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how do i disable the summon command with certain classes on this script

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***
Rep:
Level 89
Code: [Select]
#==============================================================================
# Battle Switching & Summoning
#==============================================================================
# SephirothSpawn
# Version 2
# 20.12.05
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log("Battle Switching & Summoning", "SephirothSpawn", 2, "12.18.05")

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state("Battle Switching & Summoning") == true

#==============================================================================
# ** Class Game_Party
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :actors
attr_accessor :reserve_actors
attr_accessor :summon_actors
attr_accessor :reserve_summon_actors
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias seph_battleswitch_gameparty_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
seph_battleswitch_gameparty_initialize
@reserve_actors = []
@summon_actors = []
@reserve_summon_actors = []
end
#--------------------------------------------------------------------------
# * Add an Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# Get actor
actor = $game_actors[actor_id]
# If the party has less than 4 members and this actor is not in the party
if @actors.size < 4 and not @actors.include?(actor)
# Add actor
@actors.push(actor)
# Refresh player
$game_player.refresh
elsif @actors.size >= 4 and not @actors.include?(actor) and not @reserve_actors.include?(actor)
# Add actor
@reserve_actors.push(actor)
# Refresh player
$game_player.refresh
end
end
#--------------------------------------------------------------------------
# * Move To Reserve
# actor_id : actor ID
#--------------------------------------------------------------------------
def move_to_reserve(actor_id)
# Get actor
actor = $game_actors[actor_id]
if @actors.include?(actor)
@actors.delete(actor)
@reserve_actors.push(actor)
end
# Refresh player
$game_player.refresh
end
#--------------------------------------------------------------------------
# * Move To Party
# actor_id : actor ID
#--------------------------------------------------------------------------
def move_to_party(actor_id, index = -1)
# Get actor
actor = $game_actors[actor_id]
if @reserve_actors.include?(actor)
@reserve_actors.delete(actor)
@actors.insert(index, actor)
end
# Refresh player
$game_player.refresh
end
#--------------------------------------------------------------------------
# * Activate Summon
# actor_id : actor ID
#--------------------------------------------------------------------------
def summon_active(actor_id)
# Get actor
actor = $game_actors[actor_id]
if @reserve_summon_actors.include?(actor)
@reserve_summon_actors.delete(actor)
@summon_actors.push(actor)
end
# Refresh player
$game_player.refresh
end
#--------------------------------------------------------------------------
# * Deactivate Summon
# actor_id : actor ID
#--------------------------------------------------------------------------
def summon_deactive(actor_id)
# Get actor
actor = $game_actors[actor_id]
if @summon_actors.include?(actor)
@summon_actors.delete(actor)
@reserve_summon_actors.push(actor)
end
# Refresh player
$game_player.refresh
end
end

#==============================================================================
# ** Window_Command
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :commands
#--------------------------------------------------------------------------
# * Refresh Contents
#--------------------------------------------------------------------------
def refresh_contents
self.contents.dispose
@item_max = @commands.size
self.contents = Bitmap.new(width - 32, @item_max * 32)
refresh
end
end

#==============================================================================
# ** Window_BattleSwitching
#==============================================================================

class Window_BattleSwitching < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# width : window width
# commands : command text string array
#--------------------------------------------------------------------------
def initialize(actors)
# Compute window height from command quantity
super(0, 0, 480, [actors.size * 32, 32].max + 32)
@item_max = actors.size
@actors = actors.dup
self.contents = Bitmap.new(width - 32, [@item_max * 32, 32].max)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
actor = @actors[index]
# Draws Name
contents.font.size = 22
contents.font.color = normal_color
contents.draw_text(4, index * 32, contents.width, 32, actor.name)
# Draws HP
contents.font.size = 16
color = actor.hp == 0 ? knockout_color : actor.hp < actor.maxhp / 2 ? crisis_color : normal_color
contents.font.color = color
contents.draw_text(140, index * 32, 140, 18, "#{actor.hp} / #{actor.maxhp}", 1)
draw_slant_bar(140, index * 32 + 22, actor.hp, actor.maxhp.to_f, 140)
# Draws SP
contents.font.size = 16
color = actor.sp == 0 ? knockout_color : actor.sp < actor.maxsp / 2 ? crisis_color : normal_color
contents.font.color = color
contents.draw_text(290, index * 32, 140, 18, "#{actor.sp} / #{actor.maxsp}", 1)
draw_slant_bar(290, index * 32 + 22, actor.sp, actor.maxsp.to_f, 140)
end
#--------------------------------------------------------------------------
# Draw Slant Bar
#--------------------------------------------------------------------------
def draw_slant_bar(x, y, min, max, width = 152, height = 6, bar_color = Color.new(150, 0, 0, 255))
# Draw Border
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
# Draw Background
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
# Color Values
if min == max
bar_color = Color.new(200, 0, 0, 255)
end
# Draws Bar
for i in 1..( (min / max) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + 255 * i / width
g = bar_color.green * (width - i) / width + 255 * i / width
b = bar_color.blue * (width - i) / width + 60 * i / width
a = bar_color.alpha * (width - i) / width + 255 * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
end

#==============================================================================
# ** Scene Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Alias' New Game Method
#--------------------------------------------------------------------------
alias seph_battleswitch_scenetitle_commandnewgame command_new_game
#--------------------------------------------------------------------------
# * Adds Base Stats For Enemies
#--------------------------------------------------------------------------
def command_new_game
# SDK Command: Command New Game
seph_battleswitch_scenetitle_commandnewgame
# Sets Summon Actors Requirements
for actor in $data_actors
unless actor == nil
$game_party.reserve_summon_actors.push($game_actors[actor.id]) if actor.name.delete!('*')
end
end
end
end

#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_battleswitch_scenebattle_commandsinit commands_init
alias seph_battleswitch_scenebattle_updatesceneexit update_scene_exit
alias seph_battleswitch_scenebattle_updatephase3 update_phase3
alias seph_battleswitch_scenebattle_checkcommands check_commands
#--------------------------------------------------------------------------
# * Set Commands
#--------------------------------------------------------------------------
def commands_init
# SDK Commands Initialization
seph_battleswitch_scenebattle_commandsinit
# Adds Commands
@commands.push('Switch', 'Summon')
end
#--------------------------------------------------------------------------
# * Scene Exit Update
#--------------------------------------------------------------------------
def update_scene_exit
# SDK Scene Exit
seph_battleswitch_scenebattle_updatesceneexit
unless $scene == self
# Replace Active Members
unless @temp_actors == nil
unless @temp_actors.empty?
$game_party.actors.push(@temp_actors.dup).flatten!.delete_at(0)
end
end
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase)
#--------------------------------------------------------------------------
def update_phase3
seph_battleswitch_scenebattle_updatephase3
# If Party Switch is enabled
if @party_switch_window != nil
update_phase3_party_switch_select
end
# If Summon Switch skill is enabled
if @summon_switch_window != nil
update_phase3_summon_switch_select
end
end
#--------------------------------------------------------------------------
# * Check Commands
#--------------------------------------------------------------------------
def check_commands
seph_battleswitch_scenebattle_checkcommands
# Loads Current Command
command = @commands[@actor_command_window.index]
# Party Switch
if command == 'Switch'
update_phase3_command_switch
end
# Summon Switch
if command == 'Summon'
update_phase3_command_summon
end
# Unsummon Switch
if command == 'Unsummon'
update_phase3_command_unsummon
end
end
#--------------------------------------------------------------------------
# * Start Command: Switch
#--------------------------------------------------------------------------
def update_phase3_command_switch
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Party Switch Window
@party_switch_window = Window_BattleSwitching.new($game_party.reserve_actors)
@party_switch_window.height = 160 if @party_switch_window.height > 160
@party_switch_window.x = 320 - @party_switch_window.width / 2
@party_switch_window.y = 192 - @party_switch_window.height / 2
@party_switch_window.back_opacity = 225
# Actives Switch Window
@party_switch_window.active = true
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * Start Command: Summon
#--------------------------------------------------------------------------
def update_phase3_command_summon
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Summon Switch Window
@summon_switch_window = Window_BattleSwitching.new($game_party.summon_actors)
@summon_switch_window.height = 160 if @summon_switch_window.height > 160
@summon_switch_window.x = 320 - @summon_switch_window.width / 2
@summon_switch_window.y = 192 - @summon_switch_window.height / 2
@summon_switch_window.back_opacity = 225
# Actives Switch Window
@summon_switch_window.active = true
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * Start Command: Unsummon
#--------------------------------------------------------------------------
def update_phase3_command_unsummon
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Replace Active Members & Delete Summon
$game_party.actors.push(@temp_actors.dup).flatten!.delete_at(0)
# Refreshes
$game_party.refresh
# Clears Temp Actors
@temp_actors.clear
# Creates New Commands
@commands = @temp_commands
# Recreates Command Window
@actor_command_window.commands = @commands
# Refresh Window Contents
@actor_command_window.refresh_contents
# Refreshes Status Window
@status_window.refresh
# Deletes Spriteset
@spriteset.dispose
# Recreates Spriteset
@spriteset = Spriteset_Battle.new
for actor in $game_party.actors
@active_battler = actor
# Set action
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
@active_battler.blink = false
end
# Go to Battle Processing
start_phase4
end
#--------------------------------------------------------------------------
# * Command: Switch
#--------------------------------------------------------------------------
def update_phase3_party_switch_select
# Make Party Switch window visible
@party_switch_window.visible = true
# Update window
@party_switch_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End skill selection
end_party_switch_select
return
end
# If A button was pressed
if Input.trigger?(Input::A)
if $game_party.reserve_actors[@party_switch_window.index] == nil
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
else
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Store Index of Current Battler
index = $game_party.actors.index(@active_battler)
# Move Active Battler to Reserve
$game_party.move_to_reserve(@active_battler.id)
# Set Active Battler
@active_battler = $game_party.reserve_actors[@party_switch_window.index]
# Move Reserve Actor to Active Party
$game_party.move_to_party(@active_battler.id, index)
# Refreshes
$game_party.refresh
# Refresh Status Window
@status_window.refresh
# Set actor as unselectable
@actor_index -= 1
@active_battler = nil
# End skill selection
end_party_switch_select
# Go to command input for next actor
phase3_next_actor
return
end
end
end
#--------------------------------------------------------------------------
# * Command: Summon
#--------------------------------------------------------------------------
def update_phase3_summon_switch_select
# Make summon window visible
@summon_switch_window.visible = true
# Update summon window
@summon_switch_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End skill selection
end_summon_switch_select
return
end
# If A button was pressed
if Input.trigger?(Input::A)
if $game_party.summon_actors[@summon_switch_window.index] == nil
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
else
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Stores Current Actors
@temp_actors = $game_party.actors.dup
# Store Current Commands
@temp_commands = @commands.dup
# Make New Commands
@actor_command_window.commands = [$data_system.words.attack,
$data_system.words.skill, $data_system.words.guard, $data_system.words.item]
# Adds Limit Break if Limit Break Enabled
if SDK.state("Advanced Limit Break") == true
index = @actor_command_window.commands.index($data_system.words.skill) + 1
@actor_command_window.commands.insert(index, 'Limit Break')
end
# Adds Unsummon Command
@actor_command_window.commands.push('Unsummon')
# Creates New Commands
@commands = @actor_command_window.commands.dup
# Refresh Window Contents
@actor_command_window.refresh_contents
# Clear Game Party
$game_party.actors.clear
# Gets Active Battler
@active_battler = $game_party.summon_actors[@summon_switch_window.index]
# Add Summon to Party
$game_party.actors = [@active_battler]
# Refresh Status Window
@status_window.refresh
# Set action
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
@active_battler.blink = false
# End skill selection
end_summon_switch_select
# Go to Battle Processing
start_phase4
return
end
end
end
#--------------------------------------------------------------------------
# * End Party Switch Selection
#--------------------------------------------------------------------------
def end_party_switch_select
# Delete Party Switch Window
@party_switch_window.dispose
@party_switch_window = nil
# Hide help window
@help_window.visible = false
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
end
#--------------------------------------------------------------------------
# * End Summon Switch Selection
#--------------------------------------------------------------------------
def end_summon_switch_select
# Delete Summon Switch Window
@summon_switch_window.dispose
@summon_switch_window = nil
# Hide help window
@help_window.visible = false
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
end
end

#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

***
Rep:
Level 90
I think this should work:

At Scene_Battle replace the '@commands.push('Switch', 'Summon')' for

@commands.push('Switch', 'Summon') if $game_party.actors[@active_battler].class == XXX

Replace the XXX for the ID of the classes which are abled to summon.
~ Love me... I want you to love me... ~

Scripting Academy || My Deviantart || Project: Tsol - Aishite Aishite

Tired of:
Main character being found in a cliff and not being human;
Angel characters against demon ones;
Vampire characters falling in love with humans;
Human rebelling against Dragons;
More than one world in ACTUALLY one world;
DNA transfusions and mutations;
Powerful races and humans who amazingly rule almost every part of the world having absolutely no super power;
Demons being released after some time in "slumber";
Titles with Legacy or the name of the world on it;

***
Rep:
Level 89
i get a syntax error when I put it in and when i delete it again i gat a synatx error on the lat line of the script
O BTW i downloaded your game i thought it was very good
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

***
Rep:
Level 90
Hmm... I wonder if I'm mixing programming languages... ???

Gotta try this at home...  ;D Tomorrow I'll tell you!  :lol:

BTW, thanks for downloading my game!  ::)
~ Love me... I want you to love me... ~

Scripting Academy || My Deviantart || Project: Tsol - Aishite Aishite

Tired of:
Main character being found in a cliff and not being human;
Angel characters against demon ones;
Vampire characters falling in love with humans;
Human rebelling against Dragons;
More than one world in ACTUALLY one world;
DNA transfusions and mutations;
Powerful races and humans who amazingly rule almost every part of the world having absolutely no super power;
Demons being released after some time in "slumber";
Titles with Legacy or the name of the world on it;

***
Rep:
Level 90
Ok, as I promised you, here it is and WORKS!!!  :)

Go to Scene_Battle 3 and just add:

    actor = $game_actors[@active_battler.id]
    if actor.class_id == XXX
      @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

after  "def phase3_setup_command_window", and replace the XXX for the id of the class you want to
be UNable to use both switch and summon. If more than one class is UNable to do it, then put it like this:

if actor.class_id == XXX or actor.class_id == YYY or actor.class_id == ZZZ ...

And replace the YYY and ZZZ for the other classes.
You can even divide it to summoners and people who can switch:

    actor = $game_actors[@active_battler.id]
    if actor.class_id == XXX
      @commands.delete('Switch')
    elsif not @commands.include?('Switch')
      @commands.push('Switch')
    end
    if actor.class_id == YYY
      @commands.delete('Summon')
    elsif not @commands.include?('Summon')
      @commands.push('Summon')
    end
    @actor_command_window.refresh_contents

Replace the XXX for classes who CAN'T switch and the YYY for classes who CAN'T summon.
And that's it!
~ Love me... I want you to love me... ~

Scripting Academy || My Deviantart || Project: Tsol - Aishite Aishite

Tired of:
Main character being found in a cliff and not being human;
Angel characters against demon ones;
Vampire characters falling in love with humans;
Human rebelling against Dragons;
More than one world in ACTUALLY one world;
DNA transfusions and mutations;
Powerful races and humans who amazingly rule almost every part of the world having absolutely no super power;
Demons being released after some time in "slumber";
Titles with Legacy or the name of the world on it;

***
Rep:
Level 89
i have syntax error because i only have 1 or 2 people who can summon
so my script looks like this
Code: [Select]
if actor.class_id == 001 or actor.class_id == 002 or actor.class_id == 003
      or actor.class_id == 004 or actor.class_id == 005 or actor.class_id == 007
      or actor.class_id == 008 or actor.class_id == 009 or actor.class_id == 010
      or actor.class_id == 011 or actor.class_id == 012 or actor.class_id == 013     
      @commands.delete('Summon')
    elsif not @commands.include?('Summon')
      @commands.push('Summon')
    end
    @actor_command_window.refresh_contents
the only charater who can summon is Number 006 but i get syntax error if i have
Code: [Select]
or actor.class_id == 004 or actor.class_id == 005 or actor.class_id == 007 or actor.class_id == 008 or actor.class_id == 009 or actor.class_id == 010 or actor.class_id == 011 or actor.class_id == 012 or actor.class_id == 013   
it all one one line
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Should be

Code: [Select]
if actor.class_id == 001 or actor.class_id == 002 or actor.class_id == 003 or
      actor.class_id == 004 or actor.class_id == 005 or actor.class_id == 007 or
      actor.class_id == 008 or actor.class_id == 009 or actor.class_id == 010 or
      actor.class_id == 011 or actor.class_id == 012 or actor.class_id == 013
  @commands.delete('Summon')
elsif not @commands.include?('Summon')
  @commands.push('Summon')
end
@actor_command_window.refresh_contents

Note where the "or"s are.

BTW, it can be made easier.

Code: [Select]
unless [XXX, YYY, ...].include?(actor.class_id)
  @commands.delete('Summon')
elsif not @commands.include?('Summon')
  @commands.push('Summon')
end
@actor_command_window.refresh_contents

Add any class IDs in the [ ] brackets and separate them with commas.
« Last Edit: November 05, 2006, 04:24:10 PM by Blizzard »
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***
Rep:
Level 89
i get a syntax error here is the whole fuckin thing
Code: [Select]
#==============================================================================
# ? 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 == XXX
      @commands.delete('Switch')
    elsif not @commands.include?('Switch')
      @commands.push('Switch')
    end
unless [001, 002, 003, 005, 006, 007, 008, 009, 010].include?(actor.class_id)
  @commands.delete('Summon')
elsif not @commands.include?('Summon')
  @commands.push('Summon')
end
 @actor_command_window.refresh_contents
      @commands.delete('Summon')
    elsif not @commands.include?('Summon')
      @commands.push('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
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

*
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
Rep:
Level 96
&&&&&&&&&&&&&&&&&&&&&&&&&&&
GIAW 14: 2nd Place (Hard Mode)2013 Biggest Drama Whore2013 Zero to HeroParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
&&&&&&&&&&&&&&&&

***
Rep:
Level 90
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
~ Love me... I want you to love me... ~

Scripting Academy || My Deviantart || Project: Tsol - Aishite Aishite

Tired of:
Main character being found in a cliff and not being human;
Angel characters against demon ones;
Vampire characters falling in love with humans;
Human rebelling against Dragons;
More than one world in ACTUALLY one world;
DNA transfusions and mutations;
Powerful races and humans who amazingly rule almost every part of the world having absolutely no super power;
Demons being released after some time in "slumber";
Titles with Legacy or the name of the world on it;

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
I know, but he said, he might use it for more than only class, so I made it easier to add any in future if he wants more. And you got the error because you put 001 instead of 1. Leave out the leading zeroes. Also you need to include any IDs that WILL have the Summon command, not the ones that won't.
« Last Edit: November 06, 2006, 03:23:22 PM by Blizzard »
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***
Rep:
Level 89
i put in sir edeons script and it loaded up my game but when i open my CMS it has an error
here is my CMS:
http://www.hbgames.org/forums/showthread.php?t=4059
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
What is the error? Post the exact error message.
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Visit our website.
You can also love/hate us on Facebook or the game itself.


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***
Rep:
Level 89
here is the error message
I thought i was being attacked by ninjas yesterday but then i realised it was angry muslim protestors so i stole there veils and strapped myself to a C4 and gave them a taste of there own curry flavoured medicine