03-27-2016, 03:18 AM
Well then, it should be fully compatible. You just need to make:
and
Or whatever the scene code is for your script.
Oh, new thought. An 'actor only' or 'actors only' setting for specific scenes. What this entails is for special menu options that only work for a specific character or group of characters.
As an example, let's say your game has a custom Crafting script and the menu selection reads as 'Weaponsmith' Weaponsmith in your script is set to use Scene_Crafting.new(actor_index) ... as normal, but have an extra parameter for actor ID #12. No other scene or menu option is assigned an actor id but this one, and this one only permits the 12th actor in your database to even use the script. So if you want to craft any weapons, you better have him in your party.
I won't just stop there. Imagine if you have a group of actors... like actors 3 and 5 only able to access the Bestiary script! Better have your thief or warrior around to tell you what you fought before.
Sorta like this
and
The above examples would show that you are passing the actor's index per normal, but it only works if the unique actor id of #12 is used. OR that the other scene works if you are using either actor #3 or #5 in your database.
In a nutshell, I'm working out any eventualities seen in menus and added menu options before the need arises.
EDIT: Wow, that wasn't hard to add at all. Specified options disabled until actor(s) who uses them are in party. AND only those actors can use them.
Code:
LIST[4] = ["Reserves", "048-Skill05", "Exchange party members with your reserve staff.", true, false]
Code:
LIST[4] = [false, false, "Scene_Reserves.new"]
Oh, new thought. An 'actor only' or 'actors only' setting for specific scenes. What this entails is for special menu options that only work for a specific character or group of characters.
As an example, let's say your game has a custom Crafting script and the menu selection reads as 'Weaponsmith' Weaponsmith in your script is set to use Scene_Crafting.new(actor_index) ... as normal, but have an extra parameter for actor ID #12. No other scene or menu option is assigned an actor id but this one, and this one only permits the 12th actor in your database to even use the script. So if you want to craft any weapons, you better have him in your party.
I won't just stop there. Imagine if you have a group of actors... like actors 3 and 5 only able to access the Bestiary script! Better have your thief or warrior around to tell you what you fought before.
Sorta like this
Code:
LIST[5] = [false, false, "Scene_Crafting.new(@status_window.index)", 12]
Code:
LIST[6] = [false, false, "Scene_Bestiary.new", [3,5]]
In a nutshell, I'm working out any eventualities seen in menus and added menu options before the need arises.
EDIT: Wow, that wasn't hard to add at all. Specified options disabled until actor(s) who uses them are in party. AND only those actors can use them.