Not to be rude, or anything, but if you read the post I am not having problems with that, I said I know how to do that, it is the skills that is giving me trouble. I can't see them, and nothing I am doing is working....
Here is the skill related scripts. Can someone please see if the error is in this? Or can someone post the scripts from the legal version? it would be greatly appreciated, and I would put it you in my credits just for helping
Scene_Skill
#==============================================================================
# ? Scene_Skill
#------------------------------------------------------------------------------
# ??????????????????
#==============================================================================
class Scene_Skill
#--------------------------------------------------------------------------
# ? ?????????
# actor_index : ??????????
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def main
# ???????
@actor = $game_party.actors[@actor_index]
# ???????????????????????????????
@help_window = Window_Help.new
@status_window = Window_SkillStatus.new(@actor)
@skill_window = Window_Skill.new(@actor)
# ?????????????
@skill_window.help_window = @help_window
# ????????????? (?????????????)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
# ?????????
Graphics.transition
# ??????
loop do
# ????????
Graphics.update
# ???????
Input.update
# ??????
update
# ????????????????
if $scene != self
break
end
end
# ?????????
Graphics.freeze
# ????????
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def update
# ????????
@help_window.update
@status_window.update
@skill_window.update
@target_window.update
# ?????????????????: update_skill ???
if @skill_window.active
update_skill
return
end
# ???????????????????: update_target ???
if @target_window.active
update_target
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (?????????????????)
#--------------------------------------------------------------------------
def update_skill
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ???????????
$scene = Scene_Menu.new(1)
return
end
# C ??????????
if Input.trigger?(Input::C)
# ????????????????????????
@skill = @skill_window.skill
# ????????
if @skill == nil or not @actor.skill_can_use?(@skill.id)
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ?? SE ???
$game_system.se_play($data_system.decision_se)
# ??????????
if @skill.scope >= 3
# ?????????????????
@skill_window.active = false
@target_window.x = (@skill_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
# ???? (??/??) ?????????????
if @skill.scope == 4 || @skill.scope == 6
@target_window.index = -1
elsif @skill.scope == 7
@target_window.index = @actor_index - 10
else
@target_window.index = 0
end
# ????????????
else
# ??????? ID ??????
if @skill.common_event_id > 0
# ?????????????
$game_temp.common_event_id = @skill.common_event_id
# ??????? SE ???
$game_system.se_play(@skill.menu_se)
# SP ??
@actor.sp -= @skill.sp_cost
# ?????????????
@status_window.refresh
@skill_window.refresh
@target_window.refresh
# ??????????
$scene = Scene_Map.new
return
end
end
return
end
# R ??????????
if Input.trigger?(Input::R)
# ???? SE ???
$game_system.se_play($data_system.cursor_se)
# ???????
@actor_index += 1
@actor_index %= $game_party.actors.size
# ????????????
$scene = Scene_Skill.new(@actor_index)
return
end
# L ??????????
if Input.trigger?(Input::L)
# ???? SE ???
$game_system.se_play($data_system.cursor_se)
# ???????
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# ????????????
$scene = Scene_Skill.new(@actor_index)
return
end
end
#--------------------------------------------------------------------------
# ? ?????? (???????????????????)
#--------------------------------------------------------------------------
def update_target
# B ??????????
if Input.trigger?(Input::B)
# ????? SE ???
$game_system.se_play($data_system.cancel_se)
# ?????????????
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
# C ??????????
if Input.trigger?(Input::C)
# SP ????????????????
unless @actor.skill_can_use?(@skill.id)
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
return
end
# ???????????
if @target_window.index == -1
# ??????????????????
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
# ????????????
if @target_window.index <= -2
# ??????????????????????
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
# ???????????
if @target_window.index >= 0
# ??????????????????????
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
# ?????????
if used
# ??????? SE ???
$game_system.se_play(@skill.menu_se)
# SP ??
@actor.sp -= @skill.sp_cost
# ?????????????
@status_window.refresh
@skill_window.refresh
@target_window.refresh
# ?????
if $game_party.all_dead?
# ??????????????
$scene = Scene_Gameover.new
return
end
# ??????? ID ??????
if @skill.common_event_id > 0
# ?????????????
$game_temp.common_event_id = @skill.common_event_id
# ??????????
$scene = Scene_Map.new
return
end
end
# ????????????
unless used
# ??? SE ???
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
Window_SkillStatus
# ? Window_SkillStatus
#------------------------------------------------------------------------------
# ?????????????????????????????????
#==============================================================================
class Window_SkillStatus < Window_Base
#--------------------------------------------------------------------------
# ? ?????????
# actor : ????
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 64, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $defaultfonttype # "Skill" status window font
self.contents.font.size = $defaultfontsize
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
draw_actor_state(@actor, 140, 0)
draw_actor_hp(@actor, 284, 0)
draw_actor_sp(@actor, 460, 0)
end
end
Window_Skill
#==============================================================================
# ? Window_Skill
#------------------------------------------------------------------------------
# ??????????????????????????????????????
#==============================================================================
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# ? ?????????
# actor : ????
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 128, 640, 352)
@actor = actor
@column_max = 2
refresh
self.index = 0
# ????????????????????????????
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
# ???? 0 ??????????????????????
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $defaultfonttype # "Skill" window font
self.contents.font.size = $defaultfontsize
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# ? ?????
# index : ????
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
end
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end