I wasn't really sure where to put this, so I thought I'd try here. Move it if neccessary.
SummaryBasically, I would love to change the "Skills" in the battle menu to a specific type (kind of like Final Fantasy, with "White Magic", "Black Magic", ect. rather than simply "Skills".)
Features Desired
- The ability to change the battle word "Skills" for other words that are specific to the characters. The Status Menu's "Skills" can stay the same if you can't manage to change all of it. XD
Mockups(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi687.photobucket.com%2Falbums%2Fvv234%2Fmeiko_higfan%2Fex1.jpg&hash=3bbcdfa91596aae6ee0f44f5c3db8fec39116c60)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi687.photobucket.com%2Falbums%2Fvv234%2Fmeiko_higfan%2Fex2.jpg&hash=a26c69da09f57eb668c4d4b6904e1a14b8e668f7)
Games its been in
- Final Fantasy
- RPG Maker 2000 had this as well, if I remember correctly
Did you search?Yes
Where did you search?
- Google
- RMRK.net
- RPG RPG Revolution
What did you search for?(Didn't really know what to search for, since the above search gave a bunch of newb-related questions ^^;)
Hi,
try this out. :P
ABILITY_NAMES = {
# Class id => "Abilityname",
1 => "Sword",
2 => "Spear",
3 => "Art of War",
4 => "Rouge",
5 => "Sniper",
6 => "Bullet Mastery",
7 => "White Magic",
8 => "Magic",
}
class Window_Command
def rename_command(index,new_command)
@commands[index] = new_command
refresh
end
end
class Scene_Battle
alias phase3_setup_command_window_frwaky_ability_names phase3_setup_command_window unless $@
def phase3_setup_command_window
if ABILITY_NAMES.include?(@active_battler.class_id)
@actor_command_window.rename_command(1,ABILITY_NAMES[@active_battler.class_id])
else
@actor_command_window.rename_command(1,$data_system.words.skill)
end
phase3_setup_command_window_frwaky_ability_names
end
end
Just setup following things behind ABILITY_NAMES = {
Class id => "Ability Name for this Class" ,
Another Class is => "Ability Name for this Class",
... and so on.
You don't have to add for every class an abalityname if you don't give a class a name then the script use the Skillname you choose in the settings (database).
Deity
Works perfectly! Thanks, Deity! =D
No problem.
Glad that you like it. ;)
Deity