RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
[RESOLVED]repairing a script and have a question

0 Members and 1 Guest are viewing this topic.

***
Rep:
Level 81
Monster Hunter
how do i script so that you need to press 2 buttons before an action is done?
the part i'm modifying:
Spoiler for:
if Input.repeat?(Input::RIGHT) && !@commander.target_all && !@all
      if @target_actors
        cursor_up if $back_attack
        cursor_down unless $back_attack
      else
        cursor_down if $back_attack
        cursor_up unless $back_attack
      end
Input::RIGHT doesn't work for as far as i know it should be just Input::R but it's already used for an other action
so i need it to be so that you need to press a button at the same time:
like you hold a button and then you press one other to do the action .
i hope you get what i'm asking, plz let me know if there are questions.

the script it self:
Spoiler for:
=begin
================================================================================
Targetting Extended v 1.1
by CrimsonSeas
================================================================================
This is a script I made to extend targettting capabilities.

Features:
+Target any allies or enemies with any action. You can choose to blow your team
mate or heal your enemies by pressing L/R button at target selection.
+Press shift at target selection to change single target skills and items to
target all.
+Define which skills both feature apply or not apply to.
+Cursors!! Multiple cursors over all targets when targeting multiple targets
+Can also divide damage among all targets when switching from single to all target
================================================================================
Compatibility
================================================================================
I think there may be many issues around this. I'll list rewrites and aliases of
default and Tankentai scripts.
Rewrites:
+Game_Battler
-make_attack_targets
-make_obj_targets
+Sprite_Battler
-moving_anime

Aliases:
+Scene_Battle
-execute_action
+Game_Battler
-make_obj_damage_value
-calc_mp_cost

=================================================================================
CONFIG
================================================================================
=end
module TargetExt
#Defines whether you can attack ally or not.
  ATTACK_ANY = true
#Defines skill IDs that the 'Target Any' feature doesn't apply.
  NO_TARGET_ANY_S = []
#Defines item IDs that the 'Target Any' feature doesn't apply/
  NO_TARGET_ANY_I = []#[2]
#Defines skill IDs that the 'Target All' feature apply.
  TARGET_ALL_S = []#[59, 63]
#Defines item IDs that the 'Target All'feature apply.
  TARGET_ALL_I = [1]
#Defines damage percentage when changing target from single to all
  DAMAGE_PERCENT = 66
#Defines MP percentage when changing target from single to all
  MP_PERCENT = 200
#Defines vocabulary to be used when targetting multiple targets.
#Format is: [String1, [StringParty, StringEnemies]]
#Text shown on help window when targetting party:
#   String1 StringParty
#Text shown on help wondow when targetting enemies:
#   String1 StringEnemies
  TARGET_ALL_VOC = ["Target All", ["Allies", "Enemies"]]
#Show MP cost when 'Target All' feature is being used
  SHOW_MP_ALTER = true
#Divides damage among all targets when switching from single target to all target
  DAMAGE_DIVIDE = true
end

class Game_Battler
  def target_all
    if @target_all == nil
      @target_all = false
    end
    return @target_all
  end
 
  def inverse_target
    if @inverse_target == nil
      @inverse_target = false
    end
    return @inverse_target
  end
 
  def target_all=(target_all)
    @target_all = target_all
  end
 
  def inverse_target=(inverse_target)
    @inverse_target = inverse_target
  end
end



module RPG
  class Skill
    def all_available
      return TargetExt::TARGET_ALL_S.include?(@id)
    end
  end
  class Item
    def all_available
      return TargetExt::TARGET_ALL_I.include?(@id)
    end
  end
  class UsableItem   
    def need_selection?
      return !(@scope == 11 || @scope == 0)
    end
  end
end


class Scene_Battle
  alias crmsn_end_target end_target_selection
  def end_target_selection(*args)
    if @cursor2 != nil
      dispose_cursor_all
    end
    crmsn_end_target(*args)
  end
 
  def cursor_all_visible(value)
    for cursor in @cursor2
      cursor.visible = value
    end
  end
 
 
  def dispose_cursor_all
    return if @cursor2 == nil
    for cursor in @cursor2
      cursor.dispose
      cursor = nil
    end
    @cursor2 = nil
  end
 
  alias targetext_execute_action execute_action
  def execute_action
    targetext_execute_action
    @active_battler.target_all = false
    @active_battler.inverse_target = false
  end
end

class Game_BattleAction
  def make_attack_targets
    targets = []
    if battler.confusion?
      targets.push(friends_unit.random_target)
    elsif battler.berserker?
      targets.push(opponents_unit.random_target)
    else
      targets.push(opponents_unit.smooth_target(@target_index)) unless battler.inverse_target
      targets.push(friends_unit.smooth_target(@target_index)) if battler.inverse_target
    end
    if battler.dual_attack      # Chain attack
      targets += targets
    end
    return targets.compact
  end
  #--------------------------------------------------------------------------
  # * Create Skill or Item Targets
  #     obj : Skill or item
  #--------------------------------------------------------------------------
  def make_obj_targets(obj)
    targets = []
    if obj.for_opponent?
      if obj.for_random?
        if obj.for_one?         # One random enemy
          number_of_targets = 1
        elsif obj.for_two?      # Two random enemies
          number_of_targets = 2
        else                    # Three random enemies
          number_of_targets = 3
        end
        number_of_targets.times do
          targets.push(opponents_unit.random_target) unless battler.inverse_target
          targets.push(friends_unit.random_target) if battler.inverse_target
        end
      elsif obj.dual?           # One enemy, dual
        targets.push(opponents_unit.smooth_target(@target_index)) unless battler.inverse_target
        targets.push(friends_unit.smooth_target(@target_index)) if battler.inverse_target
        targets += targets
      elsif obj.for_one? 
        if obj.all_available && battler.target_all
          targets += opponents_unit.existing_members unless battler.inverse_target
          targets += friends_unit.existing_members if battler.inverse_target
        else
          targets.push(opponents_unit.smooth_target(@target_index)) unless battler.inverse_target
          targets.push(friends_unit.smooth_target(@target_index)) if battler.inverse_target
        end
      else                      # All enemies
        targets += opponents_unit.existing_members unless battler.inverse_target
        targets += friends_unit.existing_members if battler.inverse_target
      end
    elsif obj.for_user?         # User
      targets.push(battler)
    elsif obj.for_dead_friend?
      if obj.for_one?           # One ally (incapacitated)
        targets.push(friends_unit.smooth_dead_target(@target_index)) unless battler.inverse_target
        targets.push(opponents_unit.smooth_target(@target_index)) if battler.inverse_target
      else                      # All allies (incapacitated)
        targets += friends_unit.dead_members unless battler.inverse_target
        targets += opponents_unit.existing_members if battler.inverse_target
      end
    elsif obj.for_friend?
      if obj.for_one?           # One ally
        if obj.all_available && battler.target_all
          targets += friends_unit.existing_members unless battler.inverse_target
          targets += opponents_unit.existing_members if battler.inverse_target
        else
          targets.push(friends_unit.smooth_target(@target_index)) unless battler.inverse_target
          targets.push(opponents_unit.smooth_target(@target_index)) if battler.inverse_target
        end
      else                      # All allies
        targets += friends_unit.existing_members unless battler.inverse_target
        targets += opponents_unit.existing_members if battler.inverse_target
      end
    end
    return targets.compact
  end
end

class Sprite_Battler
  def moving_anime
    # ???‰???‚??ƒ‹?ƒ??›??—?Œ?‹???„?‚‹??‚‰?ˆ??œŸ?Œ–
    @move_anime.action_reset if @anime_moving
    @anime_moving = true
    # ?ƒ??ƒƒ?‚??‚??‚??ƒƒ?‚????‚??ƒ‹?ƒ??€???™??”??ƒ???
    mirror = false
    mirror = true if $back_attack
    # ?‚??ƒ‹?ƒ?ID
    id = @active_action[1]
    # ??
    target = @active_action[2]
    x = y = mem = 0
    # ???Œ?˜?“???ˆ
    if target == 0
      # ?‚??ƒ??‚??ƒƒ?ƒˆ?Œ??????„??ˆ?€??‡????‰?›
      if @target_battler == nil
        x = self.x
        y = self.y
      else
        # ?‚??ƒ??‚??ƒƒ?ƒˆ?Œ????ˆ?€??‡????‰?›
        if @target_battler[0] == nil
          x = self.x
          y = self.y
        else 
          # ?œ€?ˆ???…????„?‚‹?‚??ƒ??‚??ƒƒ?ƒˆ????
          x = @target_battler[0].position_x
          y = @target_battler[0].position_y
        end 
      end 
    # ???Œ?•????ƒ???ˆ 
    elsif target == 1
      # ?‡???Œ?‚??‚??‚??ƒ????ˆ??‚??ƒ??ƒŸ?ƒ????ƒ?‚’?ˆ?—
      if (@battler.is_a?(Game_Actor) && !@battler.inverse_target)
        for target in $game_troop.members
          bitmap = Cache.battler(target.battler_name, target.battler_hue)
          ox = bitmap.width/2
          oy = bitmap.height/2
          x += target.position_x + ox
          y += target.position_y + oy
          mem += 1
        end
        x /= mem
        y /= mem
      # ?‡???Œ?‚??ƒ??ƒŸ?ƒ????ˆ??‚??‚??‚??ƒ????ƒ?‚’?ˆ?—
      else
        for target in $game_party.members
          ox = 16
          oy = 16
          x += target.position_x + ox
          y += target.position_y + oy
          mem += 1
        end
        x /= mem
        y /= mem
      end
    # ???Œ?‘??–????ƒ???ˆ 
    elsif target == 2
      # ?‡???Œ?‚??‚??‚??ƒ????ˆ??‚??‚??‚??ƒ????ƒ?‚’?ˆ?—
      if @battler.is_a?(Game_Actor)
        for target in $game_party.members
          x += target.position_x
          y += target.position_y
          mem += 1
        end
        x = x / mem
        y = y / mem
      # ?‡???Œ?‚??ƒ??ƒŸ?ƒ????ˆ??‚??ƒ??ƒŸ?ƒ????ƒ?‚’?ˆ?—
      else
        for target in $game_troop.members
          x += target.position_x
          y += target.position_y
          mem += 1
        end
        x = x / mem
        y = y / mem
      end
    # ???Œ?‡?????ˆ 
    else
      x = self.x
      y = self.y
    end 
    # ?–‹?‹??????•?
    plus_x = @active_action[6]
    plus_y = @active_action[7]
    # ?‚??ƒ??ƒŸ?ƒ??X??‚’?€†?
    plus_x *= -1 if @battler.is_a?(Game_Enemy)
    # ?œ€?‚?š„???‹•??›??‚’?—?‡?
    distanse_x = x - self.x - plus_x
    distanse_y = y - self.y - plus_y
    # ?›??—?‚??‚??ƒ—
    type = @active_action[3]
    # ?€Ÿ?
    speed = @active_action[4]
    # ?Œ?“
    orbit = @active_action[5]
    # ?‡???Œ?–‹?‹????‚‰
    if @active_action[8] == 0
      @move_anime.base_x = self.x + plus_x
      @move_anime.base_y = self.y + plus_y
    # ???Œ?–‹?‹????‚‰
    elsif @active_action[8] == 1
      @move_anime.base_x = x + plus_x
      @move_anime.base_y = y + plus_y
      # ??›??‚’???
      distanse_y = distanse_y * -1
      distanse_x = distanse_x * -1
    # ?‹•?‹?•??„??‚‰
    else
      @move_anime.base_x = x
      @move_anime.base_y = y
      distanse_x = distanse_y = 0
    end
    # ??™??‚??‚??‚??ƒ??ƒ???—???™????—??„
    if @active_action[10] == ""
      weapon = "" 
    # ?‚??ƒ‹?ƒ???—?‚??ƒ??ƒŸ?ƒ????™????—??„
    elsif @anime_flug != true
      weapon = "" 
    # ??™??‚??‚??‚??ƒ??ƒ??Œ?‚?‚‹??ˆ
    else
      # ?›??™??™??‚??ƒ??ƒ•?‚??ƒƒ?‚??Œ?Œ‡?š?•?‚Œ??„?‚‹?‹?ƒ??‚??ƒƒ?‚?
      if @battler.is_a?(Game_Actor)
        battler = $game_party.members[@battler.index]
        weapon_id = battler.weapon_id
      else 
        battler = $game_troop.members[@battler.index]
        weapon_id = battler.weapon
      end 
      # ?‚??‚??ƒ??”??ƒ??ˆ??”??‹??™??”??ƒ??ˆ??”??‹?ˆ??ˆ?
      weapon_act = N01::ANIME[@active_action[10]].dup if @active_action[10] != ""
      # ??™??”??ƒ??ˆ??”????‰‹???‘?‚Œ?
      if weapon_id != 0 && weapon_act.size == 3
        weapon_file = $data_weapons[weapon_id].flying_graphic
        # ?ˆ??”??ƒ??Œ?Œ‡?š?•?‚Œ??„??‘?‚Œ??—??˜???™??‚??ƒ??ƒ•?‚??ƒƒ?‚??‚’?–?—
        if weapon_file == ""
          weapon_name = $data_weapons[weapon_id].graphic
          icon_weapon = false
          # ?•?‚‰??Œ‡?š?Œ??‘?‚Œ??‚??‚??‚??ƒ??‚??ƒ??ƒ•?‚??ƒƒ?‚??‚’?ˆ??”?
          if weapon_name == ""
            weapon_name = $data_weapons[weapon_id].icon_index
            icon_weapon = true
          end 
        # ?Œ‡?š?•?‚Œ??„?‚Œ????‚??ƒ??ƒ•?‚??ƒƒ?‚???‚’?–?— 
        else
          icon_weapon = false
          weapon_name = weapon_file
        end
        # ??™??‚??‚??‚??ƒ??ƒ??ƒ…??‚’?–?—
        weapon = @active_action[10]
      # ??™??”??ƒ??ˆ??”????‰‹??‚‰???—??„
      elsif weapon_act.size == 3
        weapon = ""
      # ?‚??‚??ƒ??”??ƒ??ˆ??”?
      elsif weapon_act != nil && @battler.action.skill != nil
        icon_weapon = false
        weapon_name = $data_skills[@battler.action.skill.id].flying_graphic
        weapon = @active_action[10]
      end
    end
    # Z??™?‚’??š
    @move_anime.z = 1
    @move_anime.z = 1000 if @active_action[9]
    # ??Š??ƒ…??‚’?…???‚??ƒ‹?ƒ??›??—?‚??ƒ—?ƒ??‚??ƒˆ??€??‚‹
    @move_anime.anime_action(id,mirror,distanse_x,distanse_y,type,speed,orbit,weapon,weapon_name,icon_weapon)
  end 
end

class Game_Battler
  alias targetext_make_obj_dmg make_obj_damage_value
  def make_obj_damage_value(user, obj)
    targetext_make_obj_dmg(user, obj)
    if user.target_all && obj.all_available
      if @hp_damage != 0
        @hp_damage *= TargetExt::DAMAGE_PERCENT
        @hp_damage /= 100
        @hp_damage /= user.action.make_targets.size if TargetExt::DAMAGE_DIVIDE && user.target_all
      end
      if @mp_damage != 0
        @mp_damage *= TargetExt::DAMAGE_PERCENT
        @mp_damage /= 100
        @mp_damage /= user.make_targets.size if TargetExt::DAMAGE_DIVIDE && user.target_all
      end
    end
  end
 
  alias targetext_calc_mp_cost calc_mp_cost
  def calc_mp_cost(skill)
    cost = targetext_calc_mp_cost(skill)
    if self.target_all && skill.all_available
      cost *= TargetExt::MP_PERCENT
      cost /= 100
    end
    return cost
  end
end
part 2
Spoiler for:
=begin
################################################################################
Targetting Extended for Tankentai ATB v1.1
by CrimsonSeas
###############################################################################
Use this with the base script to enable Targetting Extended

This Tankentai ATB adds to the rewrites list of the base script
Rewrites:
+Scene_Battle
-start_target_actor_selection
-update_target
+Window_Help
-set_text_n02add
################################################################################
=end
class Scene_Battle
  def start_target_selection(actor = false)
    $in_target = true
    $in_command = $in_select = false
    if @commander.action.kind == 1
      obj = @commander.action.skill
    elsif @commander.action.kind == 2
      obj = @commander.action.item
    end
    case obj
    when nil
      @target_any = TargetExt::ATTACK_ANY
    when RPG::Skill
      @target_any = !TargetExt::NO_TARGET_ANY_S.include?(@commander.action.skill.id)
    when RPG::Item
      @target_any = !TargetExt::NO_TARGET_ANY_I.include?(@commander.action.item.id)
    end
    @all = false
    @all  = [2, 4, 5, 6, 8, 10].include?(obj.scope) || obj.extension.include?("TARGETALL") if obj != nil
    @target_actors = actor
    @target_members = $game_party.members if @target_actors && !obj.extension.include?("TARGETALL")
    @target_members = $game_troop.members unless @target_actors && ! obj.extension.include?("TARGETALL")
    @target_members = $game_troop.members + $game_party.members if obj != nil && obj.extension.include?("TARGETALL")
    # ????‚??‚??ƒ??ƒ‰?‚??‚’?ˆ?™
    @actor_command_window.active = false
    @skill_window.visible = false if @skill_window != nil
    @item_window.visible = false if @item_window != nil
    # ?˜?œ??—??„?‚‹?‚??ƒ??‚??ƒƒ?ƒˆ??œ€?‚‚?•????Ž?„???‚’?œ€?ˆ???Œ‡?™?‚ˆ?†?
    @index = 0
    @max_index = @target_members.size - 1
    # ?‚??‚??‚??ƒ???ˆ??—˜??ƒ??€…??‚‚?‚??ƒ??‚??ƒƒ?ƒˆ???‚‹?‚ˆ?†??‚??ƒ??ƒŸ?ƒ?? ?Œ??ˆ?
    unless @target_actors
      @target_members.size.times do
        break if @target_members[@index].exist?
        @index += 1
      end
    end 
    # ?‚??ƒ??‚??ƒ??‚??ƒƒ?ƒˆ
    @cursor.visible = true unless @all
    @cursor.visible = false if @all
    if @all
      make_cursor_all
    end
    @cursor.set(@target_members[@index]) unless @all
    @help_window.visible = false if @help_window != nil
    @help_window2 = Window_Help.new if @help_window2 == nil
    @help_window2.set_text_n02add(@target_members[@index]) unless @all
    if @all
      string1 = TargetExt::TARGET_ALL_VOC[0]
      string2 = actor ? TargetExt::TARGET_ALL_VOC[1][0] : TargetExt::TARGET_ALL_VOC[1][1]
      string1 += " " + string2 unless obj.extension.include?("TARGETALL")
      @help_window2.set_text(string1, 1)
    end
  end
 
  def update_target
    # ?‚??ƒž?ƒ??ƒ‰?…??Š›???‚‹?Š??…‹?????‚Œ??‚??ƒ??ƒ??‚??ƒ?
    if @cursor2 != nil
      if !@target_actors && (@all || @commander.target_all) && @cursor2.size != $game_troop.existing_members.size
        dispose_cursor_all
        make_cursor_all
      end
      for cursor in @cursor2
        cursor.update if cursor.visible
      end
    end
    return reset_command unless commanding?
    return end_target_selection(cansel = true) if $game_troop.all_dead?
    if @index >= @target_members.size
      @index = 0
    end
    cursor_down if !@target_members[@index].actor? && !@target_members[@index].exist? && !@commander.target_all && !@all
    if Input.trigger?(Input::B)
      Input.update
      @commander.target_all = false
      @commander.inverse_target = false
      Sound.play_cancel
      end_target_selection(cansel = true)
      dispose_cursor_all if @cursor2 != nil
    elsif Input.trigger?(Input::C)
      Input.update
      Sound.play_decision
      @commander.action.target_index = @index unless @commander.target_all || @all
      end_target_selection
      end_skill_selection
      end_item_selection
      @actor_command_window.active = false
      dispose_cursor_all if @cursor2 != nil
      next_actor
    end
    if Input.repeat?(Input::Y) && !@commander.target_all && !@all #(Input::LEFT)
      if @target_actors
        cursor_down if $back_attack
        cursor_up unless $back_attack
      else
        cursor_up if $back_attack
        cursor_down unless $back_attack
      end 
    end
    if Input.repeat?(Input::Z) && !@commander.target_all && !@all #(Input::RIGHT)
      if @target_actors
        cursor_up if $back_attack
        cursor_down unless $back_attack
      else
        cursor_down if $back_attack
        cursor_up unless $back_attack
      end
    end
    if @commander != nil && @commander.action.kind == 1
      obj = @commander.action.skill
    elsif @commader != nil && @commander.action.kind == 2
      obj = @commander.action.item
    end
    if Input.trigger?(Input::X) && !@all && obj != nil #X=A
      if obj.all_available
        Sound.play_cursor
        if @commander.target_all
          @commander.target_all = false
          @cursor.visible = true
          dispose_cursor_all if @cursor2 != nil
          @help_window2.set_text_n02add(@target_members[@index])
        else
          @commander.target_all = true
          @cursor.visible = false
          make_cursor_all if @cursor2 == nil
          cursor_all_visible(true)
          string1 = TargetExt::TARGET_ALL_VOC[0]
          string2 = @target_actors ? TargetExt::TARGET_ALL_VOC[1][0] : TargetExt::TARGET_ALL_VOC[1][1]
          string1 += " " + string2 unless obj.extension.include?("TARGETALL")
          if TargetExt::SHOW_MP_ALTER && @commander.target_all && obj.is_a?(RPG::Skill)
            cost = @commander.calc_mp_cost(obj)
            string1 += ": " + cost.to_s + Vocab::mp
          end
          @help_window2.set_text(string1 , 1)
        end
      end
    end
    if (Input.trigger?(Input::L) || Input.trigger?(Input::R)) && @target_any
      if @target_actors
        @target_actors = false
        @target_members = $game_troop.members
      else
        @target_actors = true
        @target_members = $game_party.members
      end
      @index = 0 if @index >= @target_members.size
      unless @target_actors
        @target_members.size.times do
          break if @target_members[@index].exist?
          @index += 1
        end
      end
      if @commander.inverse_target
        @commander.inverse_target = false
      else
        @commander.inverse_target = true
      end
      if @cursor2 != nil
        dispose_cursor_all
        make_cursor_all
        cursor_all_visible(!@cursor.visible)
      end
      if @commander.target_all || @all
        string1 = TargetExt::TARGET_ALL_VOC[0]
        string2 = @target_actors ? TargetExt::TARGET_ALL_VOC[1][0] : TargetExt::TARGET_ALL_VOC[1][1]
        strings = string1 + " " + string2
        if TargetExt::SHOW_MP_ALTER && @commander.target_all && obj.is_a?(RPG::Skill)
          cost = @commander.calc_mp_cost(obj)
          strings += ": " + cost.to_s + Vocab::mp
        end
        @help_window2.set_text(strings , 1)
      end
      @cursor.set_battler_start(@target_members[@index]) if @cursor.visible
      @cursor.set(@target_members[@index])
      @cursor.visible = !@all && !@commander.target_all
      @help_window2.set_text_n02add(@target_members[@index]) if !@commander.target_all && !@all
    end
    cursor_up if Input.repeat?(Input::UP) && !@commander.target_all && !@all
    cursor_down if Input.repeat?(Input::DOWN) && !@commander.target_all && !@all
  end
 
  def make_cursor_all
    @cursor2 = []
    for i in 0...@target_members.size
      next if @target_members == $game_troop.members && !@target_members.exist?
      @cursor2 = Sprite_Cursor.new
      @cursor2.set_area(@target_members == $game_party.members)
      @cursor2.set(@target_members)
    end
    @cursor2.compact!
  end
end

class Window_Help < Window_Base
  #--------------------------------------------------------------------------
  # ?—? ?ƒ†?‚??‚??ƒˆ??š
  #--------------------------------------------------------------------------
  def set_text_n02add(member)
    return if member == nil
    self.contents.clear
    self.contents.font.color = normal_color
    if !member.actor? && N02::ENEMY_NON_DISPLAY.include?(member.enemy_id)
      return self.contents.draw_text(4, 0, self.width - 40, WLH, member.name, 1)
    elsif member.actor? && !N02::ACTOR_DISPLAY
      return self.contents.draw_text(4, 0, self.width - 40, WLH, member.name, 1)
    end
    if N02::WORD_STATE_DISPLAY && N02::HP_DISPLAY
      self.contents.draw_text(0, 0, 180, WLH, member.name, 1)
      draw_actor_hp(member, 182, 0, 120)
      text = "["
      for state in member.states
        next if N02::STATE_NON_DISPLAY.include?(state.id)
        text += " " if text != "["
        text += state.name
      end
      text += N02::WORD_NORMAL_STATE if text == "["
      text += "]"
      text = "" if text == "[]"
      self.contents.draw_text(315, 0, 195, WLH, text, 0)
    elsif N02::WORD_STATE_DISPLAY
      text = member.name + "  ["
      for state in member.states
        next if N02::STATE_NON_DISPLAY.include?(state.id)
        text += " " if text != member.name + "  ["
        text += state.name
      end
      text += N02::WORD_NORMAL_STATE if text == member.name + "  ["
      text += "]"
      text = "" if text == "[]"
      self.contents.draw_text(4, 0, self.width - 40, WLH, text, 1)
    elsif N02::HP_DISPLAY
      self.contents.draw_text(4, 0, 240, WLH, member.name, 1)
      draw_actor_hp(member, 262, 0, 120)
    end
    @text = text
  end
end

class Sprite_Cursor
  def set_area(actor = true)
    temp_x = 0
    temp_y = 0
    n = 0
    unit = $game_party.existing_members if actor
    unit = $game_troop.existing_members unless actor
    for battler in unit
      temp_x += battler.position_x
      temp_y += battler.position_y
      n += 1
    end
    self.x = temp_x / n
    self.y = temp_y /n
  end
 
  def set_battler_start(battler)
    self.x = battler.position_x
    self.y = battler.position_y
  end
end

« Last Edit: July 06, 2010, 02:27:41 PM by Mitsarugi »