plugin

    Code:
    //=============================================================================
    // YEP_EquipBattleSkills by waynee95
    //=============================================================================
    if (Imported.YEP_EquipBattleSkills) {
       Bobstah.BattleCmds.YEPEquipBattleSkills_processCommandEntry = Window_ActorCommand.prototype.processCommandEntry;
       Window_ActorCommand.prototype.processCommandEntry = function (cmd) {
           if (cmd.command === "equipskills") {
               return this.addEquipBattleSkillsCommand();
           } else {
               Bobstah.BattleCmds.YEPEquipBattleSkills_processCommandEntry.call(this, cmd);
           }
       }
    
       Bobstah.BattleCmds.YEPActorSwitchCommand_addEquipBattleSkillsCommand = Window_ActorCommand.prototype.addEquipChangeCommand;
       Window_ActorCommand.prototype.addEquipBattleSkillsCommand = function () {
           if (this._cmdContext === null) {
               return Bobstah.BattleCmds.YEPActorSwitchCommand_addEquipBattleSkillsCommand.call(this);
           }
           if (this._cmdContext.hide === true) {
               if (!$gameSystem.isEnableEquipBattleSkills()) {
                   return false;
               }
           }
           var icon = this._cmdContext.iconOverride || null;
           var name = this._cmdContext.params || TextManager.skill;
           this.addCommand(name, 'skill', $gameSystem.isEnableEquipBattleSkills(), 'battleSkills', icon);
           return true;
       };
    }

    Then use for example: i97-equipskills!
  17. waynee95 said:
    @Farr
    - Place Bobstah's Plugin below YEP_EquipBattleSkills
    - Set the Skill Menu STypes Parameter from Bobstah's Plugin to -1
    - Copy/Paste this code at the bottom of the plugin

    Code:
    //=============================================================================
    // YEP_EquipBattleSkills by waynee95
    //=============================================================================
    if (Imported.YEP_EquipBattleSkills) {
        Bobstah.BattleCmds.YEPEquipBattleSkills_processCommandEntry = Window_ActorCommand.prototype.processCommandEntry;
        Window_ActorCommand.prototype.processCommandEntry = function (cmd) {
            if (cmd.command === "equipskills") {
                return this.addEquipBattleSkillsCommand();
            } else {
                Bobstah.BattleCmds.YEPEquipBattleSkills_processCommandEntry.call(this, cmd);
            }
        }
    
        Bobstah.BattleCmds.YEPActorSwitchCommand_addEquipBattleSkillsCommand = Window_ActorCommand.prototype.addEquipChangeCommand;
        Window_ActorCommand.prototype.addEquipBattleSkillsCommand = function () {
            if (this._cmdContext === null) {
                return Bobstah.BattleCmds.YEPActorSwitchCommand_addEquipBattleSkillsCommand.call(this);
            }
            if (this._cmdContext.hide === true) {
                if (!$gameSystem.isEnableEquipBattleSkills()) {
                    return false;
                }
            }
            var icon = this._cmdContext.iconOverride || null;
            var name = TextManager.skill;
            this.addCommand(name, 'skill', $gameSystem.isEnableEquipBattleSkills(), 'battleSkills', icon);
            return true;
        };
    }

    Then use for example: i97-equipskills!

    Do you know if theres a way to rename the actions?
    All works so far but I`m trying something like i581-equipskills(Fury) and it doesnt seem to work.
  18. @Farr
    Oh, I forgot to add that. I updated the code above, copy/paste it again.
    Let me know if it's working now.:rswt
  19. waynee95 said:
    @Farr
    Oh, I forgot to add that. I updated the code above, copy/paste it again.
    Let me know if it's working now.:rswt

    Flawless, thanks a lot!
  20. I have 4 different skill "types". say they are named, fire, water, air, earth. how do i get all of these skill types to show up under one menu in battle named "elements"? no submenu, just all showing under one menu in battle