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

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Started by Bobstah 357 posts Page 3 of 18 View original ↗
  1. Fisherolol said:
    A feature that I would like to see is a turn skip.
    For a single actor, or skip a turn for the entire party?
  2. The entire party
  3. Couldn't you just make a skill for that, Fisher?

    Also, why do I get the feeling we're making the exact same game...?
  4. Fisherolol said:
    The entire party
    The scope of this plugin was meant to customize commands for every actor. Now, that being said:

    Sera said:
    Couldn't you just make a skill for that, Fisher?

    Also, why do I get the feeling we're making the exact same game...?
    You could! Make a skill that sets a "wait" state on the entire party that restricst all actions for one turn, then set the skill speed to max. Next, set that skill to be part of an actor's command list using skill:id. That actor will go first and order the party to wait.

    I know it's a rough workaround, but I know most people get rid of the "Fight" and "Escape" menu. If there was a plugin that enabled a command to exit your turn entirely, it should be compatible with this one. If not, I will make it work. :)
  5. Alright, l still need a plugin before l can see if this solution works or not.

    Another suggestion: icons on commands

    Bug found: if the help window for single skill is enabled, the help window will show up for the whole action.
  6. Fisherolol said:
    Bug found: if the help window for single skill is enabled, the help window will show up for the whole action.
    You must be using an old version. I had the same issue before, but an update fixed it.
  7. Version 1.7 released! Added help window positioning, see original post for details! Download

    Fisherolol said:
    Another suggestion: icons on commands

    Bug found: if the help window for single skill is enabled, the help window will show up for the whole action.
    I might be able to do something with the command icons. Let me look into it.

    That bug is from a previous version. Make sure you download the latest version from the original post, replace your existing .js file with the new one, then view the plugin parameters (mandatory, even if you don't change anything!) and save your project. That should fix the problem. :)
  8. I'm still having problems with the help window sticking and blocking the battle log. I have the latest plugin version. I also tried turning all the other plugins OFF, but that did not solve the issue. I can't figure out what's the problem! :headshake:

    Edit: Also, changing the parameter Show Help Window to 0, doesn't actually remove it!

    Edit2: The actual problem seems to be, that the help window doesn't work correctly if I locate the skill directly to the same menu with attack, guard etc. When cast from the skills menu in battle, the help window seems to work fine.
     
  9. aatujoonatan said:
    I'm still having problems with the help window sticking and blocking the battle log. I have the latest plugin version. I also tried turning all the other plugins OFF, but that did not solve the issue. I can't figure out what's the problem! :headshake:

    Edit: Also, changing the parameter Show Help Window to 0, doesn't actually remove it!

    Edit2: The actual problem seems to be, that the help window doesn't work correctly if I locate the skill directly to the same menu with attack, guard etc. When cast from the skills menu in battle, the help window seems to work fine.
    Can you provide me with a screenshot of your js\plugins folder and a copy/paste of BOB_BattleCommandList.js via Pastebin (or similar site)?
  10. aatujoonatan said:
    Edit2: The actual problem seems to be, that the help window doesn't work correctly if I locate the skill directly to the same menu with attack, guard etc.
    This is exactly what I'm doing and it's working fine.
  11. Thanks Bobstah for this plugin! Really nice!

    However, I've got the exact same issue as Aatujoonatan. I'm replacing the Attack command by a skill and the help window stays stuck the whole round up there, hiding the log. I have the same version as him, similar plugins and the Show Help Window Option is set to zero...

    Also, if I a could do a little suggestion: it'd be nice to be able to set a skill directly in the battle menu even if the character/class hasn't learned it. It would prevent to have the same skill copied over in the skill menu. (Right now, I have a mage with Fire Blast replacing the attack command, but he also has the same Fire Blast in the magic menu).
  12. aatujoonatan said:
    http://pastebin.com/3extMeCF Here is the .js
    Try renaming bob_battlecommandlist.js to BOB_BattleCommandList.js (Case-sensitivity, maybe?), then viewing the parameters in the plugin manager, hitting ok, saving your project, and trying again.

    If that doesn't work, please try moving the plugin to the top of the list. (Personally, mine is at the bottom below Yanfly's, but I have the plugin named BOB_BattleCommandList.js)
  13. I renamed the plugin and everything works fine...

    **Major facepalm that echoes through the world**

    Thanks Bobstah lol
  14. Bobstah said:
    Try renaming bob_battlecommandlist.js to BOB_BattleCommandList.js (Case-sensitivity, maybe?), then viewing the parameters in the plugin manager, hitting ok, saving your project, and trying again.

    If that doesn't work, please try moving the plugin to the top of the list. (Personally, mine is at the bottom below Yanfly's, but I have the plugin named BOB_BattleCommandList
    Yup, renaming did the trick :) Thank you!
  15. aatujoonatan said:
    Yup, renaming did the trick :) Thank you!
    I migrated my download links to my Dropbox, which should prevent this from happening in the future.
  16. So, this may not be in the scope of the plugin, but I had another addition idea.

    Would it be possible to "seal" certain commands, such as due to states?

    I.E. The actor is affected by state "Guard Bind". It makes it so that actor cannot use Guard while affected.

    I was thinking using <BlockCommand: ____> or something like that as the tag on a state, etc.
  17. wrigty12 said:
    So, this may not be in the scope of the plugin, but I had another addition idea.

    Would it be possible to "seal" certain commands, such as due to states?

    I.E. The actor is affected by state "Guard Bind". It makes it so that actor cannot use Guard while affected.

    I was thinking using <BlockCommand: ____> or something like that as the tag on a state, etc.
    You can make the state seal the skill by default, which should hide it or disable it from the battle command menu. Did that not work?
  18. Hm, I can't seem to actually get rid of the "Attack" command from my command lists. I'd like to remove it completely, not just seal it. Right now I'm using:

    <Battle Commands>

    STypes(Command):1

    Items

    Guard

    </Battle Commands>

    on my actor and then

    <Battle Commands>

    ActorCmd

    </Battle Commands>

    on her class. I figured maybe classes added Attack by default, but seems it's something else causing it to stick. I'm running Yanfly plugins on the side, other than that I can't imagine anything else interfering with your plugin.

    Any idea how to fix this? Thanks. :)
  19. Cel said:
    Hm, I can't seem to actually get rid of the "Attack" command from my command lists. I'd like to remove it completely, not just seal it. Right now I'm using:

    I figured maybe classes added Attack by default, but seems it's something else causing it to stick. I'm running Yanfly plugins on the side, other than that I can't imagine anything else interfering with your plugin.

    Any idea how to fix this? Thanks. :)
    I have a project with all of the pre-order bonus plugins added and enabled. With that project, I copied your settings into my actor's notes field:

    Mpyt9SO.png

    And your settings into my class' note field:

    L1TZ83p.png

    This was my result:

    AGIIDIE.png

    For reference, my Force Default Commands parameter was set to 1 for this test, although changing it didn't seem to affect the result above.

    Did you confirm that your actor is indeed the class where your notetags are set? That's the only thing I can think of.