This plugin allows you to manage each and every one of your actors'
You can hide them or show them at anytime.
You can disable them or enable them whenever you want.
You can even choose which commands your actors will be able to use
If you are a plugin developer, you can also create your own commands
easily and allow other game developers to use them in their games!
- Free for use in non-commercial projects with credits
- Contact me for commercial use
== Change Log ==
1.6 - Aug 2, 2020
fixed a bug were canceling skill_type command froze the game
1.5 - Aug 25, 2016
Updated skill_list to only display skill_type commands that are visible
Updated skill_list to only enable skills that are actually enabled
1.4 - Jul 12, 2016
Bug fix: changing class doesn't refresh class commands
1.31 - May 26, 2016
Fixed default actor commands
1.3 - Feb 17, 2016
added support for specifying "enabled" condition for commands
added support for specifying "visible" condition for commands
1.2 - Dec 22, 2015
fixed bug where class commands are "shared" between actors
1.1 - Dec 6, 2015
added support for tagging classes with battle commands.
1.0 - Dec 6, 2015
== Usage ==
Before we begin, we will need to understand how commands are structured.
Every command comes with 3 pieces of information
1. Display Name
3. Extra Data
The "display name" is the name that is drawn on the screen that the player
can see. You can change the display name at anytime.
The "symbol" is the name that the code uses to identify a certain type
of command. For example, "item" is the name of the Item command. You can
have the item command displayed as "Backpack", but it will still use
Thre "Extra data" is information that the game uses to determine how to
handle a command. Different commands may need different extra data.
Anyways, let's start adding some commands for your actors.
-- Initializing Commands --
You can initialize commands for each actor. This plugin offers a
<battle command: SYMBOL EXT />
Where the SYMBOL is the name of a pre-defined battle command. The ones
available by default are
attack - the "attack" command
guard- the "guard" command
skill_list - all skill types the actor can use
item- the "item" command
skill_type ID - a specific skill type. Specify the skill type ID
You can also tag classes with battle commands. The actual commands
the actor will receive are as follows
1. If the actor has commands, it will use those commands
2. Otherwise, it will check its class for commands.
3. Otherwise, it will use default commands
Now, let's take a look at these commands.
-- Command: attack --
This is your basic "Attack" command. It just uses the "Attack" skill,
or whatever skill is assigned to the "attack" command. You can add it
<battle command: attack />
-- Command: guard --
This is your basic "Guard" command. It just uses the "Guard" skill,
or whatever skill is assigned to the "guard" command". You can add it
<battle command: guard />
-- Command: skill_list --
This command adds all of the skill types that your actor can use.
For example, if it can use "Magic" and "Special" skills, both will be
added to your list of commands automatically. You can add this by
<battle command: skill_list />
-- Command: item --
This command let's you use the "item" command, which will bring up the
item window. You can add this by writing
<battle command: item />
-- Command: skill_type --
This is a new command provided by this plugin. It allows you to display
a certain skill type. For example, if you had "Magic" as skill type 1 and
"Special" as skill type 2, you can add "Special" to your actors by writing
<battle command: skill_type 2 />
Note the use of the number 2 as extra data.
== Working with Advanced Battle Command ==
If you would like to use more advanced functionality, you must use a more