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Various Battle commands & Request a Battle Command

Started by trickster, July 28, 2005, 04:46:29 AM

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trickster

Quote from: SiR_VaIlHoRthanks a lot, i need this!!  :lol:
you're welcome  8)

SiR_VaIlHoR

I'm the Alpha and the Omega, the First and the Last, the Beginning and the End.

http://qualquek.miniville.fr/
http://www.dailymotion.com/bookmarks/ojah/video/x27l78_jake-simpson-stevie-wonder-isnt-she_music

My padawan (Tsunokiette) and me :p
http://www.team-aaa.com/root/profile.php?enter_id=614556
http://www.esl.eu/fr/player/2609080/
I'm French so forgive my bad english!

trickster

Example for the defend command


if self.guarding
self.damage /= 2
end


now add this to it


unless self.is_a?(Game_Enemy)  #<-- This is the most important part
if self.battle_commands.include?("Defend") and rand(100) > 50 #<- chance
self.damage /= 2 #< The effect is placed inside
end
end

SiR_VaIlHoR

with this last the cance is always 50%??
i'm searching for a hazard chance
I'm the Alpha and the Omega, the First and the Last, the Beginning and the End.

http://qualquek.miniville.fr/
http://www.dailymotion.com/bookmarks/ojah/video/x27l78_jake-simpson-stevie-wonder-isnt-she_music

My padawan (Tsunokiette) and me :p
http://www.team-aaa.com/root/profile.php?enter_id=614556
http://www.esl.eu/fr/player/2609080/
I'm French so forgive my bad english!

trickster

Quote from: SiR_VaIlHoRwith this last the cance is always 50%??
i'm searching for a hazard chance
If you mean the lower the hp the person has the greater the chance it'll work then substitute that fifty for this

Game_Battler 3
100 - (100 * self.hp / self.maxhp)

Scene_Battle 4 (my scripts)
100 - (100 * $game_temp.targetsaver.hp / $game_temp.targetsaver.maxhp)

trickster

name: Attack All
description: an attack command that attacks all enemies nifty for weapons that should attack all enemies

Scene_Battle 3

     when "Attack All"
       $game_system.se_play($data_system.decision_se)
       @active_battler.current_action.kind = 0
       @active_battler.current_action.basic = 15
      phase3_next_actor


Scene_Battle 4

    if @active_battler.current_action.basic == 15
     @animation1_id = @active_battler.animation1_id
     @animation2_id = @active_battler.animation2_id
       if @active_battler.restriction == 3
       for actor in $game_party.actors
         if actor.exist?
           @target_battlers.push(actor)
         end
       end
       elsif @active_battler.restriction == 2
              for enemy in $game_troop.enemies
         if enemy.exist?
           @target_battlers.push(enemy)
         end
       end
       else
              for enemy in $game_troop.enemies
         if enemy.exist?
           @target_battlers.push(enemy)
         end
       end
end
     for target in @target_battlers
       target.attack_effect(@active_battler)
     end
     return
   end


And you're done  :^^:
note: I'll check to see if I can make an Attack that would attack all enemies twice EDIT
I Don't think it's possible   :cry:

trickster

Are there any problems with any of the scripts I've posted are there any bugs in them? So far I haven't seen any posts about problems with them so I'll take the silence as they are all working fine  :lol:

The Coming up Next List in order
4) A steal/mug command (Finished)
7)The X Magic off FF6 use magic twice (Started over  :cry: )
8)Separating spells into two categories (????)

trickster

Name: Steal
Description: Depending upon the stats of the spell may
1) Steal gold according to the effect rating
2) Steal an item (the item you get and amount depends on effect rating and variance and evasion)
3) Steal gold according to the enemy's drop gold
4) Steal an item according to the enemy's drop item the amount depends on evasion

Name: Mug
Description: Does the above and attacks

Alot of steps in this one so don't get confused

Create two spells steal gold and steal item don't set anything on them yet
two status effects (stolen gold and stolen item make their rating 0 so it won't show up these status effects are here so you can't steal from the same enemy twice and since the rating is zero it won't show up) Create a common event with this in it (If you did X Attack make a copy and edit it so that it is like this)
if [Variable THREE] == 1
Force an action of attack executing now on first hero on last target chosen
end

if [Variable THREE] == 2
Force an action of attack executing now on second hero on last target chosen
end

if [Variable THREE] == 3
Force an action of attack executing now on third hero on last target chosen
end

if [Variable THREE] == 4
Force an action of attack executing now on fourth hero on last target chosen
end

REMEMBER ALL ID'S OF THE THINGS YOU CREATED

Onto the script editor
You should know where to add these two (Scene_Battle 3)

     when "Steal"
       $game_system.se_play($data_system.decision_se)
       @active_battler.current_action.kind = 0
       @active_battler.current_action.basic = 16
      start_enemy_select
     when "Mug"
       $game_system.se_play($data_system.decision_se)
       @active_battler.current_action.kind = 0
       @active_battler.current_action.basic = 17
      start_enemy_select


Now goto Scene_Battle 4

 if @active_battler.current_action.basic == 16
 @skill = $data_skills[???] #<-- to steal gold or steal items id here
 @status_window.refresh
 @help_window.set_text("Steal", 1)
 @animation1_id = @skill.animation1_id
 @animation2_id = @skill.animation2_id
 index = @active_battler.current_action.target_index
 @target_battlers.push($game_troop.smooth_target_enemy(index))
 for target in @target_battlers
 target.steal_effect(@active_battler, @skill, @skill.int_f, false)
 end
 end
 
if @active_battler.current_action.basic == 17
     @skill = $data_skills[???] #Steal gold or steal item goes here
     if @active_battler == $game_party.actors[0]
     $game_variables[??] = 1 #The variable in the common event goes here
     end
     if @active_battler == $game_party.actors[1]
     $game_variables[??] = 2
     end
     if @active_battler == $game_party.actors[2]
     $game_variables[??] = 3
     end
     if @active_battler == $game_party.actors[3]
     $game_variables[??] = 4
     end
     @status_window.refresh
     @help_window.set_text("Steal", 1)
     @animation1_id = @skill.animation1_id
     @animation2_id = @skill.animation2_id
     @common_event_id = ??? #Common event id
     index = @active_battler.current_action.target_index
     @target_battlers.push($game_troop.smooth_target_enemy(index))
     for target in @target_battlers
     target.steal_effect(@active_battler, @skill, @skill.int_f, true)
     end


Add this new method to game_battler 3 and now edit the skills to your desire
, that is after you read the commented section on how to edit it!

#--------------------------------------------------------------------------
 # ? steal_effect (my first major method :) ) version 1
 #  the skill effects
 # accurary determines the chance to steal modifier
 # elements aren't used so you don't have to check them
 # the agi(30%), dex(20%), and int(50%) stats determine how much more gold you get and chance
 # magic defense (theft defense) is the enemies steal defense (DON'T SET TOO HIGH)
 # status effects are used
 # effect rating determines the item you get or the gold you get
 # the evasion then determines the number of that item you get
 # If "MAGIC" equals any of these (if it doen't nothing will be stolen) then either of the following will happen
 # tosteal = 1 steals gold according to effect rating
 # tosteal = 2 steals an item the item id is the effect rating
 # tosteal = 3 steals gold according to the enemies drop gold
 # tosteal = 4 steals an item the item is the enemies drop item
 # variance tells the variance, but if tosteal = 2 then It determines
 # the type of item 1 for weapon 2 for armor 3 for item
 #
 #Pointers
 #I wouldn't set the agility and dexerity ratings too high or else you'll have some rich players
 # set agility to (10-50) and dex to (5-30) for best results
 # if MAGIC = 2 then you can ONLY steal the item the effect rating and variance is pointing to
 # remember the enemies drop probability you can set it to 0%!!!
 # If a enemy doesn't drop a (item,weapon,armor) then the steal automatically fails (I made it say NO ITEM)
 # Example of a good steal
 # effect rating 100
 # dexerity 25
 # agility 50
 # MAGIC 1
 # Magic defense 20
 # variance 20
 #--------------------------------------------------------------------------
def steal_effect(attacker, skill, tosteal, mug)
   self.steal = true
   self.damage = 0
   self.critical = false
   hit_result = (rand(100) > self.dex / attacker.agi * attacker.int / self.int * skill.hit / 100)
   #need to fix hit result because the chance of success is too high
       if hit_result == true
           case tosteal
           when  1
               unless self.states.include?(STOLE GOLD ID)
                   add_state(STOLE GOLD ID)
                   power = skill.power + attacker.dex * skill.dex_f / 100
                   power += attacker.int * 100 / self.int  + attacker.agi * skill.agi_f / 67
                       if power > 0
                           power -= self.int * skill.mdef_f / 100 + self.dex * skill.mdef_f / 200 + self.agi * skill.mdef_f / 133
                           power = [power, 0].max
                       end
                   self.damage = power
                       if skill.variance > 0 and self.damage.abs > 0
                           amp = [self.damage.abs * skill.variance / 100, 1].max
                           self.damage += rand(amp+1) + rand(amp+1) - amp
                       end
                   $game_party.gain_gold(self.damage)
                       if mug == true
                           self.steal = false
                           self.second_steal = true
                           self.second_damage = 0
                           self.second_damage += self.damage
                           self.second_damage_pop = true
                           self.damage = 0
                           mug
                       end
                   else
                   self.steal = false
                   self.damage = "Failed"
               end
           when 2
               unless self.states.include?(STOLE ITEM ID)
               add_state(STOLE ITEM ID)
                   case skill.variance
                   when 1
                     $game_party.gain_weapon(skill.power, skill.eva_f)
                     self.damage = skill.eva_f.to_s + " " +$data_weapons[skill.power].name
                   when 2
                     $game_party.gain_armor(skill.power, skill.eva_f)
                     self.damage = skill.eva_f.to_s + " " +$data_armors[skill.power].name
                   when 3
                     $game_party.gain_item(skill.power, skill.eva_f)
                     self.damage = skill.eva_f.to_s + " " +$data_items[skill.power].name
                   end
                   if mug == true
                     self.steal = false
                     self.second_steal = true
                     self.second_damage = 0
                     self.second_damage += self.damage
                     self.second_damage_pop = true
                     self.damage = 0
                     mug
                   end
                 else
               self.steal = false
               self.damage = "Failed"
               end
           when 3
               unless self.states.include?(STOLE GOLD ID)
                   add_state(STOLE GOLD ID)
                   power = self.gold + attacker.dex * skill.dex_f / 100
                   power += attacker.int * skill.int_f / 50 + attacker.agi * skill.agi_f / 67
                   if power > 0
                       power -= self.int * skill.mdef_f / 100 + self.dex * skill.mdef_f / 200 + self.agi * skill.mdef_f / 133
                       power = [power, 0].max
                   end
                   self.damage = power
                   if skill.variance > 0 and self.damage.abs > 0
                       amp = [self.damage.abs * skill.variance / 100, 1].max
                       self.damage += rand(amp+1) + rand(amp+1) - amp
                   end
                   $game_party.gain_gold(self.damage)
                   if mug == true
                       self.steal = false
                       self.second_steal = true
                       self.second_damage = 0
                       self.second_damage += self.damage
                       self.second_damage_pop = true
                       self.damage = 0
                       mug
                   end
                 else
               self.steal = false
               self.damage = "Failed"
               end
           when 4
               unless self.states.include?(STOLE ITEM ID)
               add_state(STOLE ITEM ID)
               if self.weapon_id != 0
                   $game_party.gain_weapon(self.weapon_id, skill.eva_f)
                   self.damage = skill.eva_f.to_s + " " +$data_weapons[skill.power].name
               elsif self.armor_id != 0
                   $game_party.gain_armor(self.armor_id, skill.eva_f)
                   self.damage = skill.eva_f.to_s + " " +$data_armors[skill.power].name
               elsif self.item_id != 0
                   $game_party.gain_item(self.item_id, skill.eva_f)
                   self.damage = skill.eva_f.to_s + " " +$data_items[skill.power].name
               else
   self.damage = "No Item"
end
               if mug == true
                   self.steal = false
                   self.second_steal = true
                   self.second_damage = 0
                   self.second_damage += self.damage
                   self.second_damage_pop = true
                   self.damage = 0
                   mug
                 end
               else
             self.steal = false
             self.damage = "Failed"
             end
           end #ends the first case statement
                   
         else
         self.steal = false
         self.damage = "Failed"
         end
       return true
 end


some screenshots of the steal command in action

STEAL SUCCESS


enemy with a 0% chance get item


prying that item of its hands


if you want the damage to display stolen blah blah like mine then do the following (If you don't then delete all instances of self.steal and self.second_steal) goto Color Fix (if you don't have this class get it)

edit the damage method's name to def damage(damage, critical, restorative, steal)

change this

if damage.is_a?(Numeric) and damage < 0
bitmap.font.color.set(176, 255, 144)
elsif restorative
bitmap.font.color.set(176, 255, 144)
else
bitmap.font.color.set(255, 255, 255)
end

to

if damage.is_a?(Numeric) and damage < 0
bitmap.font.color.set(176, 255, 144)
elsif restorative
bitmap.font.color.set(176, 255, 144)
elsif steal
bitmap.font.color.set(255, 215, 0) #A Golden color
else
bitmap.font.color.set(255, 255, 255)
end


add this after the if critical block

if steal
bitmap.font.size = 20
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, -1, 160, 36, "STOLEN", 1)
bitmap.draw_text(+1, -1, 160, 36, "STOLEN", 1)
bitmap.font.color.set(255, 255, 255)
bitmap.draw_text(0, 0, 160, 20, "STOLEN", 1)
end


add these variables in Color fix ignore the second_(name) variables and delete them from my method (from Game_Battler 3) if you don't have the second_damage_pop if block

attr_accessor :steal
attr_accessor :second_steal
@steal = false
@second_steal = false    



change the damage_pop if block to this

if @battler.damage_pop
damage(@battler.damage, @battler.critical, @battler.restorative, @battler.steal)
@battler.damage = nil
@battler.critical = false
@battler.damage_pop = false
@battler.restorative = false
@battler.steal = false
end


if you have my second_damage_pop block then change it to this

if @battler.second_damage_pop
damage(@battler.second_damage, @battler.second_critical, @battler.second_restorative, @battler.second_steal)
@battler.second_damage = nil
@battler.second_critical = false
@battler.second_damage_pop = false
@battler.second_restorative = false
@battler.second_steal = false
end


If this doesn't work post that it doesn't work and your email and I'll send a project file with the code in it

trickster

The X magic script will take me longer to make than expected (the code for it didn't work the way I wanted so I started over) And this is the last call for requests because after I finish the last script I will not be making any more commands (unless you ask me when I'm in a good mood)

rune76

Hmm.. I seem to have many problems with your last script, the steal and mug command. Would you mind putting it in a project so that I can download it?

trickster

Quote from: rune76Hmm.. I seem to have many problems with your last script, the steal and mug command. Would you mind putting it in a project so that I can download it?

could you tell me the problem/error

rune76

Ok, first of all I get an undefined method 'steal_effect' in Scene_Battle 4 for Game_Enemy. So I tried to put the definition steal_effect in Game_Enemy, however that didn't work very well... Maybe I'm just missing something, but could you tell me what to do to get it working?  :?

Leeroy_Jenkins

[off topic] I can see you are using a program to take screenshots, and it is putting an annoying little thing on them. Just press the print screen key, then open paint and right-click, paste, and viola, screenshot. If you just want the currently opened window (like most people), use ctrl+alt+print screen, open paint, right-click, paste. Simple screenshots, no programs, no annoying stamps.[/off topic]
At least I have chicken.
--------------------------------------------------------

rune76

Or instead of pressing ctrl+alt+Print Screen Just press alt+Print Screen  :lol:

trickster

Quote from: Leeroy_Jenkins[off topic] I can see you are using a program to take screenshots, and it is putting an annoying little thing on them. Just press the print screen key, then open paint and right-click, paste, and viola, screenshot. If you just want the currently opened window (like most people), use ctrl+alt+print screen, open paint, right-click, paste. Simple screenshots, no programs, no annoying stamps.[/off topic]
thanks I was getting tired of that stamp but I've never heard off using crtl alt print scrn to make screenshots wll I guess you learn something new everyday  :D

trickster

Quote from: rune76Ok, first of all I get an undefined method 'steal_effect' in Scene_Battle 4 for Game_Enemy. So I tried to put the definition steal_effect in Game_Enemy, however that didn't work very well... Maybe I'm just missing something, but could you tell me what to do to get it working?  :?

steal_effect belongs in Game_Battler 3 anywhere you want

rune76

Yeah, maybe. But the problem's still there... The line is like this:
target.steal_effect(@active_battler, @skill, @skill.int_f, false)
And because the target is defined as Game_Enemy there's an error... Maybe I put that code in the wrong place or something...
Please, would you put it in a project? I'd really like to have that code  :cry:

trickster

Quote from: rune76Yeah, maybe. But the problem's still there... The line is like this:
target.steal_effect(@active_battler, @skill, @skill.int_f, false)
And because the target is defined as Game_Enemy there's an error... Maybe I put that code in the wrong place or something...
Please, would you put it in a project? I'd really like to have that code  :cry:

Did you put the code at the very bottom (the end) of the Game_Battler 3 class if you did just put the code between the attack_effect and skill_effect methods I'm positive that there are no errors in the steal_effect method because I just reread that script for errors so it's either you added a script that conflicts with mine or you made a mistake adding the code If that doesn't work then I'll send the project with the code by email

trickster

Replace Game_Battler 3 method steal_effect with this one

 #--------------------------------------------------------------------------
 # ? steal_effect Version 1.2
 # by trickster
 #
 # fixes in this version
 # fixes the accuracy of the steal it used to always work
 # if accuracy is 100 then it will always work
 # but if accuracy is 0 doesn't mean it won't always work
 #
 # the skill effects
 # accurary determines the chance to steal
 # elements aren't used so you don't have to check them
 # the agi(30%), dex(20%), and int(50%) ratings determine how much more gold you get
 # magic defense (theft defense) is the enemies steal defense
 # the dexerity and intelligence of the battler and the agility and intelligence of the enemy determines chance
 # strength and attack power and physical defense determine the damage
 # status effects aren't used (sorry about that)
 # effect rating determines the item you get or the gold you get
 # variance tells the variance, but if tosteal = 2 then It determines
 # the type of item 1 for weapon 2 for armor 3 for item
 # the evasion then determines the number you get
 
 # agility|dexterity|result
 #    =         =        hard
 #    >         <       very hard
 #    <          >       very easy
 #   >>       <<      impossible
 #  <<        >>     always

 # Third argument tosteal
 # tosteal = 1 steals gold according to effect rating
 # tosteal = 2 steals an item the item id is the effect rating
 # tosteal = 3 steals gold according to the enemies drop gold
 # tosteal = 4 steals an item the item is the enemies drop item
 
 #Fourth argument mug
 #set to true to attack and steal false to steal only
 
 #Pointers
 #I wouldn't set the agility and dexerity ratings too high or else you'll have some rich players :)
 # set agility to (10-50) and dex to (5-30) for best results
 # if MAGIC = 2 then you can ONLY steal the item the effect rating and variance is pointing to
 # remember the enemies drop probability you can set it to 0%!!!
 # If a enemy doesn't drop a (item,weapon,armor) then the steal automatically fails (I made it say NO ITEM)
 # Example of a good steal
 # effect rating 100
 # dexerity 25
 # agility 50
 # MAGIC 1
 # Magic defense 20
 # variance 20
 # Accuracy (30%-80%)
 #--------------------------------------------------------------------------
 def steal_effect(attacker, skill, tosteal, mug)
   self.steal = true
   self.damage = 0
   self.critical = false
   hit_result = (rand(100) > self.agi / attacker.dex * self.int / attacker.int * (100 - skill.hit))
       if hit_result == true
           case tosteal
           when  1
               unless self.states.include?(36) #YOUR STEAL GOLD ID HERE
                   add_state(36) #YOUR STEAL GOLD ID HERE
                   power = skill.power + attacker.dex * skill.dex_f / 100
                   power += attacker.int * 100 / self.int  + attacker.agi * skill.agi_f / 67
                       if power > 0
                           power -= self.int * skill.mdef_f / 100 + self.dex * skill.mdef_f / 200 + self.agi * skill.mdef_f / 133
                           power = [power, 0].max
                       end
                   self.damage = power
                       if skill.variance > 0 and self.damage.abs > 0
                           amp = [self.damage.abs * skill.variance / 100, 1].max
                           self.damage += rand(amp+1) + rand(amp+1) - amp
                       end
                   $game_party.gain_gold(self.damage)
                       if mug == true
                           self.steal = false
                           self.second_steal = true
                           self.second_damage = 0
                           self.second_damage += self.damage
                           self.second_damage_pop = true
                           self.damage = 0
                       end
                   else
                   self.steal = false
                   self.damage = "Failed"
               end
           when 2
               unless self.states.include?(37) #YOUR STEAL ITEM ID HERE
               add_state(37) #YOUR STEAL ITEM ID HERE
                   case skill.variance
                   when 1
                     $game_party.gain_weapon(skill.power, skill.eva_f)
                     self.damage = skill.eva_f.to_s + " " +$data_weapons[skill.power].name
                   when 2
                     $game_party.gain_armor(skill.power, skill.eva_f)
                     self.damage = skill.eva_f.to_s + " " +$data_armors[skill.power].name
                   when 3
                     $game_party.gain_item(skill.power, skill.eva_f)
                     self.damage = skill.eva_f.to_s + " " +$data_items[skill.power].name
                   end
                   if mug == true
                     self.steal = false
                     self.second_steal = true
                     self.second_damage = 0
                     self.second_damage += self.damage
                     self.second_damage_pop = true
                     self.damage = 0
                   end
                 else
               self.steal = false
               self.damage = "Failed"
               end
           when 3
               unless self.states.include?(36) #YOUR STEAL GOLD ID HERE
                   add_state(36)#YOUR STEAL GOLD ID HERE
                   power = self.gold + attacker.dex * skill.dex_f / 100
                   power += attacker.int * skill.int_f / 50 + attacker.agi * skill.agi_f / 67
                   if power > 0
                       power -= self.int * skill.mdef_f / 100 + self.dex * skill.mdef_f / 200 + self.agi * skill.mdef_f / 133
                       power = [power, 0].max
                   end
                   self.damage = power
                   if skill.variance > 0 and self.damage.abs > 0
                       amp = [self.damage.abs * skill.variance / 100, 1].max
                       self.damage += rand(amp+1) + rand(amp+1) - amp
                   end
                   $game_party.gain_gold(self.damage)
                   if mug == true
                       self.steal = false
                       self.second_steal = true
                       self.second_damage = 0
                       self.second_damage += self.damage
                       self.second_damage_pop = true
                       self.damage = 0
                   end
                 else
               self.steal = false
               self.damage = "Failed"
               end
           when 4
               unless self.states.include?(37) #YOUR STEAL ITEM ID HERE
               add_state(37) #YOUR STEAL ITEM ID HERE
               if self.weapon_id != 0
                   $game_party.gain_weapon(self.weapon_id, skill.eva_f)
                   self.damage = skill.eva_f.to_s + " " +$data_weapons[self.weapon_id].name
               elsif self.armor_id != 0
                   $game_party.gain_armor(self.armor_id, skill.eva_f)
                   self.damage = skill.eva_f.to_s + " " +$data_armors[self.armor_id].name
               elsif self.item_id != 0
                   $game_party.gain_item(self.item_id, skill.eva_f)
                   self.damage = skill.eva_f.to_s + " " +$data_items[self.item_id].name
               end
               if mug == true
                   self.steal = false
                   self.second_steal = true
                   self.second_damage = 0
                   self.second_damage += self.damage
                   self.second_damage_pop = true
                   self.damage = 0
                 end
               else
             self.steal = false
             self.damage = "Failed"
             end
           end #ends the first case statement
                   
         else
         self.steal = false
         self.damage = "Failed"
         end
       return true
 end
 

trickster

In Programming it is better to have general methods than specific methods In order to make your methods more general you should use variables in your code so here's a better way to make battle command that links to a spell

add this variable to class Game_BattleAction

 attr_accessor :spell


same class method clear

   @spell = 0


now for the general spellcasting script

     when "NAME"
       $game_system.se_play($data_system.decision_se)
       @active_battler.current_action.kind = 0
       @active_battler.current_action.basic = 18 #This stays the same
       @active_battler.current_action.spell = 303 #Skill ID HERE
      start_enemy_select (1*)


note: 1* if the scope of the skill is all enemies or all actors then that should be phase3_next_actor if the scope is an actor then that should be start_actor_select



     if @active_battler.current_action.basic == 18
    #This is where the variable takes action
     @skill = $data_skills[@active_battler.current_action.spell]
     @status_window.refresh
     @help_window.set_text(@skill.name, 1)
     @animation1_id = @skill.animation1_id
     @animation2_id = @skill.animation2_id
     @common_event_id = @skill.common_event_id
       set_target_battlers(@skill.scope)
     for target in @target_battlers
     target.skill_effect(@active_battler, @skill)
   end
 end


And you're done  :^^:

trickster

I'm moving on to two separate skill commands and I'll have that ready later tomorrow (I know how to do it now   :^^: ) They will be separated by their attribute

trickster

You only have to do this one unless you want three separate lists then you have to do this twice

Create an attribute called second skill list or something remeber the id

Make copies of Window_skill and Window_skillstatus and rename them to Window_name and Window_namestatus
now goto Window_name and look for this if block

   for i in 0...@actor.skills.size
     skill = $data_skills[@actor.skills[i]]
     if skill != nil
       @data.push(skill)
     end
   end

and replace it with this

   for i in 0...@actor.skills.size
     skill = $data_skills[@actor.skills[i]]
     if skill != nil and skill.element_set.include?(ELEMENT ID)
       @data.push(skill)
     end
   end

look for that same block in Window_skill and replace it with this

   for i in 0...@actor.skills.size
     skill = $data_skills[@actor.skills[i]]
     if skill != nil and not skill.element_set.include?(ELEMENT ID)
       @data.push(skill)
     end
   end


now skills with the element Id set on them will not appear on the battle command skills and they will appear in the new command

next make a copy of scene_skill and rename it to scene_name and replace all of the code in it to this
[code]
class Scene_Name
 #--------------------------------------------------------------------------
 # ? ?????????
 #     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_NameStatus.new(@actor)
   @name_window = Window_Name.new(@actor)
   # ?????????????
   @name_window.help_window = @help_window
   # ????????????? (???

rune76

Sorry, I haven't got it to work yet... :( If you wish to send me the project then my e-mail is tillman_matte@hotmail.com.

trickster

Quote from: rune76Sorry, I haven't got it to work yet... :( If you wish to send me the project then my e-mail is tillman_matte@hotmail.com.
email sent if you want to test it out then do a test battle with the monster group with a turn 0 battle event

rune76