Warm greetings. As you may notice, I am a newcomer. I'll be staying here for quite some time now, and looking forward to lead healthy communication bothsides.
I've decided to shape a game using RPGMXP PKnights Edition. Just as we all did. As much as I know I'll finish this game somewhere at the time RPG Maker 4000 will be released, with 3D interaction and visual implemention through a touch monitor and special glasses, I still find it interesting to see how can (or cannot) I use my creativity, and further boost my knowledge. So, I'll cut the crap now and pass on to my first issues (English is not my native language and I apologize for eventual gramatic conflicts and word-order issues)
1) My first step in making the game is to modify the script page to fit my needs. There are sites, including yours, where I'm fiding the working scripts for the things I need but I am seriously not understanding where should I be pasting the script. For example:
http://www.dubealex.com/asylum/index.php?showtopic=1604&hl=dual+weild (http://www.dubealex.com/asylum/index.php?showtopic=1604&hl=dual+weild)
It's a script for double weapon use. How, where in the specific class, what part of the text and in which class am I actually supposed to copy this script? All under one class? All under one class under the default? Paste over default? Divide the entire script up to class pieces and paste each to its own? From what line? See my problem? It is possible this is actually very silly but I just don't want to mess anything.
2) Second problem regarding scripting (or does that go under events?) is choicing issue. I have an idea of a double-side gaming where in specific points of the game you would be forced to choose between choices. Each choice would open a particular continue of the plot but COMPLETELY disable what would happen if a player selected something else. What bothers me is - generally - how should I achieve that. Would it be possible to disable a whole, complete variety of events with a single command without having to specify disable of...like...200 other events not matching the selected course of gaming?
3) How in the heaven's name do "pages" (You mention all around the forum) work? I'm having a problem understanding "paging" and their refference one to another and game-wise. O.o
4) Is it possible to set an event on the edge of the map (to transfere to another map) by selecting entire border, or I'm supposed to set event teleport for each specific step on the border?
I'd be really, really life-thankful for any help you could come up with, and currently I'm not thinking of any aditional issue. If I'm somehow missing forum with this post or alike, please have patience and guide me.
1) You copy whole the script that is between the code tags. Place it aboev MAIN and under Scene_Debug in a NEW (empty) page (right click on main, insert).
2) You can use Switches/Variables and Conditional Brances/Fork conditions. Read the manual or/and the tutorials regarding these subjects to learn more.
3) Each page is a new set of commands in the same event. First, the preconditions (statd in the upperleft) are checked. Then the page with the highest number that matched the pre-conditions is executed. Lets say you have 3 pages. page one: no preconditions, page two: switch 1 on, page 3 switch 1 on.
By default, page one will be executed, as switch one is off, so only page 1 is availeble (pre-conditions not met with page 2 and 3). Let say we make switch one on. Now page 1, 2 and 3 are availeble (same pre-conditions page 2 and 3, and pre-coditons all pages are met.) Page 3 will be executed because thats the highest number.
4)No, you can not select a border. However there is a script to simulate this, availeble on hbgames.org. Search for MapLinks (by) Wachunga.
Welcome ;), Greetz, Me™
1) Sorry, thanks for help but I couldn't manage your instructions. Could you try writting a step-by-step-for-dumb action of this copying, I'll get it perfectly right then for the future? The "insert" thing specially troubles me as I can't see "Insert" written anywhere. Or did you mean "paste". XD
2) Alright, thanks.
3) I believe I understand. Thanks for it.
4) Alright, I'll take a look. Thanks for that too. XD
Oki.
1) Copy this:
#=================================
# class Game_Actor mod's... -Midge-
#=================================
# This is where the meat of the script takes place...
# there is alot to be accounted for here too..
# i had to make sure that all the stat stuff was being
# from all the right things... in fact i think most of the
# original class has been modded here... not sure on that
# and too lazy to check and see... let's hope that you haven't
# made any forgetable changes to this before...
#=================================
class Game_Actor < Game_Battler
attr_accessor :weapon_type
attr_accessor :armor_type
attr_accessor :sec_attack
alias double_weapons_initialize initialize
def initialize(actor_id)
double_weapons_initialize(actor_id)
@weapon_type = $data_weapons[@weapon_id]
@armor_type = $data_armors[@armor1_id]
@sec_attack = nil
end
def animation3_id
weapon = $data_weapons[@armor1_id]
return (weapon != nil ? weapon.animation1_id : 0)
end
def animation4_id
weapon = $data_weapons[@armor1_id]
return (weapon != nil ? weapon.animation2_id : 0)
end
def two_shields
if (self.weapon_type.is_a?(RPG::Armor) and self.armor_type.is_a?(RPG::Armor)) and
(self.weapon_id != 0 and self.armor1_id != 0)
return true
else
return false
end
end
def two_weapons
if (self.weapon_type.is_a?(RPG::Weapon) and self.armor_type.is_a?(RPG::Weapon)) and
(self.weapon_id != 0 and self.armor1_id != 0)
return true
else
return false
end
end
def equip(equip_type, id, item = RPG::Armor)
case equip_type
when 0
if @weapon_id == 0
if item.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
self.weapon_type = $data_weapons[id]
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
elsif item.is_a?(RPG::Armor)
if id == 0 or $game_party.weapon_number(id) > 0
self.weapon_type = $data_armors[id]
@weapon_id = id
$game_party.lose_armor(id, 1)
end
end
end
if item == nil
if self.weapon_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
@weapon_id = id
end
elsif self.weapon_type.is_a?(RPG::Armor)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_armor(@weapon_id, 1)
@weapon_id = id
end
end
end
if item.is_a?(RPG::Weapon)
if self.weapon_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
self.weapon_type = $data_weapons[id]
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
elsif self.weapon_type.is_a?(RPG::Armor)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_armor(@weapon_id, 1)
self.weapon_type = $data_weapons[id]
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
end
elsif item.is_a?(RPG::Armor)
if self.weapon_type.is_a?(RPG::Armor)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_armor(@weapon_id, 1)
self.weapon_type = $data_armors[id]
@weapon_id = id
$game_party.lose_armor(id, 1)
end
elsif self.weapon_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
self.weapon_type = $data_armors[id]
@weapon_id = id
$game_party.lose_armor(id, 1)
end
end
end
when 1
if @armor1_id == 0
if item.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
self.armor_type = $data_weapons[id]
@armor1_id = id
$game_party.lose_weapon(id, 1)
end
elsif item.is_a?(RPG::Armor)
if id == 0 or $game_party.armor_number(id) > 0
self.armor_type = $data_armors[id]
@armor1_id = id
$game_party.lose_armor(id, 1)
end
end
end
if item == nil
if self.armor_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@armor1_id, 1)
@armor1_id = id
end
elsif self.armor_type.is_a?(RPG::Armor)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_armor(@armor1_id, 1)
@armor1_id = id
end
end
end
if item.is_a?(RPG::Weapon)
if self.armor_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@armor1_id, 1)
self.armor_type = $data_weapons[id]
@armor1_id = id
$game_party.lose_weapon(id, 1)
end
elsif self.armor_type.is_a?(RPG::Armor)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_armor(@armor1_id, 1)
self.armor_type = $data_weapons[id]
@armor1_id = id
$game_party.lose_weapon(id, 1)
end
end
elsif item.is_a?(RPG::Armor)
if self.armor_type.is_a?(RPG::Armor)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_armor(@armor1_id, 1)
self.armor_type = $data_armors[id]
@armor1_id = id
$game_party.lose_armor(id, 1)
end
elsif self.armor_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_weapon(@armor1_id, 1)
self.armor_type = $data_armors[id]
@armor1_id = id
$game_party.lose_armor(id, 1)
end
end
end
when 2
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor2_id], $data_armors[id])
$game_party.gain_armor(@armor2_id, 1)
@armor2_id = id
$game_party.lose_armor(id, 1)
end
when 3
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor3_id], $data_armors[id])
$game_party.gain_armor(@armor3_id, 1)
@armor3_id = id
$game_party.lose_armor(id, 1)
end
when 4
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor4_id], $data_armors[id])
$game_party.gain_armor(@armor4_id, 1)
@armor4_id = id
$game_party.lose_armor(id, 1)
end
end
end
def element_rate(element_id)
table = [0,200,150,100,50,0,-100]
result = table[$data_classes[@class_id].element_ranks[element_id]]
if self.armor_type.is_a?(RPG::Weapon)
for i in [@armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil and armor.guard_element_set.include?(element_id)
result /= 2
end
end
else
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil and armor.guard_element_set.include?(element_id)
result /= 2
end
end
end
for i in @states
if $data_states[i].guard_element_set.include?(element_id)
result /= 2
end
end
return result
end
def state_guard?(state_id)
if self.armor_type.is_a?(RPG::Weapon)
for i in [@armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
else
return false
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
return false
end
end
def element_set
n = []
unless self.weapon_type.is_a?(RPG::Armor)
weapon = $data_weapons[@weapon_id]
n += weapon != nil ? weapon.element_set : []
end
unless self.armor_type.is_a?(RPG::Armor)
weapon2 = $data_weapons[@armor1_id]
n += weapon2 != nil ? weapon2.element_set : []
end
n.flatten!
n.uniq!
return n
end
def plus_state_set
n = []
unless self.weapon_type.is_a?(RPG::Armor)
weapon = $data_weapons[@weapon_id]
n += weapon != nil ? weapon.plus_state_set : []
end
unless self.armor_type.is_a?(RPG::Armor)
weapon2 = $data_weapons[@armor1_id]
n += weapon2 != nil ? weapon2.plus_state_set : []
end
n.flatten!
n.uniq!
return n
end
def minus_state_set
n = []
unless self.weapon_type.is_a?(RPG::Armor)
weapon = $data_weapons[@weapon_id]
n += weapon != nil ? weapon.minus_state_set : []
end
unless self.armor_type.is_a?(RPG::Armor)
weapon2 = $data_weapons[@armor1_id]
n += weapon2 != nil ? weapon2.minus_state_set : []
end
n.flatten!
n.uniq!
return n
end
def base_str
n = $data_actors[@actor_id].parameters[2, @level]
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.str_plus : 0
n += armor1 != nil ? armor1.str_plus : 0
n += armor2 != nil ? armor2.str_plus : 0
n += armor3 != nil ? armor3.str_plus : 0
n += armor4 != nil ? armor4.str_plus : 0
return [[n, 1].max, 999].min
end
def base_dex
n = $data_actors[@actor_id].parameters[3, @level]
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.dex_plus : 0
n += armor1 != nil ? armor1.dex_plus : 0
n += armor2 != nil ? armor2.dex_plus : 0
n += armor3 != nil ? armor3.dex_plus : 0
n += armor4 != nil ? armor4.dex_plus : 0
return [[n, 1].max, 999].min
end
def base_agi
n = $data_actors[@actor_id].parameters[4, @level]
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.agi_plus : 0
n += armor1 != nil ? armor1.agi_plus : 0
n += armor2 != nil ? armor2.agi_plus : 0
n += armor3 != nil ? armor3.agi_plus : 0
n += armor4 != nil ? armor4.agi_plus : 0
return [[n, 1].max, 999].min
end
def base_int
n = $data_actors[@actor_id].parameters[5, @level]
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.int_plus : 0
n += armor1 != nil ? armor1.int_plus : 0
n += armor2 != nil ? armor2.int_plus : 0
n += armor3 != nil ? armor3.int_plus : 0
n += armor4 != nil ? armor4.int_plus : 0
return [[n, 1].max, 999].min
end
def base_atk
n = 0
unless self.weapon_type.is_a?(RPG::Armor)
weapon = $data_weapons[@weapon_id]
n += weapon != nil ? weapon.atk : 0
end
unless self.armor_type.is_a?(RPG::Armor)
weapon2 = $data_weapons[@armor1_id]
n += weapon2 != nil ? weapon2.atk : 0
end
return n
end
def base_pdef
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
pdef1 = weapon != nil ? weapon.pdef : 0
pdef2 = armor1 != nil ? armor1.pdef : 0
pdef3 = armor2 != nil ? armor2.pdef : 0
pdef4 = armor3 != nil ? armor3.pdef : 0
pdef5 = armor4 != nil ? armor4.pdef : 0
return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
end
def base_mdef
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
mdef1 = weapon != nil ? weapon.mdef : 0
mdef2 = armor1 != nil ? armor1.mdef : 0
mdef3 = armor2 != nil ? armor2.mdef : 0
mdef4 = armor3 != nil ? armor3.mdef : 0
mdef5 = armor4 != nil ? armor4.mdef : 0
return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
end
def base_eva
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
eva1 = armor1 != nil ? armor1.eva : 0
eva2 = armor2 != nil ? armor2.eva : 0
eva3 = armor3 != nil ? armor3.eva : 0
eva4 = armor4 != nil ? armor4.eva : 0
return eva1 + eva2 + eva3 + eva4
end
end
#=================================
# end -O- Game_Actor changes -Midge-
#=================================
#=================================
# class Window_EquipRight mods... -Midge-
#=================================
# this is just so that it will display the right stuff that
# you have equipped in the two hands...
#=================================
class Window_EquipRight < Window_Selectable
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
if @actor.weapon_type.is_a?(RPG::Weapon)
@data[0] = $data_weapons[@actor.weapon_id]
elsif @actor.weapon_type.is_a?(RPG::Armor)
@data[0] = $data_armors[@actor.weapon_id]
end
if @actor.armor_type.is_a?(RPG::Weapon)
@data[1] = $data_weapons[@actor.armor1_id]
elsif @actor.armor_type.is_a?(RPG::Armor)
@data[1] = $data_armors[@actor.armor1_id]
end
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
self.contents.font.color = system_color
self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
draw_item_name(@data[0], 92, 32 * 0)
draw_item_name(@data[1], 92, 32 * 1)
draw_item_name(@data[2], 92, 32 * 2)
draw_item_name(@data[3], 92, 32 * 3)
draw_item_name(@data[4], 92, 32 * 4)
end
end
#=================================
# End -O- Window_EquipRight Mods... -Midge-
#=================================
#=================================
# class Window_EquipItem mods... -Midge-
#=================================
# basically i just made it so that both the weapons and
# sheilds would be displayed in the weapon and shield
# hands... both of them... so you can equip either in
# either hand... anyway.. its all cool and stuff...
#=================================
class Window_EquipItem < Window_Selectable
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
if @equip_type == 0
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == 0
@data.push($data_armors[i])
end
end
end
end
if @equip_type != 0
if @equip_type == 1
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
end
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == @equip_type-1
@data.push($data_armors[i])
end
end
end
end
@data.push(nil)
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $defaultfonttype
self.contents.font.size = $defaultfontsize
for i in 0...@item_max-1
draw_item(i)
end
end
end
#=================================
# End -O- Window_EquipItem mod's... -Midge-
#=================================
class Scene_Equip
def refresh
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
item1 = @right_window.item
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
end
if @right_window.active
@left_window.set_new_parameters(nil, nil, nil)
end
if @item_window.active
item2 = @item_window.item
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id, item2)
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id, item1)
@actor.hp = last_hp
@actor.sp = last_sp
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.equip_se)
item = @item_window.item
@actor.equip(@right_window.index, item == nil ? 0 : item.id, item)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
@right_window.refresh
@item_window.refresh
return
end
end
def update
@left_window.update
@right_window.update
@item_window.update
@item_window1.refresh
@item_window2.refresh
refresh
if @right_window.active
update_right
return
end
if @item_window.active
update_item
return
end
end
end
class Scene_Battle
def update_phase3_basic_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
phase3_prior_actor
return
end
if @active_battler.two_shields
@actor_command_window.disable_item(0)
else
@actor_command_window.enable_item(0)
end
if Input.trigger?(Input::C)
case @actor_command_window.index
when 0
if @active_battler.two_shields
$game_system.se_play($data_system.buzzer_se)
return
end
if @active_battler.two_weapons == true
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 4
else
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
$game_system.se_play($data_system.decision_se)
start_enemy_select
when 1
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 1
start_skill_select
when 2
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
phase3_next_actor
when 3
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 2
start_item_select
end
return
end
end
def make_basic_action_result
if @active_battler.current_action.basic == 0
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
if @active_battler.is_a?(Game_Enemy)
if @active_battler.restriction == 3
target = $game_troop.random_target_enemy
elsif @active_battler.restriction == 2
target = $game_party.random_target_actor
else
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
end
end
if @active_battler.is_a?(Game_Actor)
if @active_battler.armor_type.is_a?(RPG::Weapon)
@animation1_id = @active_battler.animation3_id
@animation2_id = @active_battler.animation4_id
end
if @active_battler.restriction == 3
target = $game_party.random_target_actor
elsif @active_battler.restriction == 2
target = $game_troop.random_target_enemy
else
index = @active_battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
end
end
@target_battlers = [target]
for target in @target_battlers
target.attack_effect(@active_battler)
end
return
end
if @active_battler.current_action.basic == 1
@help_window.set_text($data_system.words.guard, 1)
return
end
if @active_battler.is_a?(Game_Enemy) and @active_battler.current_action.basic == 2
@help_window.set_text("???", 1)
@active_battler.escape
return
end
if @active_battler.current_action.basic == 3
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end
if @active_battler.current_action.basic == 4
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
@animation3_id = @active_battler.animation3_id
@animation4_id = @active_battler.animation4_id
if @active_battler.is_a?(Game_Actor)
if @active_battler.restriction == 3
target = $game_party.random_target_actor
elsif @active_battler.restriction == 2
target = $game_troop.random_target_enemy
else
index = @active_battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
end
end
@target_battlers = [target]
for target in @target_battlers
target.attack_effect(@active_battler)
end
return
end
end
def update_phase4_step4
if @active_battler.is_a?(Game_Actor)
if @active_battler.two_weapons == true && @active_battler.sec_attack == 0
for target in @target_battlers
target.animation_id = @animation4_id
target.animation_hit = (target.damage != "Miss")
@phase4_step = 5
return
end
end
end
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
@wait_count = 8
@phase4_step = 5
end
def update_phase4_step5
@help_window.visible = false
@status_window.refresh
if @active_battler.is_a?(Game_Actor)
if @active_battler.current_action.basic == 4
if @active_battler.two_weapons == true && @active_battler.sec_attack == nil
@active_battler.sec_attack = 0
@phase4_step = 3
return
else
@active_battler.sec_attack = nil
end
end
end
for target in @target_battlers
if target.damage != nil
target.damage_pop = true
end
end
@phase4_step = 6
end
end
class Window_Command
def enable_item(index)
draw_item(index, normal_color)
end
end
2) Open up the script editor
3) Click on Main
4) Press Insert on your Keyboard (equals first item in right-click menu in that list)
5) Paste (Ctrl + V) the script in the Empty Page.
6) Press the OK button.
There you go ^^
Thanks a lot, I'm very sorry for bothering you I actually DIDN'T notice the "Menu" section so I got confused. So, each script is actually put as an individua...now it all makes more sense... XD
Well Some scripts have different insturctions, but in most cases, it is just a thingie like copy and paste ;)
Oh, you can now add [RESOLVED] in the topics title if you do not need further assistance on this particulary subject.
I guess someone did that instead. Thanks. Coming back soon. =P