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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