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Modify the commands in the battle window, including both party and actor specific commands. You can also skip the party command window.

! SEE BOTTOM OF POST FOR UPDATES !

Hi all, introducing: [CGMZ] Battle Command Window!

This plugin is similar to my menu and title command window plugins in that it lets you create your own custom commands for the battle windows, only the battle windows are a little more complex since they switch between the party (escape, fight) and each actor (attack, special, guard, etc). This plugin lets you customize both the party command window and each actor's commands.

While I currently do not have many CGMZ plugins that work well with the battle scene, future updates for those plugins will include the ability to seamlessly call their features from the battle. This might include calling the CGMZ Encyclopedia and Bestiary from the battle scene, for example.

If you have a feature you'd like to see as part of this plugin or run into any bugs, please leave a comment below or let me know in my discord!

Happy RPG Making :)

Alpha Update: This plugin has had the Keep Originals parameter separated into Party and Actor parameters. Now you can keep only the original Party actions, or only the original Actor actions.

Beta Release: Hi all, this plugin has entered the Beta stage today 🎉! This update adds a JS condition for the commands to show. You can use Show conditions for both Actor and Party commands, and when it evaluates to false the command will not display at all. You could use this to add more mechanics to battles later in the game once the player masters the basics that will not be visible and possibly confusing to the player near the start of the game.

This update will now cause a warning to appear in the dev tools console when invalid JSON parameters are detected instead of crashing the game. These errors are still important to fix as commands will not function correctly while you have incorrect JSON, they just won't crash your playtests anymore.

This update adds background images for the commands, which are images that will be drawn behind the command text instead of the default semi-transparent grey rectangle. If no background image exists for the command, this plugin will fall back to the default background rectangle. This update also added a parameter to report the command dimensions to the dev tools console, so you know how big to make your images. This update also added an icon property which will draw an icon aligned separately from the command text. Here is a preview of how the commands can look with these new options:

 This update also changed some things to make the plugin more optimized. It removed the Enable Text Codes option, as they are now always enabled due to the text code drawing function I use being well-tested by this point with little risk for bugs in drawing the text. It also switched to parsing the entire command property at game start, instead of each time the command needed to be displayed. This should slightly improve performance.

This update switched the parameter types for the JS parameters. You should not lose your existing JS parameters, but you will need to go into any existing JS parameters you had and remove the extra quotation marks at the beginning and end of the parameter or the plugin will give script errors when evaluating your JS.

Further, this plugin changes how the default command symbols are handled to make it so that all commands are handled the same. Setting them to actor 0 will cause them to display for every actor while setting them to any other actor number will cause them to only display for that actor. Previously, default commands were only able to be shown for all actors or no actors. Adjust your actor property of the default commands accordingly, depending on which actors you want to see them.

This update adds the option to skip the party command window entirely. This is the window that normally asks the player if they want to fight or escape. If your game does not need such a window, you can enable to option to skip it where the battle will instead go to the first actor to make a selection for their turn.

This update also optimized the code a bit. As a side effect, you should now be using the return keyword on your custom javascript for things like enable and show conditionals. For example, where before you may have just put true (or left the default), you should now put return true. This has been updated for new command defaults, but existing users of the plugin will need to update this in the plugin parameters.

This version makes the ability to make a command that casts a skill more easy to do. Previously, you would need to know the javascript required to do this. Now, you can simply select the skill ID you want your command to use in the command parameter.

Please note that these skill commands are only for the actor window, not for the party window.

This version adds the option to show different text, icons, and back images for selected commands in both the party and actor command windows. These new parameters are optional, and if not provided or left as default will fall back to the non-selected version of the command. You could use this to make the currently selected command stand out much better.

See below gif for how it can look:

This version is a compatibility patch with [CGMZ] Core version 1.29.0, as I have many command window plugins so I have moved the handling of selection window tracking to my core plugin. As a result, this plugin was conflicting since it also handled selection window tracking. This update fixes the issue by relying on the core plugin.

This version adds a new parameter to both party and actor commands, which is an array of states that will automatically disable the associated command. For party commands, they will be disabled if any battle member is afflicted. For actor commands, they will be disabled if the inputting actor is afflicted. This has always been possible via JS, but now you can do it without needing any code. See the below gif for how it can look:

This update also makes the plugin more forgiving if you do not understand the symbol parameter. The symbol is how the plugin tells commands apart internally, so it has to be unique, however I tend to get quite a lot of support requests for commands doing the same thing as another command, and the user has left both command symbols blank so the second command is doing the same thing as the first command. This plugin now generates a random symbol for you if you leave symbol blank.

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Comments

AdamL

Hi Casper, the plugins working great but I've hit a snag. If the command references a skill that needs TP, and the actor has less TP than needed, they will instead just skip a turn. For example - The skill needs 10TP to use. If the actor has 9 or less, they just lose a turn instead. Do I need to put something into the JS Condition box to prevent this? Thanks again!