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[RESOLVED] Scripting Issues and Guidance

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Level 88
Your greatest flaw is that you have a soul.
Warm greetings. As you may notice, I am a newcomer. I'll be staying here for quite some time now, and looking forward to lead healthy communication bothsides.

I've decided to shape a game using RPGMXP PKnights Edition. Just as we all did. As much as I know I'll finish this game somewhere at the time RPG Maker 4000 will be released, with 3D interaction and visual implemention through a touch monitor and special glasses, I still find it interesting to see how can (or cannot) I use my creativity, and further boost my knowledge. So, I'll cut the crap now and pass on to my first issues (English is not my native language and I apologize for eventual gramatic conflicts and word-order issues)

1) My first step in making the game is to modify the script page to fit my needs. There are sites, including yours, where I'm fiding the working scripts for the things I need but I am seriously not understanding where should I be pasting the script. For example:

http://www.dubealex.com/asylum/index.php?showtopic=1604&hl=dual+weild

It's a script for double weapon use. How, where in the specific class, what part of the text and in which class am I actually supposed to copy this script? All under one class? All under one class under the default? Paste over default? Divide the entire script up to class pieces and paste each to its own? From what line? See my problem? It is possible this is actually very silly but I just don't want to mess anything.

2) Second problem regarding scripting (or does that go under events?) is choicing issue. I have an idea of a double-side gaming where in specific points of the game you would be forced to choose between choices. Each choice would open a particular continue of the plot but COMPLETELY disable what would happen if a player selected something else. What bothers me is - generally - how should I achieve that.  Would it be possible to disable a whole, complete variety of events with a single command without having to specify disable of...like...200 other events not matching the selected course of gaming?

3) How in the heaven's name do "pages" (You mention all around the forum) work? I'm having a problem understanding "paging" and their refference one to another and game-wise. O.o

4) Is it possible to set an event on the edge of the map (to transfere to another map) by selecting entire border, or I'm supposed to set event teleport for each specific step on the border?

I'd be really, really life-thankful for any help you could come up with, and currently I'm not thinking of any aditional issue. If I'm somehow missing forum with this post or alike, please have patience and guide me.
« Last Edit: December 14, 2006, 08:20:30 PM by Blizzard »

***
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Random-Idiot
1) You copy whole the script that is between the code tags. Place it aboev MAIN and under Scene_Debug in a NEW (empty) page (right click on main, insert).

2) You can use Switches/Variables and Conditional Brances/Fork conditions. Read the manual or/and the tutorials regarding these subjects to learn more.

3) Each page is a new set of commands in the same event. First, the preconditions (statd in the upperleft) are checked. Then the page with the highest number that matched the pre-conditions is executed. Lets say you have 3 pages. page one: no preconditions, page two: switch 1 on, page 3 switch 1 on.
By default, page one will be executed, as switch one is off, so only page 1 is availeble (pre-conditions not met with page 2 and 3). Let say we make switch one on. Now page 1, 2 and 3 are availeble (same pre-conditions page 2 and 3, and pre-coditons all pages are met.) Page 3 will be executed because thats the highest number.

4)No, you can not select a border. However there is a script to simulate this, availeble on hbgames.org. Search for MapLinks (by) Wachunga.

Welcome ;), Greetz, Me™
ALL HAIL ME™

***
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Level 88
Your greatest flaw is that you have a soul.
1) Sorry, thanks for help but I couldn't manage your instructions. Could you try writting a step-by-step-for-dumb action of this copying, I'll get it perfectly right then for the future? The "insert" thing specially troubles me as I can't see "Insert" written anywhere. Or did you mean "paste". XD

2) Alright, thanks.

3) I believe I understand. Thanks for it.

4) Alright, I'll take a look. Thanks for that too. XD
« Last Edit: December 14, 2006, 06:12:25 PM by Decadent Sympozium »

***
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Random-Idiot
Oki.

1) Copy this:

Code: [Select]
#=================================
# class Game_Actor mod's... -Midge-
#=================================
# This is where the meat of the script takes place...
# there is alot to be accounted for here too..
# i had to make sure that all the stat stuff was being
# from all the right things... in fact i think most of the
# original class has been modded here... not sure on that
# and too lazy to check and see... let's hope that you haven't
# made any forgetable changes to this before...
#=================================
class Game_Actor < Game_Battler

 attr_accessor :weapon_type
 attr_accessor :armor_type
 attr_accessor :sec_attack
 
 alias double_weapons_initialize initialize

 def initialize(actor_id)
   double_weapons_initialize(actor_id)
   @weapon_type = $data_weapons[@weapon_id]
   @armor_type = $data_armors[@armor1_id]
   @sec_attack = nil
 end
 
def animation3_id
  weapon = $data_weapons[@armor1_id]
  return (weapon != nil ? weapon.animation1_id : 0)
end

def animation4_id
  weapon = $data_weapons[@armor1_id]
  return (weapon != nil ? weapon.animation2_id : 0)
end

 def two_shields
   if (self.weapon_type.is_a?(RPG::Armor) and self.armor_type.is_a?(RPG::Armor)) and
     (self.weapon_id != 0 and self.armor1_id != 0)
     return true
   else
     return false
   end
 end
 
 def two_weapons
   if (self.weapon_type.is_a?(RPG::Weapon) and self.armor_type.is_a?(RPG::Weapon)) and
     (self.weapon_id != 0 and self.armor1_id != 0)
     return true
   else
     return false
   end
 end
   
 def equip(equip_type, id, item = RPG::Armor)
   case equip_type
   
   when 0
     
     if @weapon_id == 0
       if item.is_a?(RPG::Weapon)
         if id == 0 or $game_party.weapon_number(id) > 0
           self.weapon_type = $data_weapons[id]
           @weapon_id = id
           $game_party.lose_weapon(id, 1)
         end
       elsif item.is_a?(RPG::Armor)
         if id == 0 or $game_party.weapon_number(id) > 0
           self.weapon_type = $data_armors[id]
           @weapon_id = id
           $game_party.lose_armor(id, 1)
         end
       end
     end
     
     if item == nil
       if self.weapon_type.is_a?(RPG::Weapon)
         if id == 0 or $game_party.weapon_number(id) > 0
           $game_party.gain_weapon(@weapon_id, 1)
           @weapon_id = id
         end
       elsif self.weapon_type.is_a?(RPG::Armor)
         if id == 0 or $game_party.armor_number(id) > 0
           $game_party.gain_armor(@weapon_id, 1)
           @weapon_id = id
         end
       end
     end
     
     if item.is_a?(RPG::Weapon)
       if self.weapon_type.is_a?(RPG::Weapon)
         if id == 0 or $game_party.weapon_number(id) > 0
           $game_party.gain_weapon(@weapon_id, 1)
           self.weapon_type = $data_weapons[id]
           @weapon_id = id
           $game_party.lose_weapon(id, 1)
         end
       elsif self.weapon_type.is_a?(RPG::Armor)
         if id == 0 or $game_party.weapon_number(id) > 0
           $game_party.gain_armor(@weapon_id, 1)
           self.weapon_type = $data_weapons[id]
           @weapon_id = id
           $game_party.lose_weapon(id, 1)
         end
       end
       
      elsif item.is_a?(RPG::Armor)
       if self.weapon_type.is_a?(RPG::Armor)
         if id == 0 or $game_party.armor_number(id) > 0
           $game_party.gain_armor(@weapon_id, 1)
           self.weapon_type = $data_armors[id]
           @weapon_id = id
           $game_party.lose_armor(id, 1)
         end
       elsif self.weapon_type.is_a?(RPG::Weapon)
         if id == 0 or $game_party.armor_number(id) > 0
           $game_party.gain_weapon(@weapon_id, 1)
           self.weapon_type = $data_armors[id]
           @weapon_id = id
           $game_party.lose_armor(id, 1)
         end
       end   
     end

   when 1 

     if @armor1_id == 0
       if item.is_a?(RPG::Weapon)
         if id == 0 or $game_party.weapon_number(id) > 0
           self.armor_type = $data_weapons[id]
           @armor1_id = id
           $game_party.lose_weapon(id, 1)
         end
       elsif item.is_a?(RPG::Armor)
         if id == 0 or $game_party.armor_number(id) > 0
           self.armor_type = $data_armors[id]
           @armor1_id = id
           $game_party.lose_armor(id, 1)
         end
       end
     end
     
     if item == nil
       if self.armor_type.is_a?(RPG::Weapon)
         if id == 0 or $game_party.weapon_number(id) > 0
           $game_party.gain_weapon(@armor1_id, 1)
           @armor1_id = id
         end
       elsif self.armor_type.is_a?(RPG::Armor)
         if id == 0 or $game_party.armor_number(id) > 0
           $game_party.gain_armor(@armor1_id, 1)
           @armor1_id = id
         end
       end
     end
     
     if item.is_a?(RPG::Weapon)
       if self.armor_type.is_a?(RPG::Weapon)
         if id == 0 or $game_party.weapon_number(id) > 0
           $game_party.gain_weapon(@armor1_id, 1)
           self.armor_type = $data_weapons[id]
           @armor1_id = id
           $game_party.lose_weapon(id, 1)
         end
       elsif self.armor_type.is_a?(RPG::Armor)
         if id == 0 or $game_party.weapon_number(id) > 0
           $game_party.gain_armor(@armor1_id, 1)
           self.armor_type = $data_weapons[id]
           @armor1_id = id
           $game_party.lose_weapon(id, 1)
         end
       end
       
      elsif item.is_a?(RPG::Armor)
       if self.armor_type.is_a?(RPG::Armor)
         if id == 0 or $game_party.armor_number(id) > 0
           $game_party.gain_armor(@armor1_id, 1)
           self.armor_type = $data_armors[id]
           @armor1_id = id
           $game_party.lose_armor(id, 1)
         end
       elsif self.armor_type.is_a?(RPG::Weapon)
         if id == 0 or $game_party.armor_number(id) > 0
           $game_party.gain_weapon(@armor1_id, 1)
           self.armor_type = $data_armors[id]
           @armor1_id = id
           $game_party.lose_armor(id, 1)
         end
       end   
     end
     
   when 2 
     if id == 0 or $game_party.armor_number(id) > 0
       update_auto_state($data_armors[@armor2_id], $data_armors[id])
       $game_party.gain_armor(@armor2_id, 1)
       @armor2_id = id
       $game_party.lose_armor(id, 1)
     end
   when 3
     if id == 0 or $game_party.armor_number(id) > 0
       update_auto_state($data_armors[@armor3_id], $data_armors[id])
       $game_party.gain_armor(@armor3_id, 1)
       @armor3_id = id
       $game_party.lose_armor(id, 1)
     end
   when 4
     if id == 0 or $game_party.armor_number(id) > 0
       update_auto_state($data_armors[@armor4_id], $data_armors[id])
       $game_party.gain_armor(@armor4_id, 1)
       @armor4_id = id
       $game_party.lose_armor(id, 1)
     end
   end
 end

 def element_rate(element_id)
   table = [0,200,150,100,50,0,-100]
   result = table[$data_classes[@class_id].element_ranks[element_id]]
   if self.armor_type.is_a?(RPG::Weapon)
     for i in [@armor2_id, @armor3_id, @armor4_id]
       armor = $data_armors[i]
       if armor != nil and armor.guard_element_set.include?(element_id)
         result /= 2
       end
     end
   else 
     for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
       armor = $data_armors[i]
       if armor != nil and armor.guard_element_set.include?(element_id)
         result /= 2
       end
     end
   end
   for i in @states
     if $data_states[i].guard_element_set.include?(element_id)
       result /= 2
     end
   end
   return result
 end

 def state_guard?(state_id)
   if self.armor_type.is_a?(RPG::Weapon)
     for i in [@armor2_id, @armor3_id, @armor4_id]
       armor = $data_armors[i]
       if armor != nil
         if armor.guard_state_set.include?(state_id)
           return true
         end
       end
     end
   else 
     return false
     for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
       armor = $data_armors[i]
       if armor != nil
         if armor.guard_state_set.include?(state_id)
           return true
         end
       end
     end
     return false
   end
 end
 
 def element_set
   n = []
   unless self.weapon_type.is_a?(RPG::Armor)
   weapon = $data_weapons[@weapon_id]
   n += weapon != nil ? weapon.element_set : []
   end
   unless self.armor_type.is_a?(RPG::Armor)
   weapon2 = $data_weapons[@armor1_id]
   n += weapon2 != nil ? weapon2.element_set : []
   end
   n.flatten!
   n.uniq!
   return n
 end

 
 def plus_state_set
   n = []
   unless self.weapon_type.is_a?(RPG::Armor)
   weapon = $data_weapons[@weapon_id]
   n += weapon != nil ? weapon.plus_state_set : []
   end
   unless self.armor_type.is_a?(RPG::Armor)
   weapon2 = $data_weapons[@armor1_id]
   n += weapon2 != nil ? weapon2.plus_state_set : []
   end
   n.flatten!
   n.uniq!
   return n
 end

 def minus_state_set
   n = []
   unless self.weapon_type.is_a?(RPG::Armor)
   weapon = $data_weapons[@weapon_id]
   n += weapon != nil ? weapon.minus_state_set : []
   end
   unless self.armor_type.is_a?(RPG::Armor)
   weapon2 = $data_weapons[@armor1_id]
   n += weapon2 != nil ? weapon2.minus_state_set : []
   end
   n.flatten!
   n.uniq!
   return n
 end

 def base_str
   n = $data_actors[@actor_id].parameters[2, @level]
   if self.weapon_type.is_a?(RPG::Weapon)
     weapon = $data_weapons[@weapon_id]
   elsif self.weapon_type.is_a?(RPG::Armor)
     weapon = $data_armors[@armor1_id]
   end
   if self.armor_type.is_a?(RPG::Armor)
     armor1 = $data_armors[@armor1_id]
   elsif self.armor_type.is_a?(RPG::Weapon)
     armor1 = $data_weapons[@armor1_id]
   end
   armor2 = $data_armors[@armor2_id]
   armor3 = $data_armors[@armor3_id]
   armor4 = $data_armors[@armor4_id]
   n += weapon != nil ? weapon.str_plus : 0
   n += armor1 != nil ? armor1.str_plus : 0
   n += armor2 != nil ? armor2.str_plus : 0
   n += armor3 != nil ? armor3.str_plus : 0
   n += armor4 != nil ? armor4.str_plus : 0
   return [[n, 1].max, 999].min
 end

 def base_dex
   n = $data_actors[@actor_id].parameters[3, @level]
   if self.weapon_type.is_a?(RPG::Weapon)
     weapon = $data_weapons[@weapon_id]
   elsif self.weapon_type.is_a?(RPG::Armor)
     weapon = $data_armors[@armor1_id]
   end
   if self.armor_type.is_a?(RPG::Armor)
     armor1 = $data_armors[@armor1_id]
   elsif self.armor_type.is_a?(RPG::Weapon)
     armor1 = $data_weapons[@armor1_id]
   end
   armor2 = $data_armors[@armor2_id]
   armor3 = $data_armors[@armor3_id]
   armor4 = $data_armors[@armor4_id]
   n += weapon != nil ? weapon.dex_plus : 0
   n += armor1 != nil ? armor1.dex_plus : 0
   n += armor2 != nil ? armor2.dex_plus : 0
   n += armor3 != nil ? armor3.dex_plus : 0
   n += armor4 != nil ? armor4.dex_plus : 0
   return [[n, 1].max, 999].min
 end

 def base_agi
   n = $data_actors[@actor_id].parameters[4, @level]
   if self.weapon_type.is_a?(RPG::Weapon)
     weapon = $data_weapons[@weapon_id]
   elsif self.weapon_type.is_a?(RPG::Armor)
     weapon = $data_armors[@armor1_id]
   end
   if self.armor_type.is_a?(RPG::Armor)
     armor1 = $data_armors[@armor1_id]
   elsif self.armor_type.is_a?(RPG::Weapon)
     armor1 = $data_weapons[@armor1_id]
   end
   armor2 = $data_armors[@armor2_id]
   armor3 = $data_armors[@armor3_id]
   armor4 = $data_armors[@armor4_id]
   n += weapon != nil ? weapon.agi_plus : 0
   n += armor1 != nil ? armor1.agi_plus : 0
   n += armor2 != nil ? armor2.agi_plus : 0
   n += armor3 != nil ? armor3.agi_plus : 0
   n += armor4 != nil ? armor4.agi_plus : 0
   return [[n, 1].max, 999].min
 end

 def base_int
   n = $data_actors[@actor_id].parameters[5, @level]
   if self.weapon_type.is_a?(RPG::Weapon)
     weapon = $data_weapons[@weapon_id]
   elsif self.weapon_type.is_a?(RPG::Armor)
     weapon = $data_armors[@armor1_id]
   end
   if self.armor_type.is_a?(RPG::Armor)
     armor1 = $data_armors[@armor1_id]
   elsif self.armor_type.is_a?(RPG::Weapon)
     armor1 = $data_weapons[@armor1_id]
   end
   armor2 = $data_armors[@armor2_id]
   armor3 = $data_armors[@armor3_id]
   armor4 = $data_armors[@armor4_id]
   n += weapon != nil ? weapon.int_plus : 0
   n += armor1 != nil ? armor1.int_plus : 0
   n += armor2 != nil ? armor2.int_plus : 0
   n += armor3 != nil ? armor3.int_plus : 0
   n += armor4 != nil ? armor4.int_plus : 0
   return [[n, 1].max, 999].min
 end

 def base_atk
   n = 0
   unless self.weapon_type.is_a?(RPG::Armor)
   weapon = $data_weapons[@weapon_id]
   n += weapon != nil ? weapon.atk : 0
   end
   unless self.armor_type.is_a?(RPG::Armor)
   weapon2 = $data_weapons[@armor1_id]
   n += weapon2 != nil ? weapon2.atk : 0
   end
   return n
 end

 def base_pdef
   if self.weapon_type.is_a?(RPG::Weapon)
     weapon = $data_weapons[@weapon_id]
   elsif self.weapon_type.is_a?(RPG::Armor)
     weapon = $data_armors[@armor1_id]
   end
   if self.armor_type.is_a?(RPG::Armor)
     armor1 = $data_armors[@armor1_id]
   elsif self.armor_type.is_a?(RPG::Weapon)
     armor1 = $data_weapons[@armor1_id]
   end
   armor2 = $data_armors[@armor2_id]
   armor3 = $data_armors[@armor3_id]
   armor4 = $data_armors[@armor4_id]
   pdef1 = weapon != nil ? weapon.pdef : 0
   pdef2 = armor1 != nil ? armor1.pdef : 0
   pdef3 = armor2 != nil ? armor2.pdef : 0
   pdef4 = armor3 != nil ? armor3.pdef : 0
   pdef5 = armor4 != nil ? armor4.pdef : 0
   return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
 end

 def base_mdef
   if self.weapon_type.is_a?(RPG::Weapon)
     weapon = $data_weapons[@weapon_id]
   elsif self.weapon_type.is_a?(RPG::Armor)
     weapon = $data_armors[@armor1_id]
   end
   if self.armor_type.is_a?(RPG::Armor)
     armor1 = $data_armors[@armor1_id]
   elsif self.armor_type.is_a?(RPG::Weapon)
     armor1 = $data_weapons[@armor1_id]
   end
   armor2 = $data_armors[@armor2_id]
   armor3 = $data_armors[@armor3_id]
   armor4 = $data_armors[@armor4_id]
   mdef1 = weapon != nil ? weapon.mdef : 0
   mdef2 = armor1 != nil ? armor1.mdef : 0
   mdef3 = armor2 != nil ? armor2.mdef : 0
   mdef4 = armor3 != nil ? armor3.mdef : 0
   mdef5 = armor4 != nil ? armor4.mdef : 0
   return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
 end

 def base_eva
   armor1 = $data_armors[@armor1_id]
   armor2 = $data_armors[@armor2_id]
   armor3 = $data_armors[@armor3_id]
   armor4 = $data_armors[@armor4_id]
   eva1 = armor1 != nil ? armor1.eva : 0
   eva2 = armor2 != nil ? armor2.eva : 0
   eva3 = armor3 != nil ? armor3.eva : 0
   eva4 = armor4 != nil ? armor4.eva : 0
   return eva1 + eva2 + eva3 + eva4
 end
 
end
#=================================
# end -O- Game_Actor changes -Midge-
#=================================


#=================================
# class Window_EquipRight mods... -Midge-
#=================================
# this is just so that it will display the right stuff that
# you have equipped in the two hands...
#=================================

class Window_EquipRight < Window_Selectable
 def refresh
   self.contents.clear
   @data = []
   @data.push($data_weapons[@actor.weapon_id])
   @data.push($data_armors[@actor.armor1_id])
   if @actor.weapon_type.is_a?(RPG::Weapon)
     @data[0] = $data_weapons[@actor.weapon_id]
   elsif @actor.weapon_type.is_a?(RPG::Armor)
     @data[0] = $data_armors[@actor.weapon_id]
   end
   if @actor.armor_type.is_a?(RPG::Weapon)
     @data[1] = $data_weapons[@actor.armor1_id]
   elsif @actor.armor_type.is_a?(RPG::Armor)
     @data[1] = $data_armors[@actor.armor1_id]
   end
   @data.push($data_armors[@actor.armor2_id])
   @data.push($data_armors[@actor.armor3_id])
   @data.push($data_armors[@actor.armor4_id])
   @item_max = @data.size
   self.contents.font.color = system_color
   self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
   self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
   self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
   self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
   self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
   draw_item_name(@data[0], 92, 32 * 0)
   draw_item_name(@data[1], 92, 32 * 1)
   draw_item_name(@data[2], 92, 32 * 2)
   draw_item_name(@data[3], 92, 32 * 3)
   draw_item_name(@data[4], 92, 32 * 4)
 end
end
#=================================
# End -O- Window_EquipRight Mods... -Midge-
#=================================


#=================================
# class Window_EquipItem mods... -Midge-
#=================================
# basically i just made it so that both the weapons and
# sheilds would be displayed in the weapon and shield
# hands... both of them... so you can equip either in
# either hand... anyway.. its all cool and stuff...
#=================================

class Window_EquipItem < Window_Selectable

 def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
   if @equip_type == 0
     weapon_set = $data_classes[@actor.class_id].weapon_set
     for i in 1...$data_weapons.size
       if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
         @data.push($data_weapons[i])
       end
     end
     armor_set = $data_classes[@actor.class_id].armor_set
     for i in 1...$data_armors.size
       if $game_party.armor_number(i) > 0 and armor_set.include?(i)
         if $data_armors[i].kind == 0
           @data.push($data_armors[i])
         end
       end
     end
   end
   if @equip_type != 0
     if @equip_type == 1
       weapon_set = $data_classes[@actor.class_id].weapon_set
       for i in 1...$data_weapons.size
         if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
           @data.push($data_weapons[i])
         end
       end
     end
     armor_set = $data_classes[@actor.class_id].armor_set
     for i in 1...$data_armors.size
       if $game_party.armor_number(i) > 0 and armor_set.include?(i)
         if $data_armors[i].kind == @equip_type-1
           @data.push($data_armors[i])
         end
       end
     end
   end
   
   @data.push(nil)
   @item_max = @data.size
   self.contents = Bitmap.new(width - 32, row_max * 32)
   self.contents.font.name = $defaultfonttype
   self.contents.font.size = $defaultfontsize
   for i in 0...@item_max-1
     draw_item(i)
   end
 end

end
#=================================
# End -O- Window_EquipItem mod's... -Midge-
#=================================


class Scene_Equip
 
 def refresh
   @item_window1.visible = (@right_window.index == 0)
   @item_window2.visible = (@right_window.index == 1)
   @item_window3.visible = (@right_window.index == 2)
   @item_window4.visible = (@right_window.index == 3)
   @item_window5.visible = (@right_window.index == 4)
   item1 = @right_window.item
   case @right_window.index
   when 0
     @item_window = @item_window1
   when 1
     @item_window = @item_window2
   when 2
     @item_window = @item_window3
   when 3
     @item_window = @item_window4
   when 4
     @item_window = @item_window5
   end
   if @right_window.active
     @left_window.set_new_parameters(nil, nil, nil)
   end
   if @item_window.active
     item2 = @item_window.item
     last_hp = @actor.hp
     last_sp = @actor.sp
     @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id, item2)
     new_atk = @actor.atk
     new_pdef = @actor.pdef
     new_mdef = @actor.mdef
     @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id, item1)
     @actor.hp = last_hp
     @actor.sp = last_sp
     @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
   end
 end
 
 def update_item
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     @right_window.active = true
     @item_window.active = false
     @item_window.index = -1
     return
   end
   if Input.trigger?(Input::C)
     $game_system.se_play($data_system.equip_se)
     item = @item_window.item
     @actor.equip(@right_window.index, item == nil ? 0 : item.id, item)
     @right_window.active = true
     @item_window.active = false
     @item_window.index = -1
     @right_window.refresh
     @item_window.refresh
     return
   end
 end
 
 def update
   @left_window.update
   @right_window.update
   @item_window.update
   @item_window1.refresh
   @item_window2.refresh
   refresh
   if @right_window.active
     update_right
     return
   end
   if @item_window.active
     update_item
     return
   end
 end
end

class Scene_Battle

 
 def update_phase3_basic_command
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     phase3_prior_actor
     return
   end
   if @active_battler.two_shields
     @actor_command_window.disable_item(0)
   else
     @actor_command_window.enable_item(0)
   end

   
   if Input.trigger?(Input::C)
     case @actor_command_window.index
     when 0
       if @active_battler.two_shields
         $game_system.se_play($data_system.buzzer_se)
         return         
       end
       if @active_battler.two_weapons == true
         @active_battler.current_action.kind = 0
         @active_battler.current_action.basic = 4
       else
         @active_battler.current_action.kind = 0
         @active_battler.current_action.basic = 0
       end     
       $game_system.se_play($data_system.decision_se)
       start_enemy_select
     when 1
       $game_system.se_play($data_system.decision_se)
       @active_battler.current_action.kind = 1
       start_skill_select
     when 2
       $game_system.se_play($data_system.decision_se)
       @active_battler.current_action.kind = 0
       @active_battler.current_action.basic = 1
       phase3_next_actor
     when 3
       $game_system.se_play($data_system.decision_se)
       @active_battler.current_action.kind = 2
       start_item_select
     end
     return
   end
 end 
   
 def make_basic_action_result
   if @active_battler.current_action.basic == 0
     @animation1_id = @active_battler.animation1_id
     @animation2_id = @active_battler.animation2_id
     if @active_battler.is_a?(Game_Enemy)
       if @active_battler.restriction == 3
         target = $game_troop.random_target_enemy
       elsif @active_battler.restriction == 2
         target = $game_party.random_target_actor
       else
         index = @active_battler.current_action.target_index
         target = $game_party.smooth_target_actor(index)
       end
     end
     if @active_battler.is_a?(Game_Actor)
       if @active_battler.armor_type.is_a?(RPG::Weapon)
         @animation1_id = @active_battler.animation3_id
         @animation2_id = @active_battler.animation4_id
       end
       if @active_battler.restriction == 3
         target = $game_party.random_target_actor
       elsif @active_battler.restriction == 2
         target = $game_troop.random_target_enemy
       else
         index = @active_battler.current_action.target_index
         target = $game_troop.smooth_target_enemy(index)
       end
     end
     @target_battlers = [target]
     for target in @target_battlers
       target.attack_effect(@active_battler)
     end
     return
   end

   if @active_battler.current_action.basic == 1
     @help_window.set_text($data_system.words.guard, 1)
     return
   end
   
   if @active_battler.is_a?(Game_Enemy) and @active_battler.current_action.basic == 2
     @help_window.set_text("???", 1)
     @active_battler.escape
     return
   end
   
   if @active_battler.current_action.basic == 3
     $game_temp.forcing_battler = nil
     @phase4_step = 1
     return
   end
   
   if @active_battler.current_action.basic == 4
     @animation1_id = @active_battler.animation1_id
     @animation2_id = @active_battler.animation2_id
     @animation3_id = @active_battler.animation3_id
     @animation4_id = @active_battler.animation4_id
     if @active_battler.is_a?(Game_Actor)
       if @active_battler.restriction == 3
         target = $game_party.random_target_actor
       elsif @active_battler.restriction == 2
         target = $game_troop.random_target_enemy
       else
         index = @active_battler.current_action.target_index
         target = $game_troop.smooth_target_enemy(index)
       end
     end
     @target_battlers = [target]
     for target in @target_battlers
       target.attack_effect(@active_battler)
     end   
     return
   end
 end
 
 
 
def update_phase4_step4
  if @active_battler.is_a?(Game_Actor)   
    if @active_battler.two_weapons == true && @active_battler.sec_attack == 0
      for target in @target_battlers
        target.animation_id = @animation4_id
        target.animation_hit = (target.damage != "Miss")
        @phase4_step = 5
        return
      end
    end
  end
  for target in @target_battlers
    target.animation_id = @animation2_id
    target.animation_hit = (target.damage != "Miss")
  end
  @wait_count = 8
  @phase4_step = 5
end 

def update_phase4_step5
  @help_window.visible = false
  @status_window.refresh
  if @active_battler.is_a?(Game_Actor)   
    if @active_battler.current_action.basic == 4   
      if @active_battler.two_weapons == true && @active_battler.sec_attack == nil
        @active_battler.sec_attack = 0
        @phase4_step = 3
        return
      else
        @active_battler.sec_attack = nil
      end
    end
  end
  for target in @target_battlers
    if target.damage != nil
      target.damage_pop = true
    end
  end
  @phase4_step = 6
end
end


class Window_Command

 def enable_item(index)
   draw_item(index, normal_color)
 end
end

2) Open up the script editor
3) Click on Main
4) Press Insert on your Keyboard (equals first item in right-click menu in that list)
5) Paste (Ctrl + V) the script in the Empty Page.
6) Press the OK button.

There you go ^^
ALL HAIL ME™

***
Rep:
Level 88
Your greatest flaw is that you have a soul.
Thanks a lot, I'm very sorry for bothering you I actually DIDN'T notice the "Menu" section so I got confused. So, each script is actually put as an individua...now it all makes more sense... XD

***
Rep:
Level 88
Random-Idiot
Well Some scripts have different insturctions, but in most cases, it is just a thingie like copy and paste ;)

Oh, you can now add [RESOLVED] in the topics title if you do not need further assistance on this particulary subject.
ALL HAIL ME™

***
Rep:
Level 88
Your greatest flaw is that you have a soul.
I guess someone did that instead. Thanks. Coming back soon. =P