Tsukihime 1,426 Report post Posted May 26, 2012 (edited) Command Setup Author: Tsukihime Overview This script allows you to choose which commands are available in battle. You can also tag skills that should be treated as "command skills"; that is, they will be set up as commands rather than skills you choose from a skill list. Features Customize your battle commands Limit the number of commands you can choose Treat skills as commands Customize how many commands an actor has Increase/decrease that limit using script calls Usage Set up your skills in the "Battle" menu. In the database, tag any skills that should be treated as command skills using <skilltype: 1> Tag an actor with <max-cmd: 10> to give him 10 command slots by default. Use the script calls gain_commands(actor_id, amount) lose_commands(actor_id, amount) To increase or decrease the limit. Download Script: http://db.tt/2PMA25EG Edited May 26, 2012 by Tsukihime 2 dbchest2 and oriceles reacted to this Share this post Link to post Share on other sites
e-COS 0 Report post Posted May 26, 2012 Man, each time I verify this forum, you have evolved more in coding. Really, I'm amazed how day after day, you're becoming a professional in RGSS. Share this post Link to post Share on other sites
SuperNurse 1 Report post Posted May 26, 2012 I love the idea behind this but it seems to clash with some of YF's stuff, mainly stuff that involves Equipping or Changing (Equipping Weapons, Armor or changing classes). Getting this error: no marshal_dump is defined for class Method I tried getting rid of YF Equip Engine and it produces the same error with the default equip engine. Share this post Link to post Share on other sites
Tsukihime 1,426 Report post Posted May 26, 2012 (edited) Oh wow, I can't store "method" objects in variables cause Marshal like it... Well, that kind of makes it a little annoying then. I was hoping to dump all "enable" conditions in that thing. Anyways I've fixed the issue, but now it's less flexible than I would like it to be. Edited May 26, 2012 by Tsukihime Share this post Link to post Share on other sites
Sidbot 3 Report post Posted May 26, 2012 You just continue to amaze with these fun scripts. Thanks! Share this post Link to post Share on other sites
SuperNurse 1 Report post Posted May 26, 2012 Awesome, now that's fixed. What are the appropriate script calls for this? I can't seem to get it to show up in my modified menu. Share this post Link to post Share on other sites
Tsukihime 1,426 Report post Posted May 26, 2012 SceneManager.call(Scene_Command_Setup) will open the selection menu. Pageup and pagedown to scroll through actors. I've also added features to control how many commands an actor has Tag an actor with <max-cmd: 10> To give him 10 command slots by default. Use the script calls gain_commands(actor_id, amount) lose_commands(actor_id, amount) To increase or decrease the limit. Share this post Link to post Share on other sites
johan 0 Report post Posted May 29, 2012 your script doesn't include skill cost. Share this post Link to post Share on other sites
Tsukihime 1,426 Report post Posted May 29, 2012 What do you mean? Share this post Link to post Share on other sites
johan 0 Report post Posted June 2, 2012 excuse me I misunderstood your script but the problem is that whenever a skill is added in the actor command window the skill cost (mp or tp) are not displayed. That's all ; beside it your skill is fully functional. Share this post Link to post Share on other sites
Tsukihime 1,426 Report post Posted June 2, 2012 I didn't add it cause the default window doesn't have enough space. Long names already look kind of weird. Share this post Link to post Share on other sites
Lanechology 4 Report post Posted June 3, 2012 This make me remember about FF8 . Thanks you so much Share this post Link to post Share on other sites
∑-sigma- 16 Report post Posted June 26, 2012 Is there a way to set which commands an actor has by default? I'm using other scripts of yours that require a Draw skill, which I made a command but when I go into the game I always have to set it up myself through the menu before it's active, which is alright when you've been through the menu a bit and it makes sense but I'm the kind of person who wants the people playing my game not to have so many things put on them to understand at once and without being explained, so I was hoping if there was some way we could set what commands an actor has through a script call or something? If not, I don't mind, was just curious afterall. Thanks for your time~ Share this post Link to post Share on other sites
Tsukihime 1,426 Report post Posted June 26, 2012 (edited) Default commands was on the to-do list, but I ended up finding that it was pretty hard to determine how you would actually specify that. Commands can be basically anything: skills, window calls, etc. If everything was based on skill ID's, then I could just use that, but since it's not, it becomes quite a problem. Each actor has a list of commands available. I've hardcoded "attack", "guard", and "item" as the first 3 commands so I know exactly where they are, but the rest can be arbitrary. Edited June 26, 2012 by Tsukihime Share this post Link to post Share on other sites
∑-sigma- 16 Report post Posted June 27, 2012 I just read through the script and found the spot where it says: def setup_basic_commands @command_list << Actor_Command.new(Vocab::attack, :attack, true, attack_skill_id) @command_list << Actor_Command.new(Vocab::guard, :guard, true, guard_skill_id) @command_list << Actor_Command.new(Vocab::item, :item) end Are people capable of adding to this list? If so, could you explain what I would put in the sections at the end of the line, as I'm clueless as to what the different "-:---" parts entail. Sorry if I'm bothering you, it's just I've chosen to disable to menu for the first part of my game, when you play a different character other than the main one, but I would like to have a battle that introduces the draw system, yet it's not in the selectable commands yet cause you have to put it there in the in-game menu, hopefully that'll explain the road bump I've hit. Share this post Link to post Share on other sites
Tsukihime 1,426 Report post Posted June 27, 2012 (edited) The general syntax for creating a Command is Actor_Command.new(command_name, command_symbol, enabled, extra_info) For skill types, the symbol is always :skill (refer to setup_stype_commands), and the extra information is the stype_id For skills that should be treated as commands (setup_skill_commands), the symbol is always :use_skill, and the extra information is the skill ID. An actor's list of starting battle commands is setup through setup_battle_commands. Obviously the code is designed poorly because I'm unable to "find" a particular command without doing a lot of silly things just to get one. Edited June 27, 2012 by Tsukihime Share this post Link to post Share on other sites
Tammsyn 8 Report post Posted August 13, 2012 hiya im trying to get this to work with yanflys menu engine http://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-menu-engine/ but i cant seam to get it to work any suggestions? Share this post Link to post Share on other sites
Tsukihime 1,426 Report post Posted August 13, 2012 It shouldn't be anything special. It's just a scene call, which his script should allow you to do fairly easily. I don't know how his script works though. Share this post Link to post Share on other sites
Tammsyn 8 Report post Posted August 18, 2012 (edited) it appears to use command handlers but will keep trying actually doesnt matter just noticed it has a common event thing so could add the scene call there Edited August 18, 2012 by Pheebes Share this post Link to post Share on other sites
Whale 0 Report post Posted August 19, 2012 This is without a doubt one of my favorite scripts to add. This is just such a nice game mechanic. Share this post Link to post Share on other sites
Tsukihime 1,426 Report post Posted August 19, 2012 It's a good concept, but I don't like the lack of ability to customize it from a designer's POV. Share this post Link to post Share on other sites
Gilmar da Silva Lopes 0 Report post Posted August 24, 2012 (edited) Tsukihime Hello! Brazileiro am and decided to use his Three Scripts Modification battle: Units Magic, Magic Draw and Comand Setup. However unfortunately I could not configure the Command Setup using the tag <skilltype: 1> I put the tag in the Notes box, but nothing happens. Could you correct me and tell how to configure the Command Setup? Thank you! Edited August 24, 2012 by Gilmar da Silva Lopes Share this post Link to post Share on other sites
Tsukihime 1,426 Report post Posted October 9, 2012 (edited) Not supporting this script anymore. Well, it pretty much was not functional since you couldn't customize who started with what. There is also too much hard-coding and awkward things like tagging a skill with skilltype = 1? The only reason the skills were tagged was to be treated as a command, but that really shouldn't matter. I'm going to write a new one in the future using a plugin-based design so that you can register your own commands, so if you're using other people's scripts and want to add it to the command list you can use the note tag system. Yes, that also means creating your own commands. The note-tag system would handle the issue where you couldn't decide who starts with what commands, and also allows integration with other scripts. Edited October 9, 2012 by Tsukihime Share this post Link to post Share on other sites
Questering 5 Report post Posted October 26, 2012 I'm getting an error that says: Script 'Command Setup' line342:NoMethodError occured. undefined method 'name' for "ATTACK": string any idea what's going on? Share this post Link to post Share on other sites