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 XaiL Redux Deluxe
#15
Okay, you are probably right. I've searched every script so far with the line you told me.
There was no such line.

Then I did copy my script, deleted one script after another to check which Script conflicted.
It was the addon script: Individual Battle Commands
After I removed it worked, but sadly I want to use them both... :/
I really dont understand why they conflict with each other because it doenst def a new method.
The only line where draw_text appears is line: 644:

from 640 - 644
def draw_item(index, color)
   self.contents.font.color = set_font_color(index, 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


Heres the full script:
Do I have to choose between the two of them?
Quote:#==============================================================================
# Individual Battle Commands
# by Atoa
# Based on Charlie FLeed script
#==============================================================================
# This scripts allows you to make diferent commands for each actor
#
# Now you can not only add an command to an skill, you can also add an command
# to an actor (like in RM2000/2003/VX) and add an skill directly to an command
# so if you select the command, the skill will be used without opening the
# skill menu
#
# IMPORTANT: If you using the 'Atoa ATB' or 'Atoa CTB', put this script bellow them
#==============================================================================

module Atoa
 # Do not remove or change these lines
 Skill_Command = {}
 Actor_Command = {}
 Usable_Command = {}
 Command_Color = {}
 Custom_Command_Order = {}
 # Do not remove or change these lines

 # Skill Commands.
 # These commands appear automatically when an actor learn one of the skill
 # that is part of the command.
 #
 # Skill_Command[Command_Name] = [Skills_IDs]
 #
 Skill_Command['Magic'] = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15,
   16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34,
   35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53,
   54, 55, 56]
 
 Skill_Command['Techs'] = [57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68,
   69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80]
 
 Skill_Command['Summon'] = [83,84,85,86]
 
 Skill_Command['Limit Break'] = [108]
 
 Skill_Command['Unite'] = [100,103]
   
 # Actor Commands.
 # These are the commands linked to the actors, they will be shown even if
 # the actor has none of the skill of this command.
 # You can add the same command for different actors, the list of skills shown
 # will be separated for each
 #
 # Actor_Command[Command_Name] = {Actor_id => [Skills_IDs]}
 #
 Actor_Command['Skill'] = {1 => [88,92,97,126], 2 => [89,93,99,146],
   3 => [90,95,96,106,147]}
   
 Actor_Command['Wizzardry'] = {4 => [91,94,98,109,107]}
 
 # Usable Commands.
 # These commands are linked directly to an skill. Once you choose one of them
 # you will use without opening the skill menu.
 # This command appear automatically once the actor learn the skill linked to
 # the command. The skill linked to the command aren't shown in the skill
 # menu outside battle
 #
 # Direct_Comman[Command_Name] = Skill_ID
 #
 Usable_Command['Steal'] = 82
 
 Usable_Command['Return'] = 87
 
 # Commands Color
 # You can add different colors for each command name
 #  Command_Color[Command_Name] = [red, green, blue]
 Command_Color['Limit Break'] = [255, 255, 0]
 
 # Custom Command Order
 # You can change the order that the commands are shown for specific actors.
 # You must add *all* possible commands that the actor can have for skill commands.
 # They will be shown only if the actor fills the conditions for it.
 # Commands not listed here will be never shown for that actor, even if he fills the
 # condition to have that command. You can use that to remove basic commands
 # like "Attack" and "Defend" from an Actor.
 Custom_Command_Order[2] = ['Item','Attack','Defend','Magic','Techs','Skill','Summon']
 
 #==============================================================================
 # Window Settings
 #==============================================================================
 
 # Show command list in status menu?
 Show_Commands_In_Menu = true
 
 # Position of command window in status menu
 Menu_Commands_Postition = [16,160]
 # Note: you must edit the status menu, or the command window will stay above
 # other informations
   
 # Command Window Border Opacity
 Command_Window_Border_Opacity = 255
 
 # Command Window Back Opacity
 Command_Window_Back_Opacity = 160
 
 # Max number of commands shown
 Max_Commands_Shown = 5
 
 # Image filename for window backgeound, must be on the Windowskin folder
 Command_Window_Bg = ''
 
 # Position of the backgroun image
 # Command_Window_Bg_Postion = [Position X, Position Y]
 Command_Window_Bg_Position = [0, 0]
 
 #==============================================================================
 # OVEDRIVE COMMANDS
 #==============================================================================
 # This part only has effect if used toghter with the Skill Overdrive Script.
 # With it you can make commands that are only shown if the Overdrive bar is full
 # Just add the command name bellow. Remember that the command must be configurated
 # according the other options. You can add how many commands you want
 Overdrive_Commands = ['Limit Break']
 
end

#==============================================================================
# ** Atoa Module
#==============================================================================
$atoa_script = {} if $atoa_script.nil?
$atoa_script['Atoa Individual Commands'] = true

#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  This class handles data surrounding the system. Backround music, etc.
#  is managed here as well. Refer to "$game_system" for the instance of
#  this class.
#==============================================================================

class Game_System
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :command_order
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 alias initialize_ibc initialize
 def initialize
   initialize_ibc
   @command_order = Custom_Command_Order
 end
end

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :individual_commands
 #--------------------------------------------------------------------------
 # * Setup
 #     actor_id : actor ID
 #--------------------------------------------------------------------------
 alias setup_ibc setup
 def setup(actor_id)
   setup_ibc(actor_id)
   @individual_commands = []
 end
 #--------------------------------------------------------------------------
 # * Refresh commands
 #--------------------------------------------------------------------------
 def refresh_commands
   @individual_commands = []
   for i in 0...@skills.size
     skill = $data_skills[@skills[i]]
     if skill != nil
       for command in Skill_Command.dup
         if command[1].include?(skill.id) and not @individual_commands.include?(command[0])
           next if $atoa_script['Atoa Overdrive'] and (Overdrive_Commands.include?(command[0]) and !self.overdrive_full?)
           @individual_commands << command[0]
         end
       end
       for command in Usable_Command.dup
         if command[1] == skill.id and not @individual_commands.include?(command[0])
           next if $atoa_script['Atoa Overdrive'] and (Overdrive_Commands.include?(command[0]) and !self.overdrive_full?)
           @individual_commands << command[0]
         end
       end        
     end
   end
   for command in Actor_Command.dup
     if command[1].include?(@actor_id) and not @individual_commands.include?(command[0])
       @individual_commands << command[0]
     end
   end
 end
end

#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
#  This class handles the party. It includes information on amount of gold
#  and items. Refer to "$game_party" for the instance of this class.
#==============================================================================

class Game_Party
 #--------------------------------------------------------------------------
 # * Add an Actor
 #     actor_id : actor ID
 #--------------------------------------------------------------------------
 alias add_actor_ibc add_actor
 def add_actor(actor_id)
   add_actor_ibc(actor_id)
   actor = $game_actors[actor_id]
   actor.refresh_commands
 end
 #--------------------------------------------------------------------------
 # * Add an Actor by index
 #     actor_id : actor ID
 #     index    : index
 #--------------------------------------------------------------------------
 alias add_actor_by_index_ibc add_actor_by_index
 def add_actor_by_index(actor_id, index)
   add_actor_by_index_ibc(actor_id, index)
   actor = $game_actors[actor_id]
   actor.refresh_commands
 end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :escape_name
 #--------------------------------------------------------------------------
 # * Actor Command Window Setup
 #--------------------------------------------------------------------------
 alias phase3_setup_command_window_ibc phase3_setup_command_window
 def phase3_setup_command_window
   phase3_setup_command_window_ibc
   @active_battler.refresh_commands
   set_commands
   @actor_command_window.dispose
   @actor_command_window = Window_Command_IBC.new(160, @individual_commands, @active_battler)
   comand_size = (@individual_commands.size >= 5 ? 5 : @individual_commands.size)
   command_window_position
   @actor_command_window.y = @actor_command_window.y + 120 - 24 * comand_size
   @actor_command_window.back_opacity = [Command_Window_Back_Opacity, 1].max
   @actor_command_window.opacity = [Command_Window_Border_Opacity, 1].max
   @actor_command_window.z = 4500
   @actor_command_window.index = 0
   @actor_command_window.active = true
   @actor_command_window.visible = true
   @active_battler_window.refresh(@active_battler)
   @active_battler_window.visible = Battle_Name_Window
   set_name_window_position
 end
 #--------------------------------------------------------------------------
 # * Set commands
 #--------------------------------------------------------------------------
 def set_commands
   if $game_system.command_order[@active_battler.id] != nil
     @individual_commands = []
     basic_commands = [$data_system.words.attack, $data_system.words.item, $data_system.words.guard]
     custom_commands = @active_battler.individual_commands.dup
     commands = Custom_Command_Order[@active_battler.id].dup
     for i in 0...commands.size
       @individual_commands << commands[i] if basic_commands.include?(commands[i])
       @individual_commands << commands[i] if custom_commands.include?(commands[i])
     end
     return
   end
   s1 = $data_system.words.attack
   s2 = $data_system.words.item
   s3 = $data_system.words.guard
   s4 = @escape_name if @escape_type == 0
   @individual_commands = [s1] + @active_battler.individual_commands + [s2, s3]
   if @escape_type == 0
     @individual_commands = [s1]+  @active_battler.individual_commands + [s2, s3, s4]
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update (actor command phase : basic command)
 #--------------------------------------------------------------------------
 alias update_phase3_basic_command_ibc update_phase3_basic_command
 def update_phase3_basic_command
   @direct_command = false
   @command_name = @actor_command_window.commands[@actor_command_window.index]
   if Input.trigger?(Input::C)
     if @active_battler.disabled_commands.include?(@command_name)
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     case @command_name
     when @escape_name
       if $game_temp.battle_can_escape == false
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       $game_system.se_play($data_system.decision_se)
       update_phase2_escape
       return
     end
     if @active_battler != nil and
       @active_battler.individual_commands.include?(@command_name)
       if Usable_Command.include?(@command_name)
         unless @active_battler.skill_can_use?(Usable_Command[@command_name])
           $game_system.se_play($data_system.buzzer_se)
           return
         end
         @active_battler.current_action.kind = 1
         @commands_category = @command_name
         @direct_command = true
         confirm_action_select($data_skills[Usable_Command[@command_name]])      
         return
       else
         $game_system.se_play($data_system.decision_se)
         @active_battler.current_action.kind = 1
         @commands_category = @command_name
         start_skill_select
         return
       end
     end
   end
   update_phase3_basic_command_ibc
   if $atoa_script['Atoa CTB'] and @active_battler != nil and
      @active_battler.individual_commands.include?(@command_name) and
      Usable_Command.include?(@command_name)
     @active_battler.selected_action = $data_skills[Usable_Command[@command_name]]
   end
 end
 #--------------------------------------------------------------------------
 # * Start Skill Selection
 #--------------------------------------------------------------------------
 alias start_skill_select_ibc start_skill_select
 def start_skill_select
   start_skill_select_ibc
   @skill_window.dispose
   @skill_window = Window_Skill.new(@active_battler, @commands_category)
   @skill_window.help_window = @help_window
 end
 #--------------------------------------------------------------------------
 # * Activate command window
 #--------------------------------------------------------------------------
 def active_command_window
   @actor_command_window.active = true
   @actor_command_window.visible = true
   @help_window.visible = false
   @active_battler_window.visible = true if Battle_Name_Window
 end
 #--------------------------------------------------------------------------
 # * End Enemy Selection
 #--------------------------------------------------------------------------
 alias end_enemy_select_ibc end_enemy_select
 def end_enemy_select
   end_enemy_select_ibc
   if @actor_command_window.commands[@actor_command_window.index] == $data_system.words.attack
     @active_battler_window.visible = true
     @actor_command_window.active = true
     @actor_command_window.visible = true
     @help_window.visible = false
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Updat (actor command phase : enemy selection)
 #--------------------------------------------------------------------------
 alias update_phase3_enemy_select_ibc update_phase3_enemy_select
 def update_phase3_enemy_select
   if Input.trigger?(Input::B) and @direct_command
     $game_system.se_play($data_system.cancel_se)
     end_enemy_select
     active_command_window
     return
   end
   if Input.trigger?(Input::C) and @direct_command
     $game_system.se_play($data_system.decision_se)
     @active_battler.current_action.target_index = @enemy_arrow.index
     end_enemy_select
     end_direct_command_selection
     return
   end
   update_phase3_enemy_select_ibc
 end
 #--------------------------------------------------------------------------
 # * Frame Update (actor command phase : actor selection)
 #--------------------------------------------------------------------------
 alias update_phase3_actor_select_ibc update_phase3_actor_select
 def update_phase3_actor_select
   if Input.trigger?(Input::B) and @direct_command
     $game_system.se_play($data_system.cancel_se)
     end_actor_select
     active_command_window
     return
   end
   if Input.trigger?(Input::C) and @direct_command
     $game_system.se_play($data_system.decision_se)
     @active_battler.current_action.target_index = @actor_arrow.index
     end_actor_select
     end_direct_command_selection
     return
   end
   update_phase3_actor_select_ibc
 end
 #--------------------------------------------------------------------------
 # * Frame Update (actor command phase : all enemies selection)
 #--------------------------------------------------------------------------
 alias update_phase3_select_all_enemies_ibc update_phase3_select_all_enemies
 def update_phase3_select_all_enemies
   @enemy_arrow_all.update_multi_arrow
   if Input.trigger?(Input::B) and @direct_command
     $game_system.se_play($data_system.cancel_se)
     end_select_all_enemies
     active_command_window
     return
   end
   if Input.trigger?(Input::C) and @direct_command
     $game_system.se_play($data_system.decision_se)
     end_select_all_enemies
     end_direct_command_selection
     return
   end
   update_phase3_select_all_enemies_ibc
 end
 #--------------------------------------------------------------------------
 # * Frame Update (actor command phase : all actors selection)
 #--------------------------------------------------------------------------
 alias update_phase3_select_all_actors_ibc update_phase3_select_all_actors
 def update_phase3_select_all_actors
   @actor_arrow_all.update_multi_arrow
   if Input.trigger?(Input::B) and @direct_command
     $game_system.se_play($data_system.cancel_se)
     end_select_all_actors
     active_command_window
     return
   end
   if Input.trigger?(Input::C) and @direct_command
     $game_system.se_play($data_system.decision_se)
     end_select_all_actors
     end_direct_command_selection
     return
   end
   update_phase3_select_all_actors_ibc
 end      
 #--------------------------------------------------------------------------
 # * Frame Update (actor command phase : all battlers selection)
 #--------------------------------------------------------------------------
 alias update_phase3_select_all_battlers_ibc update_phase3_select_all_battlers
 def update_phase3_select_all_battlers
   @battler_arrow_all.update_multi_arrow
   if Input.trigger?(Input::B) and @direct_command
     $game_system.se_play($data_system.cancel_se)
     end_select_all_battlers
     active_command_window
     return
   end
   if Input.trigger?(Input::C) and @direct_command
     $game_system.se_play($data_system.decision_se)
     end_select_all_battlers
     end_direct_command_selection
     return
   end
   update_phase3_select_all_battlers_ibc
 end
 #--------------------------------------------------------------------------
 # * Frame Update (actor command phase : self selection)
 #--------------------------------------------------------------------------
 alias update_phase3_select_self_ibc update_phase3_select_self
 def update_phase3_select_self
   @self_arrow.update
   if Input.trigger?(Input::B) and @direct_command
     $game_system.se_play($data_system.cancel_se)
     end_select_self
     active_command_window
     return
   end
   if Input.trigger?(Input::C) and @direct_command
     $game_system.se_play($data_system.decision_se)
     end_select_self
     end_direct_command_selection
     return
   end
   update_phase3_select_self_ibc
 end
 #--------------------------------------------------------------------------
 # * End direct command selection
 #--------------------------------------------------------------------------
 def end_direct_command_selection
   @direct_command = false
   phase3_next_actor
   @help_window.visible = false
 end
end

#==============================================================================
# ** Window_Skill
#------------------------------------------------------------------------------
#  This window displays usable skills on the skill and battle screens.
#==============================================================================

class Window_Skill < Window_Selectable
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     actor        : actor
 #     command_type : skill type
 #--------------------------------------------------------------------------
 def initialize(actor, command_type = '')
   super(0, 128, 640, 352)
   @command_type = command_type
   @actor = actor
   @column_max = 2
   refresh
   self.index = 0
   if $game_temp.in_battle
     self.y = 320
     self.height = 160
     self.z = 900
     self.back_opacity = Base_Opacity
   end
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   if self.contents != nil
     self.contents.dispose
     self.contents = nil
   end
   @data = []
   for i in 0...@actor.skills.size
     skill = $data_skills[@actor.skills[i]]
     commands = []
     for command in Usable_Command.dup
       commands <<  command[1] unless commands.include?(command[1])
     end
     next if commands.include?(skill.id)
     if skill != nil and $game_temp.in_battle and skill_in_command?(skill)
       @data << skill unless @data.include?(skill)
     elsif skill != nil and not $game_temp.in_battle
       @data << skill unless @data.include?(skill)
     end
   end
   @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
 #--------------------------------------------------------------------------
 # * Check if skill is valid for command
 #     skill : skill
 #--------------------------------------------------------------------------
 def skill_in_command?(skill)
   if Skill_Command[@command_type] != nil and
      Skill_Command[@command_type].include?(skill.id)
     return true
   elsif Actor_Command[@command_type] != nil and
      Actor_Command[@command_type].include?(@actor.id) and
      Actor_Command[@command_type][@actor.id].include?(skill.id)
     return true
   end
   return false
 end
end

#==============================================================================
# ** Window_Command_IBC
#------------------------------------------------------------------------------
#  This window deals command choices for individual battle commands.
#==============================================================================

class Window_Command_IBC < Window_Selectable
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_accessor :commands
 #--------------------------------------------------------------------------
 # Inicialização de Objetos
 #     width    : window width
 #     commands : command text string array
 #     battler  : battler
 #--------------------------------------------------------------------------
 def initialize(width, commands, battler = nil)
   if $game_temp.in_battle
     comand_size = (commands.size >= 5 ? 192 : commands.size * 32 + 32)
   else
     comand_size =  commands.size * 32 + 32
   end
   comand_size = [comand_size, Max_Commands_Shown * 32 + 32].min
   super(0, 0, width, comand_size)
   @battler = battler
   @item_max = commands.size
   @commands = commands
   self.contents = Bitmap.new(width - 32, @item_max * 32)
   refresh
   self.index = 0
   if Command_Window_Bg != nil
     @background_image = Sprite.new
     @background_image.bitmap = RPG::Cache.windowskin(Command_Window_Bg)
     @background_image.x = Command_Window_Bg_Position[0]
     @background_image.y = Command_Window_Bg_Position[1]
     @background_image.z = 4499
   end
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   for i in 0...@item_max
     if $game_temp.in_battle and @battler != nil and
        Usable_Command.include?(@commands[i]) and not
        @battler.skill_can_use?(Usable_Command[@commands[i]])
       draw_item(i, disabled_color)
     elsif $game_temp.in_battle and @commands[i] == $scene.escape_name and
        $game_temp.battle_can_escape == false
       draw_item(i, disabled_color)
     else
       draw_item(i, normal_color)
     end
   end
 end
 #--------------------------------------------------------------------------
 # * Draw Item
 #     index : item number
 #     color : color
 #--------------------------------------------------------------------------
 def draw_item(index, color)
   self.contents.font.color = set_font_color(index, 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
 #--------------------------------------------------------------------------
 # * Get font color
 #     index : item number
 #     color : color
 #--------------------------------------------------------------------------
 def set_font_color(index, color)
   return color if Command_Color[@commands[index]].nil?
   c = Command_Color[@commands[index]].dup
   return Color.new(c[0],c[1],c[2])
 end
 #--------------------------------------------------------------------------
 # * Enable Item
 #     index : item number
 #--------------------------------------------------------------------------
 def enable_item(index)
   draw_item(index, normal_color)
 end
 #--------------------------------------------------------------------------
 # * Disable Item
 #     index : item number
 #--------------------------------------------------------------------------
 def disable_item(index)
   draw_item(index, disabled_color)
 end
 #--------------------------------------------------------------------------
 # * Dispose
 #--------------------------------------------------------------------------
 def dispose
   super
   @background_image.dispose if @background_image != nil
 end
 #--------------------------------------------------------------------------
 # * Window visibility
 #     n : opacity
 #--------------------------------------------------------------------------
 def visible=(n)
   super
   @background_image.visible = n if @background_image != nil
 end
end

#==============================================================================
# ** Scene_Status
#------------------------------------------------------------------------------
#  This class performs status screen processing.
#==============================================================================

class Scene_Status
 #--------------------------------------------------------------------------
 # * Include Settings Module
 #--------------------------------------------------------------------------
 include Atoa
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 alias main_scenestatus_ibc main
 def main
   set_command_window if Show_Commands_In_Menu
   main_scenestatus_ibc
   @command_window.dispose if Show_Commands_In_Menu
 end
 #--------------------------------------------------------------------------
 # * Set command window
 #--------------------------------------------------------------------------
 def set_command_window
   actor = $game_party.actors[@actor_index]
   actor.refresh_commands
   if ($atoa_script['Atoa ATB'] and Escape_Type == 0) or $atoa_script['Atoa CTB']
     @escape_type = 0
   end
   set_commands
   @command_window = Window_Command_IBC.new(160, @individual_commands, actor)
   @command_window.x = Menu_Commands_Postition[0]
   @command_window.y = Menu_Commands_Postition[1]
   @command_window.z = 1000
   @command_window.active = false
   @command_window.index = -1
 end
 #--------------------------------------------------------------------------
 # * Set commands
 #--------------------------------------------------------------------------
 def set_commands
   actor = $game_party.actors[@actor_index]
   if Custom_Command_Order[actor.id] != nil
     @individual_commands = []
     basic_commands = [$data_system.words.attack, $data_system.words.item, $data_system.words.guard]
     custom_commands = actor.individual_commands.dup
     commands = Custom_Command_Order[actor.id].dup
     for i in 0...commands.size
       @individual_commands << commands[i] if basic_commands.include?(commands[i])
       @individual_commands << commands[i] if custom_commands.include?(commands[i])
     end
     return
   end
   s1 = $data_system.words.attack
   s2 = $data_system.words.item
   s3 = $data_system.words.guard
   s4 = @escape_name if @escape_type == 0
   @individual_commands = [s1] + actor.individual_commands + [s2, s3]
   if @escape_type == 0
     @individual_commands = [s1]+  actor.individual_commands + [s2, s3, s4]
   end
 end
end
Reply }


Messages In This Thread
XaiL Redux Deluxe - by DerVVulfman - 04-21-2016, 04:42 AM
RE: XaiL Redux Deluxe - by DerVVulfman - 04-22-2016, 01:54 AM
RE: XaiL Redux Deluxe - by Melana - 04-22-2016, 01:57 AM
RE: XaiL Redux Deluxe - by Bounty Hunter Lani - 04-22-2016, 02:11 AM
RE: XaiL Redux Deluxe - by RASHIDA12 - 07-17-2016, 05:02 PM
RE: XaiL Redux Deluxe - by DerVVulfman - 07-17-2016, 08:29 PM
RE: XaiL Redux Deluxe - by RASHIDA12 - 07-18-2016, 12:08 AM
RE: XaiL Redux Deluxe - by DerVVulfman - 07-18-2016, 03:18 AM
RE: XaiL Redux Deluxe - by RASHIDA12 - 07-18-2016, 05:05 AM
RE: XaiL Redux Deluxe - by DerVVulfman - 07-18-2016, 05:14 AM
RE: XaiL Redux Deluxe - by RASHIDA12 - 07-18-2016, 05:37 AM
RE: XaiL Redux Deluxe - by DerVVulfman - 07-18-2016, 05:06 PM
RE: XaiL Redux Deluxe - by RASHIDA12 - 07-19-2016, 09:45 PM
RE: XaiL Redux Deluxe - by DerVVulfman - 07-19-2016, 11:34 PM
RE: XaiL Redux Deluxe - by RASHIDA12 - 07-20-2016, 03:49 AM
RE: XaiL Redux Deluxe - by DerVVulfman - 07-20-2016, 04:32 AM
RE: XaiL Redux Deluxe - by RASHIDA12 - 07-20-2016, 02:33 PM
RE: XaiL Redux Deluxe - by Bounty Hunter Lani - 07-20-2016, 02:47 PM
RE: XaiL Redux Deluxe - by DerVVulfman - 07-21-2016, 03:33 AM
RE: XaiL Redux Deluxe - by RASHIDA12 - 07-26-2016, 05:15 AM
RE: XaiL Redux Deluxe - by DerVVulfman - 07-26-2016, 06:59 AM
RE: XaiL Redux Deluxe - by RASHIDA12 - 07-26-2016, 08:48 AM
RE: XaiL Redux Deluxe - by DerVVulfman - 07-26-2016, 06:41 PM
RE: XaiL Redux Deluxe - by RASHIDA12 - 08-02-2016, 03:53 PM
RE: XaiL Redux Deluxe - by DerVVulfman - 08-03-2016, 03:24 AM
RE: XaiL Redux Deluxe - by RASHIDA12 - 08-31-2016, 07:22 AM
RE: XaiL Redux Deluxe - by DerVVulfman - 09-01-2016, 03:35 AM
RE: XaiL Redux Deluxe - by RASHIDA12 - 09-01-2016, 01:06 PM
RE: XaiL Redux Deluxe - by DerVVulfman - 09-02-2016, 03:02 AM
RE: XaiL Redux Deluxe - by RASHIDA12 - 09-02-2016, 03:15 AM
RE: XaiL Redux Deluxe - by DerVVulfman - 09-02-2016, 03:26 AM
RE: XaiL Redux Deluxe - by RASHIDA12 - 09-02-2016, 12:10 PM
RE: XaiL Redux Deluxe - by DerVVulfman - 09-05-2020, 03:52 AM
RE: XaiL Redux Deluxe - by DerVVulfman - 09-06-2020, 03:31 AM
RE: XaiL Redux Deluxe - by DerVVulfman - 09-07-2020, 09:40 PM



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