Summon/Custom Skills System!
Reno-s--Joker
Oct 7 2008
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Hey guys!
I wanted to give something back to this awesome community which has been a real lifesaver for me and my project.
I'm not sure if anyone has made this before - but I had a lot of trouble finding a summon system like this - and I still haven't managed to find one.
However, I made this really simple (simple = it functions...?) old FF style summon system.
You could modify this script and make it into a customisable command/skill system too. Just check for where I've modified the code.
DEMO I sincerely recommend you download it. I just put the whole code there in case you get a 404 error. :D
#==============================================================================
# ** Window_Skill
#------------------------------------------------------------------------------
# This window displays usable skills on the skill and battle screens.
# It has been modified so that it does not display summon skills.
#==============================================================================
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 128, 640, 352)
@actor = actor
@column_max = 2
refresh
self.index = 0
# If in battle, move window to center of screen
# and make it semi-transparent
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# * Acquiring Skill
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
###This is the modification based on Leon Blade's system###
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
if skill != nil and
#the number '17' in the brackets can be changed according to which
#element you have assigned as a marker for summons
#see database 'System' and 'Skills'
not $data_skills[@actor.skills[i]].element_set.include?(17)
@data.push(skill)
end
end
##End modification##
# If item count is not 0, make a bit map and draw all items
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
end
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
#==============================================================================
# ** Window_Summon
#------------------------------------------------------------------------------
# This window displays usable summons on the summon and battle screens.
# It has been modified so that it displays only the summon skills.
#==============================================================================
class Window_Summon < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 128, 640, 352)
@actor = actor
@column_max = 2
refresh
self.index = 0
# If in battle, move window to center of screen
# and make it semi-transparent
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# * Acquiring Skill
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
###This is the modification based on Leon Blade's system###
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
if skill != nil and
#the number '17' in the brackets can be changed according to which
#element you have assigned as a marker for summons
#see database 'System' and 'Skills'
$data_skills[@actor.skills[i]].element_set.include?(17)
@data.push(skill)
end
end
##End modification##
# If item count is not 0, make a bit map and draw all items
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
end
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
Scenes
Code:
#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
# This class performs normal skill screen processing. Unchanged from original.
#==============================================================================
class Scene_Skill
#--------------------------------------------------------------------------
# * Object Initialization
# actor_index : actor index
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_party.actors[@actor_index]
# Make help window, status window, and skill window
@help_window = Window_Help.new
@status_window = Window_SkillStatus.new(@actor)
@skill_window = Window_Skill.new(@actor)
# Associate help window
@skill_window.help_window = @help_window
# Make target window (set to invisible / inactive)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@help_window.update
@status_window.update
@skill_window.update
@target_window.update
# If skill window is active: call update_skill
if @skill_window.active
update_skill
return
end
# If skill target is active: call update_target
if @target_window.active
update_target
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (if skill window is active)
#--------------------------------------------------------------------------
def update_skill
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(1)
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the skill window
@skill = @skill_window.skill
# If unable to use
if @skill == nil or not @actor.skill_can_use?(@skill.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# If effect scope is ally
if @skill.scope >= 3
# Activate target window
@skill_window.active = false
@target_window.x = (@skill_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
# Set cursor position to effect scope (single / all)
if @skill.scope == 4 || @skill.scope == 6
@target_window.index = -1
elsif @skill.scope == 7
@target_window.index = @actor_index - 10
else
@target_window.index = 0
end
# If effect scope is other than ally
else
# If common event ID is valid
if @skill.common_event_id > 0
# Common event call reservation
$game_temp.common_event_id = @skill.common_event_id
# Play use skill SE
$game_system.se_play(@skill.menu_se)
# Use up SP
@actor.sp -= @skill.sp_cost
# Remake each window content
@status_window.refresh
@skill_window.refresh
@target_window.refresh
# Switch to map screen
$scene = Scene_Map.new
return
end
end
return
end
# If R button was pressed
if Input.trigger?(Input::R)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To next actor
@actor_index += 1
@actor_index %= $game_party.actors.size
# Switch to different skill screen
$scene = Scene_Skill.new(@actor_index)
return
end
# If L button was pressed
if Input.trigger?(Input::L)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To previous actor
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# Switch to different skill screen
$scene = Scene_Skill.new(@actor_index)
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when target window is active)
#--------------------------------------------------------------------------
def update_target
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Erase target window
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If unable to use because SP ran out
unless @actor.skill_can_use?(@skill.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If target is all
if @target_window.index == -1
# Apply skill use effects to entire party
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
# If target is user
if @target_window.index <= -2
# Apply skill use effects to target actor
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
# If single target
if @target_window.index >= 0
# Apply skill use effects to target actor
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
# If skill was used
if used
# Play skill use SE
$game_system.se_play(@skill.menu_se)
# Use up SP
@actor.sp -= @skill.sp_cost
# Remake each window content
@status_window.refresh
@skill_window.refresh
@target_window.refresh
# If entire party is dead
if $game_party.all_dead?
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If command event ID is valid
if @skill.common_event_id > 0
# Command event call reservation
$game_temp.common_event_id = @skill.common_event_id
# Switch to map screen
$scene = Scene_Map.new
return
end
end
# If skill wasn't used
unless used
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
#==============================================================================
# ** Scene_Summon
#------------------------------------------------------------------------------
# This class performs summon screen processing.
#==============================================================================
class Scene_Summon
#--------------------------------------------------------------------------
# * Object Initialization
# actor_index : actor index
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_party.actors[@actor_index]
# Make help window, status window, and skill window
@help_window = Window_Help.new
@status_window = Window_SkillStatus.new(@actor)
@summon_window = Window_Summon.new(@actor)
# Associate help window
@summon_window.help_window = @help_window
# Make target window (set to invisible / inactive)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@help_window.dispose
@status_window.dispose
@summon_window.dispose
@target_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@help_window.update
@status_window.update
@summon_window.update
@target_window.update
# If skill window is active: call update_skill
if @summon_window.active
update_skill
return
end
# If skill target is active: call update_target
if @target_window.active
update_target
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (if skill window is active)
#--------------------------------------------------------------------------
def update_skill
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(1)
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the skill window
@skill = @summon_window.skill
# If unable to use
if @skill == nil or not @actor.skill_can_use?(@skill.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# If effect scope is ally
if @skill.scope >= 3
# Activate target window
@summon_window.active = false
@target_window.x = (@skill_window.index + 1) % 2 * 304
@target_window.visible = true
@target_window.active = true
# Set cursor position to effect scope (single / all)
if @skill.scope == 4 || @skill.scope == 6
@target_window.index = -1
elsif @skill.scope == 7
@target_window.index = @actor_index - 10
else
@target_window.index = 0
end
# If effect scope is other than ally
else
# If common event ID is valid
if @skill.common_event_id > 0
# Common event call reservation
$game_temp.common_event_id = @skill.common_event_id
# Play use skill SE
$game_system.se_play(@skill.menu_se)
# Use up SP
@actor.sp -= @skill.sp_cost
# Remake each window content
@status_window.refresh
@summon_window.refresh
@target_window.refresh
# Switch to map screen
$scene = Scene_Map.new
return
end
end
return
end
# If R button was pressed
if Input.trigger?(Input::R)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To next actor
@actor_index += 1
@actor_index %= $game_party.actors.size
# Switch to different skill screen
$scene = Scene_Summon.new(@actor_index)
return
end
# If L button was pressed
if Input.trigger?(Input::L)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To previous actor
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# Switch to different skill screen
$scene = Scene_Summon.new(@actor_index)
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when target window is active)
#--------------------------------------------------------------------------
def update_target
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Erase target window
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If unable to use because SP ran out
unless @actor.skill_can_use?(@skill.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# If target is all
if @target_window.index == -1
# Apply skill use effects to entire party
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
# If target is user
if @target_window.index <= -2
# Apply skill use effects to target actor
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
# If single target
if @target_window.index >= 0
# Apply skill use effects to target actor
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
# If skill was used
if used
# Play skill use SE
$game_system.se_play(@skill.menu_se)
# Use up SP
@actor.sp -= @skill.sp_cost
# Remake each window content
@status_window.refresh
@skill_window.refresh
@target_window.refresh
# If entire party is dead
if $game_party.all_dead?
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If command event ID is valid
if @skill.common_event_id > 0
# Command event call reservation
$game_temp.common_event_id = @skill.common_event_id
# Switch to map screen
$scene = Scene_Map.new
return
end
end
# If skill wasn't used
unless used
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
Menu
Code:
#==============================================================================
# ** Scene_Menu (modified to include summons)
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
s1 = $data_system.words.item
s2 = $data_system.words.skill
##Modified##
s3 = "Summons"
############
s4 = $data_system.words.equip
s5 = "Status"
s6 = "Save"
s7 = "End Game"
@command_window = Window_Command2.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable party-relevant menu options
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
@command_window.disable_item(4)
@command_window.disable_item(5)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(5)
end
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# Make steps window
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # Status selected
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 5 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 6 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 1 # skill
# If this actor's action limit is 2 or more
if $game_party.actors[@status_window.index].restriction >= 2
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new(@status_window.index)
when 3 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
when 4 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
El Conducter's Scrolling Window
Code:
#==============================================================================
# Section II: Dependancy WIndows - taken from El Conducter's Monster Album 4.0
#==============================================================================
#==============================================================================
# ** Window_Command2
#------------------------------------------------------------------------------
# This version of command window is a set size with scrolling commands.
#==============================================================================
class Window_Command2 < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# width : window width
# commands : command text string array
#--------------------------------------------------------------------------
def initialize(width, commands)
super(0, 0, width, 224)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# color : text color
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
end
#==============================================================================
# ** Window_Command3
#------------------------------------------------------------------------------
# Modified of above for battle window.
#==============================================================================
class Window_Command3 < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# width : window width
# commands : command text string array
#--------------------------------------------------------------------------
def initialize(width, commands)
super(0, 0, width, 160)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# color : text color
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
end
Scene_Battle 1
Code:
#==============================================================================
# ** Scene_Battle (part 1)
#------------------------------------------------------------------------------
# This class performs battle screen processing. Modified to include summon
# command.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Initialize each kind of temporary battle data
$game_temp.in_battle = true
$game_temp.battle_turn = 0
$game_temp.battle_event_flags.clear
$game_temp.battle_abort = false
$game_temp.battle_main_phase = false
$game_temp.battleback_name = $game_map.battleback_name
$game_temp.forcing_battler = nil
# Initialize battle event interpreter
$game_system.battle_interpreter.setup(nil, 0)
# Prepare troop
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
# Make actor command window
s1 = $data_system.words.attack
s2 = $data_system.words.skill
@actor_command_window.y = 160
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
# Make other windows
@party_command_window = Window_PartyCommand.new
@help_window = Window_Help.new
@help_window.back_opacity = 160
@help_window.visible = false
@status_window = Window_BattleStatus.new
@message_window = Window_Message.new
# Make sprite set
@spriteset = Spriteset_Battle.new
# Initialize wait count
@wait_count = 0
# Execute transition
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
# Start pre-battle phase
start_phase1
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Refresh map
$game_map.refresh
# Prepare for transition
Graphics.freeze
# Dispose of windows
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
@message_window.dispose
if @skill_window != nil
@skill_window.dispose
end
if @summon_window != nil
@skill_window.dispose
end
if @item_window != nil
@item_window.dispose
end
if @result_window != nil
@result_window.dispose
end
# Dispose of sprite set
@spriteset.dispose
# If switching to title screen
if $scene.is_a?(Scene_Title)
# Fade out screen
Graphics.transition
Graphics.freeze
end
# If switching from battle test to any screen other than game over screen
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end
#--------------------------------------------------------------------------
# * Determine Battle Win/Loss Results
#--------------------------------------------------------------------------
def judge
# If all dead determinant is true, or number of members in party is 0
if $game_party.all_dead? or $game_party.actors.size == 0
# If possible to lose
if $game_temp.battle_can_lose
# Return to BGM before battle starts
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(2)
# Return true
return true
end
# Set game over flag
$game_temp.gameover = true
# Return true
return true
end
# Return false if even 1 enemy exists
for enemy in $game_troop.enemies
if enemy.exist?
return false
end
end
# Start after battle phase (win)
start_phase5
# Return true
return true
end
#--------------------------------------------------------------------------
# * Battle Ends
# result : results (0:win 1:lose 2:escape)
#--------------------------------------------------------------------------
def battle_end(result)
# Clear in battle flag
$game_temp.in_battle = false
# Clear entire party actions flag
$game_party.clear_actions
# Remove battle states
for actor in $game_party.actors
actor.remove_states_battle
end
# Clear enemies
$game_troop.enemies.clear
# Call battle callback
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Battle Event Setup
#--------------------------------------------------------------------------
def setup_battle_event
# If battle event is running
if $game_system.battle_interpreter.running?
return
end
# Search for all battle event pages
for index in 0...$data_troops[@troop_id].pages.size
# Get event pages
page = $data_troops[@troop_id].pages[index]
# Make event conditions possible for reference with c
c = page.condition
# Go to next page if no conditions are appointed
unless c.turn_valid or c.enemy_valid or
c.actor_valid or c.switch_valid
next
end
# Go to next page if action has been completed
if $game_temp.battle_event_flags[index]
next
end
# Confirm turn conditions
if c.turn_valid
n = $game_temp.battle_turn
a = c.turn_a
b = c.turn_b
if (b == 0 and n != a) or
(b > 0 and (n < 1 or n < a or n % b != a % b))
next
end
end
# Confirm enemy conditions
if c.enemy_valid
enemy = $game_troop.enemies[c.enemy_index]
if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp
next
end
end
# Confirm actor conditions
if c.actor_valid
actor = $game_actors[c.actor_id]
if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp
next
end
end
# Confirm switch conditions
if c.switch_valid
if $game_switches[c.switch_id] == false
next
end
end
# Set up event
$game_system.battle_interpreter.setup(page.list, 0)
# If this page span is [battle] or [turn]
if page.span <= 1
# Set action completed flag
$game_temp.battle_event_flags[index] = true
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# If battle event is running
if $game_system.battle_interpreter.running?
# Update interpreter
$game_system.battle_interpreter.update
# If a battler which is forcing actions doesn't exist
if $game_temp.forcing_battler == nil
# If battle event has finished running
unless $game_system.battle_interpreter.running?
# Rerun battle event set up if battle continues
unless judge
setup_battle_event
end
end
# If not after battle phase
if @phase != 5
# Refresh status window
@status_window.refresh
end
end
end
# Update system (timer) and screen
$game_system.update
$game_screen.update
# If timer has reached 0
if $game_system.timer_working and $game_system.timer == 0
# Abort battle
$game_temp.battle_abort = true
end
# Update windows
@help_window.update
@party_command_window.update
@actor_command_window.update
@status_window.update
@message_window.update
# Update sprite set
@spriteset.update
# If transition is processing
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# If message window is showing
if $game_temp.message_window_showing
return
end
# If effect is showing
if @spriteset.effect?
return
end
# If game over
if $game_temp.gameover
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If returning to title screen
if $game_temp.to_title
# Switch to title screen
$scene = Scene_Title.new
return
end
# If battle is aborted
if $game_temp.battle_abort
# Return to BGM used before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(1)
return
end
# If waiting
if @wait_count > 0
# Decrease wait count
@wait_count -= 1
return
end
# If battler forcing an action doesn't exist,
# and battle event is running
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
# Branch according to phase
case @phase
when 1 # pre-battle phase
update_phase1
when 2 # party command phase
update_phase2
when 3 # actor command phase
update_phase3
when 4 # main phase
update_phase4
when 5 # after battle phase
update_phase5
end
end
end
Scene_Battle 2
Code:
#==============================================================================
# ** Scene_Battle (part 3)
#------------------------------------------------------------------------------
# This class performs battle screen processing. Modified to accomodate summons.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Start Actor Command Phase
#--------------------------------------------------------------------------
def start_phase3
# Shift to phase 3
@phase = 3
# Set actor as unselectable
@actor_index = -1
@active_battler = nil
# Go to command input for next actor
phase3_next_actor
end
#--------------------------------------------------------------------------
# * Go to Command Input for Next Actor
#--------------------------------------------------------------------------
def phase3_next_actor
# Loop
begin
# Actor blink effect OFF
if @active_battler != nil
@active_battler.blink = false
end
# If last actor
if @actor_index == $game_party.actors.size-1
# Start main phase
start_phase4
return
end
# Advance actor index
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# Once more if actor refuses command input
end until @active_battler.inputable?
# Set up actor command window
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# * Go to Command Input of Previous Actor
#--------------------------------------------------------------------------
def phase3_prior_actor
# Loop
begin
# Actor blink effect OFF
if @active_battler != nil
@active_battler.blink = false
end
# If first actor
if @actor_index == 0
# Start party command phase
start_phase2
return
end
# Return to actor index
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# Once more if actor refuses command input
end until @active_battler.inputable?
# Set up actor command window
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# * Actor Command Window Setup
#--------------------------------------------------------------------------
def phase3_setup_command_window
# Disable party command window
@party_command_window.active = false
@party_command_window.visible = false
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
# Set actor command window position
@actor_command_window.x = @actor_index * 160
# Set index to 0
@actor_command_window.index = 0
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase)
#--------------------------------------------------------------------------
def update_phase3
# If enemy arrow is enabled
if @enemy_arrow != nil
update_phase3_enemy_select
# If actor arrow is enabled
elsif @actor_arrow != nil
update_phase3_actor_select
# If skill window is enabled
elsif @skill_window != nil
update_phase3_skill_select
# If summon window is enabled
elsif @summon_window != nil
update_phase3_summon_select
# If item window is enabled
elsif @item_window != nil
update_phase3_item_select
# If actor command window is enabled
elsif @actor_command_window.active
update_phase3_basic_command
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : basic command)
#--------------------------------------------------------------------------
def update_phase3_basic_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Go to command input for previous actor
phase3_prior_actor
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by actor command window cursor position
case @actor_command_window.index
when 0 # attack
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
# Start enemy selection
start_enemy_select
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.kind = 1
# Start skill selection
start_skill_select
when 2 # summon
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.kind = 1
# Start skill selection
start_summon_select
when 3 # guard
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
# Go to command input for next actor
phase3_next_actor
when 4 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.kind = 2
# Start item selection
start_item_select
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : skill selection)
#--------------------------------------------------------------------------
def update_phase3_skill_select
# Make skill window visible
@skill_window.visible = true
# Update skill window
@skill_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End skill selection
end_skill_select
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the skill window
@skill = @skill_window.skill
# If it can't be used
if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.skill_id = @skill.id
# Make skill window invisible
@skill_window.visible = false
# If effect scope is single enemy
if @skill.scope == 1
# Start enemy selection
start_enemy_select
# If effect scope is single ally
elsif @skill.scope == 3 or @skill.scope == 5
# Start actor selection
start_actor_select
# If effect scope is not single
else
# End skill selection
end_skill_select
# Go to command input for next actor
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : summon selection)
#--------------------------------------------------------------------------
def update_phase3_summon_select
# Make skill window visible
@summon_window.visible = true
# Update skill window
@summon_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End skill selection
end_summon_select
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the skill window
@skill = @summon_window.skill
# If it can't be used
if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.skill_id = @skill.id
# Make skill window invisible
@summon_window.visible = false
# If effect scope is single enemy
if @skill.scope == 1
# Start enemy selection
start_enemy_select
# If effect scope is single ally
elsif @skill.scope == 3 or @skill.scope == 5
# Start actor selection
start_actor_select
# If effect scope is not single
else
# End skill selection
end_summon_select
# Go to command input for next actor
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : item selection)
#--------------------------------------------------------------------------
def update_phase3_item_select
# Make item window visible
@item_window.visible = true
# Update item window
@item_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End item selection
end_item_select
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the item window
@item = @item_window.item
# If it can't be used
unless $game_party.item_can_use?(@item.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.item_id = @item.id
# Make item window invisible
@item_window.visible = false
# If effect scope is single enemy
if @item.scope == 1
# Start enemy selection
start_enemy_select
# If effect scope is single ally
elsif @item.scope == 3 or @item.scope == 5
# Start actor selection
start_actor_select
# If effect scope is not single
else
# End item selection
end_item_select
# Go to command input for next actor
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : enemy selection)
#--------------------------------------------------------------------------
def update_phase3_enemy_select
# Update enemy arrow
@enemy_arrow.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End enemy selection
end_enemy_select
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.target_index = @enemy_arrow.index
# End enemy selection
end_enemy_select
# If skill window is showing
if @skill_window != nil
# End skill selection
end_skill_select
end
# If item window is showing
if @item_window != nil
# End item selection
end_item_select
end
# Go to command input for next actor
phase3_next_actor
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : actor selection)
#--------------------------------------------------------------------------
def update_phase3_actor_select
# Update actor arrow
@actor_arrow.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End actor selection
end_actor_select
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.target_index = @actor_arrow.index
# End actor selection
end_actor_select
# If skill window is showing
if @skill_window != nil
# End skill selection
end_skill_select
end
# If item window is showing
if @item_window != nil
# End item selection
end_item_select
end
# Go to command input for next actor
phase3_next_actor
end
end
#--------------------------------------------------------------------------
# * Start Enemy Selection
#--------------------------------------------------------------------------
def start_enemy_select
# Make enemy arrow
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)
# Associate help window
@enemy_arrow.help_window = @help_window
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * End Enemy Selection
#--------------------------------------------------------------------------
def end_enemy_select
# Dispose of enemy arrow
@enemy_arrow.dispose
@enemy_arrow = nil
# If command is [fight]
if @actor_command_window.index == 0
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
# Hide help window
@help_window.visible = false
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_select
# Make actor arrow
@actor_arrow = Arrow_Actor.new(@spriteset.viewport2)
@actor_arrow.index = @actor_index
# Associate help window
@actor_arrow.help_window = @help_window
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_select
# Dispose of actor arrow
@actor_arrow.dispose
@actor_arrow = nil
end
#--------------------------------------------------------------------------
# * Start Skill Selection
#--------------------------------------------------------------------------
def start_skill_select
# Make skill window
@skill_window = Window_Skill.new(@active_battler)
# Associate help window
@skill_window.help_window = @help_window
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * End Skill Selection
#--------------------------------------------------------------------------
def end_skill_select
# Dispose of skill window
@skill_window.dispose
@skill_window = nil
# Hide help window
@help_window.visible = false
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
end
I don't want to take much credit for this, as it was really a matter of substitution and copying and pasting on my part. But I still hope you can enjoy it.