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[ACE] Script call to update battle command list

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: [ACE] Script call to update battle command list
  • Original author: JamesOfJames
  • Original date: September 22, 2023
  • Source thread: https://forums.rpgmakerweb.com/threads/ace-script-call-to-update-battle-command-list.161387/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support

Summary

Hello, I'm using Yanfly's Battle Command List in my current VXA project. There are one-on-one battles using Action Times + X00% to give each side the chance to choose several moves each turn. (Basically, pre-programming a couple rounds of the conflict at a time to make it a bit more strategic rather than playing out actions & reactions as they occur.) My issue is that of the several actions available to the player, I want them only be able to choose each option once. So, if they've already picked "Avoid"...

Archived First Post

Hello, I'm using Yanfly's Battle Command List in my current VXA project. There are one-on-one battles using Action Times + X00% to give each side the chance to choose several moves each turn. (Basically, pre-programming a couple rounds of the conflict at a time to make it a bit more strategic rather than playing out actions & reactions as they occur.)

My issue is that of the several actions available to the player, I want them only be able to choose each option once. So, if they've already picked "Avoid" for one of the three actions in this round of combat, I want to disable that as an option for the next two actions. I know you can make skills available / unavailable through the use of switches, and that's what I was planning to do, but the command list doesn't update without switching party members.

What would the script call be to refresh the list, or is there a simpler way to make those skills / skill types one-use only each round? Right now, I'm just having the skills call a common event to flip the switch to disable each skill type on use, then refreshing those switches at the top of each round. So it would be fairly trivial to drop in a script call to $Scene_blahblahblah.updateBattleCommandList or whatever if that's easily determined.

EDIT - I also just tried using skill cooldowns of 1 turn with Skill Restrictions instead, that similarly doesn't update on the same turn.

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