01-20-2007, 01:00 PM
(This post was last modified: 05-12-2017, 03:04 AM by DerVVulfman.)
CMItems
blazingamer
Jan 20, 2007
This is my first custom script and if you ask me, I'm very proud. It works with all menu and battle systems so don't worry. I've worked out all bugs already. It uses several scripts individually and they are very basic.
Special thanks to...
ME!
Okay.
Some features I wish to implement consist of having the ability to change pages with items and a sort button. The menu was inspired by the awesome item menu in FFVIII. This screenshot shows what it currently looks like.
Demo
CMItems.zip (Size: 191.78 KB / Downloads: 7)
Please remember to give credit to me if you use this script(s).
Please place CMItemsBattle underneath the RTAB and above Main
blazingamer
Jan 20, 2007
This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given. If you are the owner of the thread, please contact administration.
No support is given. If you are the owner of the thread, please contact administration.
This is my first custom script and if you ask me, I'm very proud. It works with all menu and battle systems so don't worry. I've worked out all bugs already. It uses several scripts individually and they are very basic.
Special thanks to...
ME!
Okay.
Some features I wish to implement consist of having the ability to change pages with items and a sort button. The menu was inspired by the awesome item menu in FFVIII. This screenshot shows what it currently looks like.
Demo
CMItems.zip (Size: 191.78 KB / Downloads: 7)
Please remember to give credit to me if you use this script(s).
Please place CMItemsBattle underneath the RTAB and above Main
Code:
class Scene_Battle
def update_phase3_skill_select
# During command selecting when it becomes incapacitation,
unless @active_actor.inputable?
@active_actor.current_action.clear
command_delete
# To command input of the following actor
phase3_next_actor
return
end
# The skill window is put in visible state
@status_window.visible = false
@skill_window.visible = true
@help_window.y = 416 - @skill_window.height
@help_window.visible = true
@help_window.z = 1000
@help_window.opacity = 255
# Renewing the skill window
@skill_window.update
# The B when button is pushed,
if Input.trigger?(Input::B)
# Performing cancellation SE
$game_system.se_play($data_system.cancel_se)
# End selection of skill
end_skill_select
@status_window.visible = true
@help_window.visible = false
@help_window.y = 0
return
end
# When C button is pushed,
if Input.trigger?(Input::C)
# Acquiring the data which presently is selected in the skill window
@skill = @skill_window.skill
# When you cannot use,
if @skill == nil or not @active_actor.skill_can_use?(@skill.id)
# Performing buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Setting action
@active_actor.current_action.skill_id = @skill.id
# The skill window is put in invisibility state
@skill_window.visible = false
@help_window.visible = false
@status_window.visible = true
# When the effective range is the enemy single unit,
if @skill.scope == 1
# Starting the selection of the enemy
start_enemy_select
# When the effective range is the friend single unit,
elsif @skill.scope == 3 or @skill.scope == 5
# Starting the selection of the actor
start_actor_select
# When the effective range is not the single unit,
else
# Setting action
@active_actor.current_action.kind = 1
# End selection of skill
end_skill_select
@status_window.visible = true
@help_window.y = 0
# To command input of the following actor
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# * Frame renewal (actor command phase: Item selection)
#--------------------------------------------------------------------------
def update_phase3_item_select
# During command selecting when it becomes incapacitation,
unless @active_actor.inputable?
@active_actor.current_action.clear
command_delete
# To command input of the following actor
phase3_next_actor
return
end
# The item window is put in visible state
@item_window.visible = true
@status_window.visible = false
@help_window.visible = true
@help_window.y = 416 - @item_window.height
@help_window.z = 1000
@help_window.opacity = 255
# Renewing the item window
@item_window.update
# The B when button is pushed,
if Input.trigger?(Input::B)
# Performing cancellation SE
$game_system.se_play($data_system.cancel_se)
# End selection of item
end_item_select
@status_window.visible = true
@help_window.visible = false
@help_window.y = 0
return
end
#When C button is pushed,
if Input.trigger?(Input::C)
# Acquiring the data which presently is selected in the item window
@item = @item_window.item
# When you cannot use,
unless $game_party.item_can_use?(@item.id)
# Performing buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Setting action
@active_actor.current_action.item_id = @item.id
# The item window is put in invisibility state
@status_window.visible = true
@item_window.visible = false
@help_window.visible = false
# When the effective range is the enemy single unit,
if @item.scope == 1
# Starting the selection of the enemy
start_enemy_select
# When the effective range is the friend single unit,
elsif @item.scope == 3 or @item.scope == 5
# Starting the selection of the actor
start_actor_select
# When the effective range is not the single unit,
else
# Setting action
@active_actor.current_action.kind = 2
# End selection of item
end_item_select
@help_window.y = 0
# To command input of the following actor
phase3_next_actor
@status_window.visible = true
end
return
end
end
end