Hi,
try this out.
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