Update of Scripts
#===================================================================
# Battle Item: Weapon & Shield as Magic Devices
#===================================================================
class Battle_Item < Window_Selectable
def initialize
super(0, 0, 640, 64)
self.contents = Bitmap.new(width-32, height-32)
self.back_opacity = 160
refresh
self.index = 0 #may crash pt3, was -1
@column_max = 2
self.active = true
end #end initialize
def refresh
self.contents.clear
@item_max = 2
#-----------------------------------------------------------------
#Place holder for getting actor weapons & shield
#-----------------------------------------------------------------
# for "$store", c.f. line 2629 in SDK III
a = $game_actors[$store].weapon_id
b = $game_actors[$store].armor1_id
temp_wpn = $data_weapons[a].name
temp_shd = $data_armors[b].name
self.contents.font.color = text_color(7)
self.contents.draw_text(0, 0, 200, 32, temp_wpn.to_s)
self.contents.draw_text(328, 0, 200, 32, temp_shd.to_s)
end #end refresh
#-----------------------------------------------------------------
# * Cursor Rectangle Update
#-----------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
x = @index * 328 -8
y = -4
self.cursor_rect.set(x, y+4, 256, 32)
end
end #end cursor rectangle
end #end Battle Item
and in "Go to Command Input for Next Actor", with help from Coz, i added "$store" since I needed to immediately be able to rapidly change out what the current actor was.
#--------------------------------------------------------------------------
# * Go to Command Input for Next Actor
#--------------------------------------------------------------------------
def phase3_next_actor
# Loop
begin
# Actor blink effect OFF
if @active_battler != nil
@active_battler.blink = false
end
# If last actor
if @actor_index == $game_party.actors.size-1
# Start main phase
start_phase4
return
end
# Advance actor index
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
$store = @active_battler.id #shintashi added for Battle_Item
# Once more if actor refuses command input
end until @active_battler.inputable?
# Set up actor command window
phase3_setup_command_window
end
When I figure out how to get the space bar wired up, it should be complete, and i'll post a step by step. I'm thinking it will be 3 or four total edits to classes with only one of them being an entirely new class.