07-31-2017, 09:41 AM
I have used Charlie Lee's Individual Battle Command script for the longest time. While it functions right and just how I liked it, it also comes with its flaws like the extra commands can be quite unorganized and inconsistent if your skill database is all over the place. Reorganizing over 100 skill does ALOT of time and quite the hassle. Another is that it messes with the Element damage of said skills. Since the script works on using Element named 'CMD *extra command name*' and then making skill have those elements in order for it to be under the individual commands. Its quite simple and works really well but then there is problem like if an enemy resist Fire element, the Fire skill will still do full damage because of how RMXP works and would roll onto the next element the skill is applied with is CMD *Magic*.
So then I saw Atoa's version of the script and it works very similar though alot more organised in my opinion. It also has the Direct Usable command that was a Final Fantasy 6 feature which is something I always wished to have. The script works wonderfully except the problem is that I can't seem to make it work outside of Atoa's ACBS. In short I was wondering if it is possible to have the script modified so that it can work with default RMXP battle system which is the one my current project is using.
tl;dr Need help making Atoa's Individual Battle Commands work on default RMXP script without Atoa's ACBS.
Here is the script:
So then I saw Atoa's version of the script and it works very similar though alot more organised in my opinion. It also has the Direct Usable command that was a Final Fantasy 6 feature which is something I always wished to have. The script works wonderfully except the problem is that I can't seem to make it work outside of Atoa's ACBS. In short I was wondering if it is possible to have the script modified so that it can work with default RMXP battle system which is the one my current project is using.
tl;dr Need help making Atoa's Individual Battle Commands work on default RMXP script without Atoa's ACBS.
Here is the script:
Code:
#==============================================================================
# Individual Battle Commands
# by Atoa
# Based on Charlie FLeed script
#==============================================================================
# This scripts allows you to make diferent commands for each actor
#
# Now you can not only add an command to an skill, you can also add an command
# to an actor (like in RM2000/2003/VX) and add an skill directly to an command
# so if you select the command, the skill will be used without opening the
# skill menu
#
# IMPORTANT: If you using the 'Atoa ATB' or 'Atoa CTB', put this script bellow them
#==============================================================================
module Atoa
# Do not remove or change these lines
Skill_Command = {}
Actor_Command = {}
Usable_Command = {}
Command_Color = {}
Custom_Command_Order = {}
# Do not remove or change these lines
# Skill Commands.
# These commands appear automatically when an actor learn one of the skill
# that is part of the command.
#
# Skill_Command[Command_Name] = [Skills_IDs]
#
Skill_Command['Magic'] = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34,
35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53,
54, 55, 56]
Skill_Command['Techs'] = [57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68,
69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80]
Skill_Command['Summon'] = [83,84,85,86]
Skill_Command['Limit Break'] = [108]
Skill_Command['Unite'] = [100,103]
# Actor Commands.
# These are the commands linked to the actors, they will be shown even if
# the actor has none of the skill of this command.
# You can add the same command for different actors, the list of skills shown
# will be separated for each
#
# Actor_Command[Command_Name] = {Actor_id => [Skills_IDs]}
#
Actor_Command['Skill'] = {1 => [88,92,97,126], 2 => [89,93,99,146],
3 => [90,95,96,106,147]}
Actor_Command['Wizzardry'] = {4 => [91,94,98,109,107]}
# Usable Commands.
# These commands are linked directly to an skill. Once you choose one of them
# you will use without opening the skill menu.
# This command appear automatically once the actor learn the skill linked to
# the command. The skill linked to the command aren't shown in the skill
# menu outside battle
#
# Direct_Comman[Command_Name] = Skill_ID
#
Usable_Command['Steal'] = 82
Usable_Command['Return'] = 87
# Commands Color
# You can add different colors for each command name
# Command_Color[Command_Name] = [red, green, blue]
Command_Color['Limit Break'] = [255, 255, 0]
# Custom Command Order
# You can change the order that the commands are shown for specific actors.
# You must add *all* possible commands that the actor can have for skill commands.
# They will be shown only if the actor fills the conditions for it.
# Commands not listed here will be never shown for that actor, even if he fills the
# condition to have that command. You can use that to remove basic commands
# like "Attack" and "Defend" from an Actor.
Custom_Command_Order[2] = ['Item','Attack','Defend','Magic','Techs','Skill','Summon']
#==============================================================================
# Window Settings
#==============================================================================
# Show command list in status menu?
Show_Commands_In_Menu = true
# Position of command window in status menu
Menu_Commands_Postition = [16,160]
# Note: you must edit the status menu, or the command window will stay above
# other informations
# Command Window Border Opacity
Command_Window_Border_Opacity = 255
# Command Window Back Opacity
Command_Window_Back_Opacity = 160
# Max number of commands shown
Max_Commands_Shown = 5
# Image filename for window backgeound, must be on the Windowskin folder
Command_Window_Bg = ''
# Position of the backgroun image
# Command_Window_Bg_Postion = [Position X, Position Y]
Command_Window_Bg_Position = [0, 0]
#==============================================================================
# OVEDRIVE COMMANDS
#==============================================================================
# This part only has effect if used toghter with the Skill Overdrive Script.
# With it you can make commands that are only shown if the Overdrive bar is full
# Just add the command name bellow. Remember that the command must be configurated
# according the other options. You can add how many commands you want
Overdrive_Commands = ['Limit Break']
end
#==============================================================================
# ** Atoa Module
#==============================================================================
$atoa_script = {} if $atoa_script.nil?
$atoa_script['Atoa Individual Commands'] = true
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Backround music, etc.
# is managed here as well. Refer to "$game_system" for the instance of
# this class.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :command_order
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_ibc initialize
def initialize
initialize_ibc
@command_order = Custom_Command_Order
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :individual_commands
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
alias setup_ibc setup
def setup(actor_id)
setup_ibc(actor_id)
@individual_commands = []
end
#--------------------------------------------------------------------------
# * Refresh commands
#--------------------------------------------------------------------------
def refresh_commands
@individual_commands = []
for i in 0...@skills.size
skill = $data_skills[@skills[i]]
if skill != nil
for command in Skill_Command.dup
if command[1].include?(skill.id) and not @individual_commands.include?(command[0])
next if $atoa_script['Atoa Overdrive'] and (Overdrive_Commands.include?(command[0]) and !self.overdrive_full?)
@individual_commands << command[0]
end
end
for command in Usable_Command.dup
if command[1] == skill.id and not @individual_commands.include?(command[0])
next if $atoa_script['Atoa Overdrive'] and (Overdrive_Commands.include?(command[0]) and !self.overdrive_full?)
@individual_commands << command[0]
end
end
end
end
for command in Actor_Command.dup
if command[1].include?(@actor_id) and not @individual_commands.include?(command[0])
@individual_commands << command[0]
end
end
end
end
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# This class handles the party. It includes information on amount of gold
# and items. Refer to "$game_party" for the instance of this class.
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Add an Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
alias add_actor_ibc add_actor
def add_actor(actor_id)
add_actor_ibc(actor_id)
actor = $game_actors[actor_id]
actor.refresh_commands
end
#--------------------------------------------------------------------------
# * Add an Actor by index
# actor_id : actor ID
# index : index
#--------------------------------------------------------------------------
alias add_actor_by_index_ibc add_actor_by_index
def add_actor_by_index(actor_id, index)
add_actor_by_index_ibc(actor_id, index)
actor = $game_actors[actor_id]
actor.refresh_commands
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :escape_name
#--------------------------------------------------------------------------
# * Actor Command Window Setup
#--------------------------------------------------------------------------
alias phase3_setup_command_window_ibc phase3_setup_command_window
def phase3_setup_command_window
phase3_setup_command_window_ibc
@active_battler.refresh_commands
set_commands
@actor_command_window.dispose
@actor_command_window = Window_Command_IBC.new(160, @individual_commands, @active_battler)
comand_size = (@individual_commands.size >= 5 ? 5 : @individual_commands.size)
command_window_position
@actor_command_window.y = @actor_command_window.y + 120 - 24 * comand_size
@actor_command_window.back_opacity = [Command_Window_Back_Opacity, 1].max
@actor_command_window.opacity = [Command_Window_Border_Opacity, 1].max
@actor_command_window.z = 4500
@actor_command_window.index = 0
@actor_command_window.active = true
@actor_command_window.visible = true
@active_battler_window.refresh(@active_battler)
@active_battler_window.visible = Battle_Name_Window
set_name_window_position
end
#--------------------------------------------------------------------------
# * Set commands
#--------------------------------------------------------------------------
def set_commands
if $game_system.command_order[@active_battler.id] != nil
@individual_commands = []
basic_commands = [$data_system.words.attack, $data_system.words.item, $data_system.words.guard]
custom_commands = @active_battler.individual_commands.dup
commands = Custom_Command_Order[@active_battler.id].dup
for i in 0...commands.size
@individual_commands << commands[i] if basic_commands.include?(commands[i])
@individual_commands << commands[i] if custom_commands.include?(commands[i])
end
return
end
s1 = $data_system.words.attack
s2 = $data_system.words.item
s3 = $data_system.words.guard
s4 = @escape_name if @escape_type == 0
@individual_commands = [s1] + @active_battler.individual_commands + [s2, s3]
if @escape_type == 0
@individual_commands = [s1]+ @active_battler.individual_commands + [s2, s3, s4]
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : basic command)
#--------------------------------------------------------------------------
alias update_phase3_basic_command_ibc update_phase3_basic_command
def update_phase3_basic_command
@direct_command = false
@command_name = @actor_command_window.commands[@actor_command_window.index]
if Input.trigger?(Input::C)
if @active_battler.disabled_commands.include?(@command_name)
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_name
when @escape_name
if $game_temp.battle_can_escape == false
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
update_phase2_escape
return
end
if @active_battler != nil and
@active_battler.individual_commands.include?(@command_name)
if Usable_Command.include?(@command_name)
unless @active_battler.skill_can_use?(Usable_Command[@command_name])
$game_system.se_play($data_system.buzzer_se)
return
end
@active_battler.current_action.kind = 1
@commands_category = @command_name
@direct_command = true
confirm_action_select($data_skills[Usable_Command[@command_name]])
return
else
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 1
@commands_category = @command_name
start_skill_select
return
end
end
end
update_phase3_basic_command_ibc
if $atoa_script['Atoa CTB'] and @active_battler != nil and
@active_battler.individual_commands.include?(@command_name) and
Usable_Command.include?(@command_name)
@active_battler.selected_action = $data_skills[Usable_Command[@command_name]]
end
end
#--------------------------------------------------------------------------
# * Start Skill Selection
#--------------------------------------------------------------------------
alias start_skill_select_ibc start_skill_select
def start_skill_select
start_skill_select_ibc
@skill_window.dispose
@skill_window = Window_Skill.new(@active_battler, @commands_category)
@skill_window.help_window = @help_window
end
#--------------------------------------------------------------------------
# * Activate command window
#--------------------------------------------------------------------------
def active_command_window
@actor_command_window.active = true
@actor_command_window.visible = true
@help_window.visible = false
@active_battler_window.visible = true if Battle_Name_Window
end
#--------------------------------------------------------------------------
# * End Enemy Selection
#--------------------------------------------------------------------------
alias end_enemy_select_ibc end_enemy_select
def end_enemy_select
end_enemy_select_ibc
if @actor_command_window.commands[@actor_command_window.index] == $data_system.words.attack
@active_battler_window.visible = true
@actor_command_window.active = true
@actor_command_window.visible = true
@help_window.visible = false
end
end
#--------------------------------------------------------------------------
# * Frame Updat (actor command phase : enemy selection)
#--------------------------------------------------------------------------
alias update_phase3_enemy_select_ibc update_phase3_enemy_select
def update_phase3_enemy_select
if Input.trigger?(Input::B) and @direct_command
$game_system.se_play($data_system.cancel_se)
end_enemy_select
active_command_window
return
end
if Input.trigger?(Input::C) and @direct_command
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.target_index = @enemy_arrow.index
end_enemy_select
end_direct_command_selection
return
end
update_phase3_enemy_select_ibc
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : actor selection)
#--------------------------------------------------------------------------
alias update_phase3_actor_select_ibc update_phase3_actor_select
def update_phase3_actor_select
if Input.trigger?(Input::B) and @direct_command
$game_system.se_play($data_system.cancel_se)
end_actor_select
active_command_window
return
end
if Input.trigger?(Input::C) and @direct_command
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.target_index = @actor_arrow.index
end_actor_select
end_direct_command_selection
return
end
update_phase3_actor_select_ibc
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : all enemies selection)
#--------------------------------------------------------------------------
alias update_phase3_select_all_enemies_ibc update_phase3_select_all_enemies
def update_phase3_select_all_enemies
@enemy_arrow_all.update_multi_arrow
if Input.trigger?(Input::B) and @direct_command
$game_system.se_play($data_system.cancel_se)
end_select_all_enemies
active_command_window
return
end
if Input.trigger?(Input::C) and @direct_command
$game_system.se_play($data_system.decision_se)
end_select_all_enemies
end_direct_command_selection
return
end
update_phase3_select_all_enemies_ibc
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : all actors selection)
#--------------------------------------------------------------------------
alias update_phase3_select_all_actors_ibc update_phase3_select_all_actors
def update_phase3_select_all_actors
@actor_arrow_all.update_multi_arrow
if Input.trigger?(Input::B) and @direct_command
$game_system.se_play($data_system.cancel_se)
end_select_all_actors
active_command_window
return
end
if Input.trigger?(Input::C) and @direct_command
$game_system.se_play($data_system.decision_se)
end_select_all_actors
end_direct_command_selection
return
end
update_phase3_select_all_actors_ibc
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : all battlers selection)
#--------------------------------------------------------------------------
alias update_phase3_select_all_battlers_ibc update_phase3_select_all_battlers
def update_phase3_select_all_battlers
@battler_arrow_all.update_multi_arrow
if Input.trigger?(Input::B) and @direct_command
$game_system.se_play($data_system.cancel_se)
end_select_all_battlers
active_command_window
return
end
if Input.trigger?(Input::C) and @direct_command
$game_system.se_play($data_system.decision_se)
end_select_all_battlers
end_direct_command_selection
return
end
update_phase3_select_all_battlers_ibc
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : self selection)
#--------------------------------------------------------------------------
alias update_phase3_select_self update_phase3_select_self
def update_phase3_select_self
@self_arrow.update
if Input.trigger?(Input::B) and @direct_command
$game_system.se_play($data_system.cancel_se)
end_select_self
active_command_window
return
end
if Input.trigger?(Input::C) and @direct_command
$game_system.se_play($data_system.decision_se)
end_select_self
end_direct_command_selection
return
end
update_phase3_select_self
end
#--------------------------------------------------------------------------
# * End direct command selection
#--------------------------------------------------------------------------
def end_direct_command_selection
@direct_command = false
phase3_next_actor
@help_window.visible = false
end
end
#==============================================================================
# ** Window_Skill
#------------------------------------------------------------------------------
# This window displays usable skills on the skill and battle screens.
#==============================================================================
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
# command_type : skill type
#--------------------------------------------------------------------------
def initialize(actor, command_type = '')
super(0, 128, 640, 352)
@command_type = command_type
@actor = actor
@column_max = 2
refresh
self.index = 0
if $game_temp.in_battle
self.y = 320
self.height = 160
self.z = 900
self.back_opacity = Base_Opacity
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
commands = []
for command in Usable_Command.dup
commands << command[1] unless commands.include?(command[1])
end
next if commands.include?(skill.id)
if skill != nil and $game_temp.in_battle and skill_in_command?(skill)
@data << skill unless @data.include?(skill)
elsif skill != nil and not $game_temp.in_battle
@data << skill unless @data.include?(skill)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# * Check if skill is valid for command
# skill : skill
#--------------------------------------------------------------------------
def skill_in_command?(skill)
if Skill_Command[@command_type] != nil and
Skill_Command[@command_type].include?(skill.id)
return true
elsif Actor_Command[@command_type] != nil and
Actor_Command[@command_type].include?(@actor.id) and
Actor_Command[@command_type][@actor.id].include?(skill.id)
return true
end
return false
end
end
#==============================================================================
# ** Window_Command_IBC
#------------------------------------------------------------------------------
# This window deals command choices for individual battle commands.
#==============================================================================
class Window_Command_IBC < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :commands
#--------------------------------------------------------------------------
# Inicialização de Objetos
# width : window width
# commands : command text string array
# battler : battler
#--------------------------------------------------------------------------
def initialize(width, commands, battler = nil)
if $game_temp.in_battle
comand_size = (commands.size >= 5 ? 192 : commands.size * 32 + 32)
else
comand_size = commands.size * 32 + 32
end
comand_size = [comand_size, Max_Commands_Shown * 32 + 32].min
super(0, 0, width, comand_size)
@battler = battler
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32)
refresh
self.index = 0
if Command_Window_Bg != nil
@background_image = Sprite.new
@background_image.bitmap = RPG::Cache.windowskin(Command_Window_Bg)
@background_image.x = Command_Window_Bg_Position[0]
@background_image.y = Command_Window_Bg_Position[1]
@background_image.z = 4499
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
if $game_temp.in_battle and @battler != nil and
Usable_Command.include?(@commands[i]) and not
@battler.skill_can_use?(Usable_Command[@commands[i]])
draw_item(i, disabled_color)
elsif $game_temp.in_battle and @commands[i] == $scene.escape_name and
$game_temp.battle_can_escape == false
draw_item(i, disabled_color)
else
draw_item(i, normal_color)
end
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# color : color
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = set_font_color(index, color)
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Get font color
# index : item number
# color : color
#--------------------------------------------------------------------------
def set_font_color(index, color)
return color if Command_Color[@commands[index]].nil?
c = Command_Color[@commands[index]].dup
return Color.new(c[0],c[1],c[2])
end
#--------------------------------------------------------------------------
# * Enable Item
# index : item number
#--------------------------------------------------------------------------
def enable_item(index)
draw_item(index, normal_color)
end
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
@background_image.dispose if @background_image != nil
end
#--------------------------------------------------------------------------
# * Window visibility
# n : opacity
#--------------------------------------------------------------------------
def visible=(n)
super
@background_image.visible = n if @background_image != nil
end
end
#==============================================================================
# ** Scene_Status
#------------------------------------------------------------------------------
# This class performs status screen processing.
#==============================================================================
class Scene_Status
#--------------------------------------------------------------------------
# * Include Settings Module
#--------------------------------------------------------------------------
include Atoa
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
alias main_scenestatus_ibc main
def main
set_command_window if Show_Commands_In_Menu
main_scenestatus_ibc
@command_window.dispose if Show_Commands_In_Menu
end
#--------------------------------------------------------------------------
# * Set command window
#--------------------------------------------------------------------------
def set_command_window
actor = $game_party.actors[@actor_index]
actor.refresh_commands
if ($atoa_script['Atoa ATB'] and Escape_Type == 0) or $atoa_script['Atoa CTB']
@escape_type = 0
end
set_commands
@command_window = Window_Command_IBC.new(160, @individual_commands, actor)
@command_window.x = Menu_Commands_Postition[0]
@command_window.y = Menu_Commands_Postition[1]
@command_window.z = 1000
@command_window.active = false
@command_window.index = -1
end
#--------------------------------------------------------------------------
# * Set commands
#--------------------------------------------------------------------------
def set_commands
actor = $game_party.actors[@actor_index]
if Custom_Command_Order[actor.id] != nil
@individual_commands = []
basic_commands = [$data_system.words.attack, $data_system.words.item, $data_system.words.guard]
custom_commands = actor.individual_commands.dup
commands = Custom_Command_Order[actor.id].dup
for i in 0...commands.size
@individual_commands << commands[i] if basic_commands.include?(commands[i])
@individual_commands << commands[i] if custom_commands.include?(commands[i])
end
return
end
s1 = $data_system.words.attack
s2 = $data_system.words.item
s3 = $data_system.words.guard
s4 = @escape_name if @escape_type == 0
@individual_commands = [s1] + actor.individual_commands + [s2, s3]
if @escape_type == 0
@individual_commands = [s1]+ actor.individual_commands + [s2, s3, s4]
end
end
end