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

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Started by Bobstah 357 posts Page 4 of 18 View original ↗
  1. 35f5be2296.png

    ecc65dbbdf.png

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    EDIT: Fixed it. Turns out spaces in the notetags messes it up for some reason. Removing those made it work fine. Thanks though!

    EDIT 2: ACTUALLY, after "fixing" it I'm getting errors in combat instead! They appear when the game wants to view a skill list with the command "Skill:ID" in it:

    47e7dc61d4.png

    3863901ae6.jpg

    Removing that line from the list gets rid of the error.

    EDIT 3: Aaand another edit. Writing the skill ID as 0003 crashes the game. Writing it as just 3 lets it work just fine. Huh.
  2. I cannot get rid of the Item command.

    Currently I have:

    Force Default Commands: 1

    Actors Note: Empty

    Actors Class: Traveler

    Traveler Class Note:

    <Battle Commands>

    Attack

    Guard

    </Battle Commands>

    In battle using Actor with Traveler Class, the options listed are:

    Attack

    Guard

    Item

    when based on the note in the class, shouldn't the item command be removed?

    Edit: I think I got it now.  There was an extra space between commands.
  3. Cel said:
    EDIT 3: Aaand another edit. Writing the skill ID as 0003 crashes the game. Writing it as just 3 lets it work just fine. Huh.
    This has been the case from the beginning, actually. I struggled with it when I was first using the plugin. I figured I was just being stupid and that writing it as '1' or '3' was common sense.
  4. Cel said:
    EDIT: Fixed it. Turns out spaces in the notetags messes it up for some reason. Removing those made it work fine. Thanks though!

    EDIT 2: ACTUALLY, after "fixing" it I'm getting errors in combat instead! They appear when the game wants to view a skill list with the command "Skill:ID" in it:

    EDIT 3: Aaand another edit. Writing the skill ID as 0003 crashes the game. Writing it as just 3 lets it work just fine. Huh.
    I'm working on fixing all of these. Had I known they were issues, I would've got on top of them sooner. Thanks for letting me know!
  5. Version 1.7.1 is now available! Download

    Cel and Sera, I fixed the issues you reported. I was able to get this command list to work without a hitch:

    <Battle Commands>

                       Attack

                 SkillFirst:                   0003,0004

                      STypes(Magic):1,2          

       Item

    </Battle Commands>
  6. If not already implimented, I would like to request <Weapon Commands>, so we can replace specific actions based on which weapon we have. Attack-> Shoot for ranged, allowing us to give them different battle animations (nicely paired with Yan's sequence packs).
  7. Bobstah said:
    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?
    I tried that, and it still allowed the actor to guard for some reason..
  8. DarkSlayerEX said:
    If not already implimented, I would like to request <Weapon Commands>, so we can replace specific actions based on which weapon we have. Attack-> Shoot for ranged, allowing us to give them different battle animations (nicely paired with Yan's sequence packs).
    The Kadokawa plugin folder that came with my RPG Maker MV download has a plugin called WeaponSkill. Using notetags, it allows you to change a weapon's attack skill to be something different.

    wrigty12 said:
    I tried that, and it still allowed the actor to guard for some reason..
    I just added this to a state:

    Spoiler
    zClm8L7.png
    And had this outcome when the state was applied:

    Spoiler
    WlUdimL.png
    Can you post your battle commands for the relevant class and actor?
  9. Well, it worked this time. I guess it was some type of user error. xD
  10. Bug or more compatibility problem with Yanfly Cooldown

    using the tag <SType x Cooldown: +y> on a skill inside the command will not make the specified skills types have a cooldown
  11. Fisherolol said:
    Bug or more compatibility problem with Yanfly Cooldown

    using the tag <SType x Cooldown: +y> on a skill inside the command will not make the specified skills types have a cooldown
    You mean if you have two skills combined into one window and one of those skill types needs to go on cooldown?
  12. Things that would be nice to see.

    Conditional commands based on hp/mp/items/weapons/armors/skills/states/switches/level/stats.

    Lets say your character is equiped with a special gun and the normal attack will obviously shoot the gun.

    However being equiped with the gun gives you an additional command box that contains special ammo to be shot (ammo based on skills obviously) but when unequipped the extra command box dissapears.

    Or when a mages mp is over 90% he gains an dual cast spell that allows them to cast spells twice but once below 90% the special skill goes away.

    When having a state such as haste attack would switch to double attack or tripple attack based on speed stat versus enemy parties speed stat.
  13. I haven't looked into this yet, so I thought I'd ask: are the commands listed in Actor Data completely set in stone, forever?

    Let's say we have an actor who starts off with Attack and Fire, so you write in the command IDs for Attack and Fire.

    When he reaches level 3, he forgets Fire and learns Fireaga. Is there a way to remove the Fire command and replace it with the Fireaga command?
  14. wsensor said:
    Lets say your character is equiped with a special gun and the normal attack will obviously shoot the gun.

    However being equiped with the gun gives you an additional command box that contains special ammo to be shot (ammo based on skills obviously) but when unequipped the extra command box dissapears.

    Or when a mages mp is over 90% he gains an dual cast spell that allows them to cast spells twice but once below 90% the special skill goes away.

    When having a state such as haste attack would switch to double attack or tripple attack based on speed stat versus enemy parties speed stat.
    Your gun example can already be accomplished. Have the gun add a skill for "special ammo". It will show up when the Skills command is added to the <Battle Commands> notetag. I will also add a stype: tag today to facilitate reordering skill types.

    I know the double attack flag will let you cast spells twice, so having a skill set that would let you take two actions next turn. For what you want, I think you'd need an instant cast skill that sets the "Dualcast" state, which then lets you use two skills.

    Sera said:
    I haven't looked into this yet, so I thought I'd ask: are the commands listed in Actor Data completely set in stone, forever?

    Let's say we have an actor who starts off with Attack and Fire, so you write in the command IDs for Attack and Fire.

    When he reaches level 3, he forgets Fire and learns Fireaga. Is there a way to remove the Fire command and replace it with the Fireaga command?
    LastSkill: FireID, FiragaID

    It will show the last skill in the list only. :)
  15. Can this be used to rename stuff, or add additional commands?
  16. lonewolph said:
    Can this be used to rename stuff, or add additional commands?
    It can rename multiple skill types that are condensed down to a single skill window. Could you describe specifically what you are looking to accomplish?

    It can also add skills or items to the battle command list directly, such as a skill name 'Steal', which could be shown anywhere in the list by using skill:ID.

    Also, bit of a delay on adding a stype tag as I mentioned in an above post, thanks to a slight cold. That should be done today, though. :)
  17. I want a new ability category to only show when a certain weapon is equipped. I also want to rename the Magic Command to stuff like White Magic, Black Magic etc for certain actors
  18. lonewolph said:
    I want a new ability category to only show when a certain weapon is equipped. I also want to rename the Magic Command to stuff like White Magic, Black Magic etc for certain actors
    To add a new category when a weapon is equipped, use the Traits feature of RPG Maker MV. You don't need a plugin for that. Here is an example of a weapon that adds a skill type:

    Spoiler
    W4aZwMV.png
    For your second question, it would make more sense to add a skill type for White Magic and a skill type for Black Magic, then combine them into a single command called Magic using this plugin. Let's say that White Magic is skill type 2 and Black Magic is skill type 3:

    STypes(Magic):2,3

    Does that help?
  19. Version 1.8 is now available, adding a new SType(Name):ID command! See the original post for details! Download

    lonewolph said:
    I also want to rename the Magic Command to stuff like White Magic, Black Magic etc for certain actors
    I still stand by my earlier statement that the correct way to handle this is to add two separate skill types: One for White Magic, another for Black Magic, then combine them into a single command using STypes(Magic).

    That being said, I could see situations where renaming the skill type to something different would be beneficial. Therefore, I've added that a command called SType(Name):ID, which will add a skill type to the menu and, if specified, rename it to whatever is inside (). If you don't have () after SType, it uses the default name.
  20. Would that create a sub-menu under Magic?