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(1 edit)

Hi, I have a setup in which all the skills are shown in the actor command window (so no SKILLS or MAGIC option). I tried your plugin, but it does not show the description for these skills aside from ATTACK and GUARD. Could you improve the plugin so that it shows the skill description of other skills as well? From your plugin description I assumed that it would do just that... but now I have empty windows. 

(+1)

FYI, I solved this with the help of a friend by adding the following in the getActorCommandHelp(commandData) function:

case 'singleSkill': {
const action = BattleManager.inputtingAction();
const actor = action && action.subject();
const acWindow = SceneManager._scene._actorCommandWindow
const object = actor && $dataSkills[acWindow._list[acWindow._index].ext];
const help = object.description;
if (typeof help === 'string') return help;
} break;
(2 edits)

You’re using VisuMZ_1_BattleCore to set up the menu, right?
Due to its obfuscation and lack of public API, I don’t support its custom features directly.

That said, you can load your code as separate plugin after mine, to make it easier to update my code:

'use strict';

// Untested, but very likely to work.
const oldGetActorCommandHelp = TS_Battle_Command_Descriptions.getActorCommandHelp;
TS_Battle_Command_Descriptions.getActorCommandHelp = function (commandData) {
  if (commandData && commandData.symbol === 'singleSkill') {
    const object = $dataSkills[commandData.ext];
    const help = object && object.description;
    if (typeof help === 'string') return help;
  }
  return oldGetActorCommandHelp.apply(this, arguments);
};

You don’t need to look up the _list entry because commandData should be exactly that object already. It’s also a good idea to avoid accessing the window through SceneManager._scene, as another plugin may reuse Window_ActorCommand in a different scene or under a different property name.

Thank you for your patronage and for sharing your issue and solution!

Thanks! Just for my benefit because I'm still a novice with JavaScript... why are the parts :

const action = BattleManager.inputtingAction();
const actor = action && action.subject();

...omitted in the patch in your last post? Asking because I genuinely don't understand what these do but just included them to be on the "safe" side. 

(3 edits)

The 'attack' and 'guard' skills can differ depending on the actor. That’s why I didn’t just use 1 and 2 there for their ID.

It’s only an extension point in the engine for plugins though, so you can’t change this in the editor by default. There’s a WeaponSkill.js plugin floating around that makes use of this, for example. (I’d link the original page but I’m not sure where it is from.)