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[Resolved]Change the battle "Skills" to different words? (See for more info)

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**
Rep:
Level 82
The crazy, scissors-wielding demoness
I wasn't really sure where to put this, so I thought I'd try here. Move it if neccessary.


Summary
Basically, 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




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?
  • Skill name change
(Didn't really know what to search for, since the above search gave a bunch of newb-related questions ^^;)
« Last Edit: October 23, 2010, 12:05:34 AM by meiko_suzuki »
Game in the works:
The Adventures of the Generic Hero(ine)
Gameplay: 20%
Mapping: 10%
Characters: 80%
Events: 30%
Ways to Die: 30%
Cliches: 65/192
?? ??
PROFIT!

***
Rep:
Level 82
aka DigiDeity
Hi,
try this out. :P
Code: [Select]
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
Greetings
DigiDeity

├Work┤
├Contact┤


**
Rep:
Level 82
The crazy, scissors-wielding demoness
Works perfectly! Thanks, Deity! =D
Game in the works:
The Adventures of the Generic Hero(ine)
Gameplay: 20%
Mapping: 10%
Characters: 80%
Events: 30%
Ways to Die: 30%
Cliches: 65/192
?? ??
PROFIT!

***
Rep:
Level 82
aka DigiDeity
No problem.
Glad that you like it. ;)

Deity
Greetings
DigiDeity

├Work┤
├Contact┤