Since only number 6 can do that you could have put "if actor.class_id != 6" which means 'if character class is different from 6'.
The syntax error occurs cuz you didn't replace the XXX with the numbers!!! Put this script in:
CODE:
? Scene_Battle (
? 3)
#------------------------------------------------------------------------------
#
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ?
??
#--------------------------------------------------------------------------
def start_phase3
#
? 3
@phase = 3
#
?
@actor_index = -1
@active_battler = nil
#
??
phase3_next_actor
end
#--------------------------------------------------------------------------
# ?
??
#--------------------------------------------------------------------------
def phase3_next_actor
#
begin
#
OFF
if @active_battler != nil
@active_battler.blink = false
end
#
?
if @actor_index == $game_party.actors.size-1
#
start_phase4
return
end
#
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
#
??
end until @active_battler.inputable?
#
??
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# ?
??
#--------------------------------------------------------------------------
def phase3_prior_actor
#
begin
#
OFF
if @active_battler != nil
@active_battler.blink = false
end
#
?
if @actor_index == 0
#
??
start_phase2
return
end
#
??
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
#
??
end until @active_battler.inputable?
#
??
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# ?
??
#--------------------------------------------------------------------------
def phase3_setup_command_window
#
??
@party_command_window.active = false
@party_command_window.visible = false
#
??
@actor_command_window.active = true
@actor_command_window.visible = true
#
?
@actor_command_window.x = @actor_index * 160
#
? 0
@actor_command_window.index = 0
actor = $game_actors[@active_battler.id]
if actor.class_id == 6
@commands.delete('Switch')
@commands.delete('Summon')
elsif not @commands.include?('Switch') and not @commands.include?('Summon')
@commands.push('Switch', 'Summon')
end
@actor_command_window.refresh_contents
end
#--------------------------------------------------------------------------
# ?
(
)
#--------------------------------------------------------------------------
def update_phase3
#
?
if @enemy_arrow != nil
update_phase3_enemy_select
#
?
elsif @actor_arrow != nil
update_phase3_actor_select
#
??
elsif @skill_window != nil
update_phase3_skill_select
#
elsif @item_window != nil
update_phase3_item_select
#
?
elsif @actor_command_window.active
update_phase3_basic_command
end
end
#--------------------------------------------------------------------------
# ?
(
:
)
#--------------------------------------------------------------------------
def update_phase3_basic_command
# B
?
if Input.trigger?(Input::B)
#
?? SE
$game_system.se_play($data_system.cancel_se)
#
??
phase3_prior_actor
return
end
# C
?
if Input.trigger?(Input::C)
#
??
case @actor_command_window.index
when 0 # ??
# ?? SE
$game_system.se_play($data_system.decision_se)
#
??
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
#
?
start_enemy_select
when 1 #
# ?? SE
$game_system.se_play($data_system.decision_se)
#
??
@active_battler.current_action.kind = 1
#
start_skill_select
when 2 # ??
# ?? SE
$game_system.se_play($data_system.decision_se)
#
??
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
#
??
phase3_next_actor
when 3 #
?
# ?? SE
$game_system.se_play($data_system.decision_se)
#
??
@active_battler.current_action.kind = 2
#
?
start_item_select
end
return
end
end
#--------------------------------------------------------------------------
# ?
(
:
??)
#--------------------------------------------------------------------------
def update_phase3_skill_select
#
?
@skill_window.visible = true
#
??
@skill_window.update
# B
?
if Input.trigger?(Input::B)
#
?? SE
$game_system.se_play($data_system.cancel_se)
#
end_skill_select
return
end
# C
?
if Input.trigger?(Input::C)
#
@skill = @skill_window.skill
#
??
if @skill == nil or not @active_battler.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)
#
??
@active_battler.current_action.skill_id = @skill.id
#
??
@skill_window.visible = false
#
??
if @skill.scope == 1
#
?
start_enemy_select
#
elsif @skill.scope == 3 or @skill.scope == 5
#
?
start_actor_select
#
?
else
#
end_skill_select
#
??
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# ?
(
:
)
#--------------------------------------------------------------------------
def update_phase3_item_select
#
??
@item_window.visible = true
#
@item_window.update
# B
?
if Input.trigger?(Input::B)
#
?? SE
$game_system.se_play($data_system.cancel_se)
#
?
end_item_select
return
end
# C
?
if Input.trigger?(Input::C)
#
?
@item = @item_window.item
#
??
unless $game_party.item_can_use?(@item.id)
#
SE
$game_system.se_play($data_system.buzzer_se)
return
end
# ?? SE
$game_system.se_play($data_system.decision_se)
#
??
@active_battler.current_action.item_id = @item.id
#
@item_window.visible = false
#
??
if @item.scope == 1
#
?
start_enemy_select
#
elsif @item.scope == 3 or @item.scope == 5
#
?
start_actor_select
#
?
else
#
?
end_item_select
#
??
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# ?
(
:
)
#--------------------------------------------------------------------------
def update_phase3_enemy_select
#
?
@enemy_arrow.update
# B
?
if Input.trigger?(Input::B)
#
?? SE
$game_system.se_play($data_system.cancel_se)
#
?
end_enemy_select
return
end
# C
?
if Input.trigger?(Input::C)
# ?? SE
$game_system.se_play($data_system.decision_se)
#
??
@active_battler.current_action.target_index = @enemy_arrow.index
#
?
end_enemy_select
#
??
if @skill_window != nil
#
end_skill_select
end
#
if @item_window != nil
#
?
end_item_select
end
#
??
phase3_next_actor
end
end
#--------------------------------------------------------------------------
# ?
(
:
)
#--------------------------------------------------------------------------
def update_phase3_actor_select
#
?
@actor_arrow.update
# B
?
if Input.trigger?(Input::B)
#
?? SE
$game_system.se_play($data_system.cancel_se)
#
?
end_actor_select
return
end
# C
?
if Input.trigger?(Input::C)
# ?? SE
$game_system.se_play($data_system.decision_se)
#
??
@active_battler.current_action.target_index = @actor_arrow.index
#
?
end_actor_select
#
??
if @skill_window != nil
#
end_skill_select
end
#
if @item_window != nil
#
?
end_item_select
end
#
??
phase3_next_actor
end
end
#--------------------------------------------------------------------------
# ?
??
#--------------------------------------------------------------------------
def start_enemy_select
#
?
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)
#
?
@enemy_arrow.help_window = @help_window
#
??
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# ?
??
#--------------------------------------------------------------------------
def end_enemy_select
#
?
@enemy_arrow.dispose
@enemy_arrow = nil
#
?? [??]
if @actor_command_window.index == 0
#
??
@actor_command_window.active = true
@actor_command_window.visible = true
#
??
@help_window.visible = false
end
end
#--------------------------------------------------------------------------
# ?
??
#--------------------------------------------------------------------------
def start_actor_select
#
?
@actor_arrow = Arrow_Actor.new(@spriteset.viewport2)
@actor_arrow.index = @actor_index
#
?
@actor_arrow.help_window = @help_window
#
??
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# ?
??
#--------------------------------------------------------------------------
def end_actor_select
#
?
@actor_arrow.dispose
@actor_arrow = nil
end
#--------------------------------------------------------------------------
# ?
?
#--------------------------------------------------------------------------
def start_skill_select
#
??
@skill_window = Window_Skill.new(@active_battler)
#
?
@skill_window.help_window = @help_window
#
??
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# ?
?
#--------------------------------------------------------------------------
def end_skill_select
#
??
@skill_window.dispose
@skill_window = nil
#
??
@help_window.visible = false
#
??
@actor_command_window.active = true
@actor_command_window.visible = true
end
#--------------------------------------------------------------------------
# ?
??
#--------------------------------------------------------------------------
def start_item_select
#
@item_window = Window_Item.new
#
?
@item_window.help_window = @help_window
#
??
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# ?
??
#--------------------------------------------------------------------------
def end_item_select
#
@item_window.dispose
@item_window = nil
#
??
@help_window.visible = false
#
??
@actor_command_window.active = true
@actor_command_window.visible = true
end
end