Change Cursor with differend commands in Battle - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Archives (https://www.save-point.org/forum-105.html) +--- Forum: Creation Asylum Archives (https://www.save-point.org/forum-90.html) +---- Forum: Scripts & Code Snippets (https://www.save-point.org/forum-92.html) +----- Forum: RPG Maker XP Code (https://www.save-point.org/forum-93.html) +----- Thread: Change Cursor with differend commands in Battle (/thread-6899.html) |
Change Cursor with differend commands in Battle - Divinity - 06-22-2006 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. Hi all! I am not a very good scripter but I thought it would be funny for my game to use differend battle cursors in battle. It kinda works like this. U choose fight from the battle commands and the cursor that indicates the target (monster) looks like a sword. When you use a skill, the cursor looks like a wand and when you use an item the cursor looks like a bag. I don't know if such a script exist already, but I thought it would be nice to share it. Place the following piece of script in the Arrow_Base script: Code: case $battle_cursor Below: Code: def initialize(viewport) Delete this line: Code: self.bitmap = RPG::Cache.windowskin($game_system.windowskin_name) Place the following line under "def main" in the "Scene_Battle1" script Code: $battle_cursor = 0 Find the "case @actor_command_window.index" in Scene_Battle 3 and replace the "when 0" by the lines given below Code: when 0 Find "def update_phase3_skill_select" in Scene_Battle 3: Code: Place: Find "def update_phase3_item_select" in Scene_Battle 3: Code: Place: Now place the following pictures in the Windowskin map. {All 3 images lost) I'm not sure if it works with any battle screen, but if you have questions i'm happy to help and suggestions are welcome as well. I will post some screens later on. |