A really really simple individual special battle commands
by stupidstormy36
Apr 22 2008
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Here is a simple individual Special Battle Command for each character in your game.
Instructions are included in the script and I do not think a demo or a screen shot is necessary.
Compatibility:
SDK not required, but is compatible.
Aliases "phase3_setup_command_window" method in the Scene_Battle class.
Requirements:
Standard RTP required
SDK not required
Features:
Creates new Battle Menus for each individual Party Member.
SCRIPT:
ustom Individual Battle Commands
Code:
#=============================================
# Custom Individual Battle Commands
#------------------------------------------------------------------------------
# Created By: StupidStormy36
# Version ID: 1.00
# Created on: 04/16/08
#=============================================
#=============================================
# ¦ Module SS36_Battle_Commands
#=============================================
# Initializes all Special battle commands.
#
# Instructions:
#
# Pretty simple really. Just change the Commandx to what string you want it
# to be. Remember this refers to the actor id, not his or her name.
#
#=============================================
module SS36_Battle_Commands
# Constants
Command1 = "Swordplay" # For actor id 1 (Arshes for default)
Command2 = "Lancer" # For actor id 2 (Basil for default)
Command3 = "Bruthe" # For actor id 3 (Sirius for default)
Command4 = "Thievery" # For actor id 4 (Dorothy for default)
Command5 = "Archery" # For actor id 5 (Estelle for default)
Command6 = "Gun Play" # For actor id 6 (Felix for default)
Command7 = "White Magic" # For actor id 7 (Gloria for default)
Command8 = "Black Magic" # For actor id 8 (Hilda for default)
# Add more here if necessary be placing Commandx = "+special+" where x = actor id
# and +special+ is the name of the special command.
end
#=============================================
# ** Scene_Battle (part 5)
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#=============================================
class Scene_Battle
# ------------------------------------------------------------------------------
# Disposes current command window and creates a new one.
#-------------------------------------------------------------------------------
def spawn_command_window
# Disposes current command window
@actor_command_window.dispose
# Initializes actor
actor = $game_party.actors[@actor_index]
# Branch based in current actor id (@actor_index)
case actor.id
when 1 # When actor id equals 1
special = SS36_Battle_Commands::Command1
when 2 # When actor id equals 2
special = SS36_Battle_Commands::Command2
when 3 # When actor id equals 3
special = SS36_Battle_Commands::Command3
when 4 # When actor id equals 4
special = SS36_Battle_Commands::Command4
when 5 # When actor id equals 5
special = SS36_Battle_Commands::Command5
when 6 # When actor id equals 6
special = SS36_Battle_Commands::Command6
when 7 # When actor id equals 7
special = SS36_Battle_Commands::Command7
when 8 # When actor id equals 8
special = SS36_Battle_Commands::Command8
# ADD ANY ADDITIONAL ACTORS IF NECESSARY HERE WITH "when x" <======**EDIT**
# WHILE x EQUALS THE ACTOR ID.
else # When all else fails, goes to
special = $data_system.words.skill
end
# Creates commands
s1 = $data_system.words.attack
s2 = special
s3 = $data_system.words.guard
s4 = $data_system.words.item
# Creates command window
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
@actor_command_window.y = 160
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
end
alias stupidstormy_phase3_command phase3_setup_command_window
def phase3_setup_command_window
spawn_command_window
stupidstormy_phase3_command
end
end
This script adds in a new method called "spawn_command_window" in the Scene Battle class. Also, the "phase3_setup_command_window" method of the same class is aliased, so nothing is overwritten.