=begin
Individual Actor Commands
by Fomar0153
Version 1.0.0
Instructions
First you need to copy this script below Materials then there is some editing
to be done, please note this script is aimed at people with a slight amount
of scripting experience.
You edit the commands just below in setup. I hope it's obvious how.
You can change commands through the course of the game using the script event
like this:
$game_actors[1].commands=['Heal']
You'd replace the 1 with the actor's id in the database
To make any new commands actually do anything you need to program them into
update_actor_command_selection which is also below, I have provided an example
of how to make a command cast a spell on you. I do intend to create some
interesting commands as add-ons but they will come later.
=end
class Game_Actor < Game_Battler
attr_accessor :commands
alias commands_setup setup
def setup(actor_id)
commands_setup(actor_id)
@commands = ['Attack', 'Skill', 'Guard', 'Item']
case actor_id
when 1
@commands = ['Attack', 'Heal', 'Skill', 'Guard', 'Item']
when 2
@commands = ['Attack', 'Guard', 'Item']
end
end
end
class Scene_Battle
def update_actor_command_selection
if Input.trigger?(Input:: B)
Sound.play_cancel
prior_actor
elsif Input.trigger?(Input::C)
case @active_battler.commands[@actor_command_window.index]
when 'Attack' # Attack
Sound.play_decision
@active_battler.action.set_attack
start_target_enemy_selection
when 'Skill' # Skill
Sound.play_decision
start_skill_selection
when 'Guard' # Guard
Sound.play_decision
@active_battler.action.set_guard
next_actor
when 'Item' # Item
Sound.play_decision
start_item_selection
when 'Heal' # Add/Edit New commands here
Sound.play_decision
@active_battler.action.set_skill(33)
@active_battler.action.target_index = @active_battler.index
next_actor
end
end
end
end
class Window_ActorCommand < Window_Command
def setup(actor)
@commands = actor.commands
@item_max = @commands.size
self.height = @item_max * WLH + 32
self.create_contents
refresh
self.height = 128
self.index = 0
end
end
끝이고
Update to it
또 뭐지
=begin
Individual Actor Commands Add-On: Don't need to know skills
by Fomar0153
Version 1.0.0
Instructions
Copy this script below Materials and you're done
=end
class Game_Actor
def skill_can_use?(skill)
return super
end
end
Individual Actor Commands
by Fomar0153
Version 1.0.0
Instructions
First you need to copy this script below Materials then there is some editing
to be done, please note this script is aimed at people with a slight amount
of scripting experience.
You edit the commands just below in setup. I hope it's obvious how.
You can change commands through the course of the game using the script event
like this:
$game_actors[1].commands=['Heal']
You'd replace the 1 with the actor's id in the database
To make any new commands actually do anything you need to program them into
update_actor_command_selection which is also below, I have provided an example
of how to make a command cast a spell on you. I do intend to create some
interesting commands as add-ons but they will come later.
=end
class Game_Actor < Game_Battler
attr_accessor :commands
alias commands_setup setup
def setup(actor_id)
commands_setup(actor_id)
@commands = ['Attack', 'Skill', 'Guard', 'Item']
case actor_id
when 1
@commands = ['Attack', 'Heal', 'Skill', 'Guard', 'Item']
when 2
@commands = ['Attack', 'Guard', 'Item']
end
end
end
class Scene_Battle
def update_actor_command_selection
if Input.trigger?(Input:: B)
Sound.play_cancel
prior_actor
elsif Input.trigger?(Input::C)
case @active_battler.commands[@actor_command_window.index]
when 'Attack' # Attack
Sound.play_decision
@active_battler.action.set_attack
start_target_enemy_selection
when 'Skill' # Skill
Sound.play_decision
start_skill_selection
when 'Guard' # Guard
Sound.play_decision
@active_battler.action.set_guard
next_actor
when 'Item' # Item
Sound.play_decision
start_item_selection
when 'Heal' # Add/Edit New commands here
Sound.play_decision
@active_battler.action.set_skill(33)
@active_battler.action.target_index = @active_battler.index
next_actor
end
end
end
end
class Window_ActorCommand < Window_Command
def setup(actor)
@commands = actor.commands
@item_max = @commands.size
self.height = @item_max * WLH + 32
self.create_contents
refresh
self.height = 128
self.index = 0
end
end
끝이고
Update to it
또 뭐지
=begin
Individual Actor Commands Add-On: Don't need to know skills
by Fomar0153
Version 1.0.0
Instructions
Copy this script below Materials and you're done
=end
class Game_Actor
def skill_can_use?(skill)
return super
end
end