YEM Core fixes and Upgrades (was inserted to try and fix as the engine)
KGC_DayNight
Thomas_Edison_VX
YERD_StatusResistFix
YERD_DmgFormula
YERD_ElementAffinity
YERD_BestiaryScan
ModAlgebra's Flash Selected Enemy
YERD_VictoryAftermath
YERD_VictoryExtend
MALG_yerdAftermathFix
YERD_CommonEventShop
Shanghai's break max stats
ModAlgebra's Skill Teaching Equipment & Items
Jens009's Enemy Hp Window
Shanghai Simple Script - Vampiric Weapons
ModAlgebra's Integrated Reserve Party
Additional Drops Note Tags by Deriru
skill deletion script (bespoke)
Spoiler for :
#============================================================================== # ** RPG::Skill Module #------------------------------------------------------------------------------ # This module handles skill information. #============================================================================== module RPG class Skill < UsableItem #-------------------------------------------------------------------------- # * Check if a skill cannot be removed #-------------------------------------------------------------------------- def unremovable? return self.note.include?("UNREMOVABLE") end #-------------------------------------------------------------------------- # * Make array of actors that can remove skills #-------------------------------------------------------------------------- def removable_by? self.note[/REMOVABLE_BY: (.*)/] # Return false if match is nil or collected array of ID's return $1 == nil ? false : $1.split.collect! {|id| id.to_i} end end end #============================================================================== # ** Scene_Skill #------------------------------------------------------------------------------ # This class performs the skill screen processing. #============================================================================== class Scene_Skill < Scene_Base #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background @actor = $game_party.members[@actor_index] @viewport = Viewport.new(0, 0, 544, 416) @help_window = Window_Help.new @help_window.viewport = @viewport @status_window = Window_SkillStatus.new(0, 56, @actor) @status_window.y = 112 @status_window.viewport = @viewport @skill_window = Window_Skill.new(0, 112 + 56, 544, 304 - 56, @actor) @skill_window.viewport = @viewport # Create Command Window @command_window = Window_Command.new(544, ["Use Skill", "Remove Skill"], 2) @command_window.draw_item(1, !@actor.skills.empty?) @command_window.y = 56 @command_window.visible = true @command_window.active = true # Create Prompt Window @prompt_window = Window_Command.new(544, ["Yes", "No"], 2) @prompt_window.y = 56 @prompt_window.visible = false @prompt_window.active = false @target_window = Window_MenuStatus.new(0, 0) # Selection mode @selection_mode = "Use" hide_target_window @skill_window.active = false # Wait for input flag @wait_for_input = false # Update Help Display update_help_display end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- alias tds_skill_remove_scene_skill_terminate terminate def terminate tds_skill_remove_scene_skill_terminate dispose_menu_background @command_window.dispose @prompt_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super update_menu_background # Update Help Display update_help_display @help_window.update @status_window.update @skill_window.update @target_window.update # Update command window @command_window.update # Update Prompt Window @prompt_window.update if @wait_for_input if Input.trigger?(Input::B) or Input.trigger?(Input::C) Sound.play_decision @prompt_window.visible = false @prompt_window.active = false @command_window.active = @actor.skills.empty? ? true : false @command_window.visible = true @skill_window.active = @actor.skills.empty? ? false : true @wait_for_input = false return end elsif @command_window.active update_command_selection elsif @prompt_window.active update_prompt_selection elsif @skill_window.active update_skill_selection elsif @target_window.active update_target_selection end end #-------------------------------------------------------------------------- # * Update Prompt Window selection #-------------------------------------------------------------------------- def update_prompt_selection if Input.trigger?(Input::B) Sound.play_cancel @prompt_window.visible = false @prompt_window.active = false @command_window.active = false @command_window.visible = true @skill_window.active = true elsif Input.trigger?(Input::C) case @prompt_window.index when 0 # Yes Sound.play_decision @actor.forget_skill(@skill_window.skill.id) @help_window.set_text(sprintf("%s has forgotten the skill: %s", @actor.name, @skill_window.skill.name)) @skill_window.index = 0 @skill_window.refresh @wait_for_input = true @command_window.draw_item(1, !@actor.skills.empty?) @prompt_window.active = false @prompt_window.visible = false @command_window.visible = true return when 1 # No Sound.play_decision @prompt_window.visible = false @prompt_window.active = false @command_window.active = false @command_window.visible = true @skill_window.active = true end end end #-------------------------------------------------------------------------- # * Update Command Window selection #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel return_scene elsif Input.trigger?(Input::R) Sound.play_cursor next_actor elsif Input.trigger?(Input::L) Sound.play_cursor prev_actor elsif Input.trigger?(Input::C) case @command_window.index when 0 ; @selection_mode = "Use" when 1 return Sound.play_buzzer if @actor.skills.empty? @selection_mode = "Remove" end @skill_window.index = 0 Sound.play_decision @command_window.active = false @skill_window.active = true end end #-------------------------------------------------------------------------- # * Update Help Window Display Information #-------------------------------------------------------------------------- def update_help_display # Return if wait for input is true return if @wait_for_input # If Prompt Window is active if @prompt_window.active @help_window.set_text("Are you sure you want to remove this skill?") return end # If command window is active if @command_window.active case @command_window.index when 0 # Use Skills @help_window.set_text("Use Selected Skill") when 1 # Remove Skills @help_window.set_text("Remove Selected Skill") end return end # If Skill window is active if @skill_window.active case @selection_mode when "Use" @help_window.set_text(@skill_window.skill == nil ? "" : @skill_window.skill.description) when "Remove" @help_window.set_text("Choose a skill to remove") end return end end #-------------------------------------------------------------------------- # * Update Skill Selection #-------------------------------------------------------------------------- def update_skill_selection if Input.trigger?(Input::B) Sound.play_cancel @skill_window.active = false @command_window.active = true return elsif Input.trigger?(Input::R) Sound.play_cursor next_actor elsif Input.trigger?(Input::L) Sound.play_cursor prev_actor elsif Input.trigger?(Input::C) case @selection_mode when "Use" @skill = @skill_window.skill if @skill != nil @actor.last_skill_id = @skill.id end if @actor.skill_can_use?(@skill) Sound.play_decision determine_skill else Sound.play_buzzer end when "Remove" return Sound.play_buzzer if @skill_window.skill.unremovable? # Actor Remove Array actor_remove = @skill_window.skill.removable_by? # If Skill removal by character is not false if actor_remove != false return Sound.play_buzzer if !actor_remove.include?(@actor.id) end Sound.play_decision @skill_window.active = false @command_window.active = false @command_window.visible = false @prompt_window.index = 1 @prompt_window.visible = true @prompt_window.active = true return end end end end
Synthesis Shop v1.1 by: Cylindrical
Advanced Text System Version: 3.0b Author: modern algebra
Item/Equipment/Skill Conditions (Author Unknown)
ModAlgebra's Max HP/MP Equipment Version 1.0
Condiditional Autostates v 1.3 by Mithran
Deriru's States v2.5
YERD_StatusEffects
Cozziekuns Simple Sort Inventory
Hide 0 MP Cost - By JFace
TDS Weapon Unleash
KGC_SlipDamageExtension
YERD_SceneShop
YERD_SwapMonster