Hey everyone!
I'm using Skills That Consume Items Ver 1.00a by Cogwheel modified to use skill ID rather that its name. Also, I have script that lets me put item amount in almost every place with command \It[#] (it also produces stack level too deep error with game resetting as side effect, but it's ok for now). So I have that skill e.g., "Poisonous Slash [Icon] 0/1", and its works, but only once... so its actually doesn't. Name of the skill is adjusted just once, when I will see it in any window for the first time. If I will currently have 6 poisons it will be "Poisonous Slash [Icon] 6/1" and it won't change even if poisons amount will. So original name of the skill is "Poisonous Slash [Icon] \It[#]/1", but after first look it permanently replaces \It[#] with number and command can't be used again. So I figured out that there should be the way to remember original name of the skill and "refresh" it after each attack/item use. This way skill name would always adjust to the current item amount in possession. I tried to script it by myself, but my scripting skills are close to 0. I'm becoming better in modifying scripts but I don't really have skills to write them. Can someone help me with that? Or maybe someone have different idea to solve the problem with item name adjustment?
So here you have scripts:
This is the modification that I use to put item amount in skill name
This is how it looks during battle.
BTW — I promise that I will watch RGSS programming Course before posting any other thread
I'm using Skills That Consume Items Ver 1.00a by Cogwheel modified to use skill ID rather that its name. Also, I have script that lets me put item amount in almost every place with command \It[#] (it also produces stack level too deep error with game resetting as side effect, but it's ok for now). So I have that skill e.g., "Poisonous Slash [Icon] 0/1", and its works, but only once... so its actually doesn't. Name of the skill is adjusted just once, when I will see it in any window for the first time. If I will currently have 6 poisons it will be "Poisonous Slash [Icon] 6/1" and it won't change even if poisons amount will. So original name of the skill is "Poisonous Slash [Icon] \It[#]/1", but after first look it permanently replaces \It[#] with number and command can't be used again. So I figured out that there should be the way to remember original name of the skill and "refresh" it after each attack/item use. This way skill name would always adjust to the current item amount in possession. I tried to script it by myself, but my scripting skills are close to 0. I'm becoming better in modifying scripts but I don't really have skills to write them. Can someone help me with that? Or maybe someone have different idea to solve the problem with item name adjustment?
So here you have scripts:
Code:
# Skills That Consume Items Ver 1.00a
# Distribution original support URL
# http://members.jcom.home.ne.jp/cogwheel/
#==============================================================================
# ** 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
#--------------------------------------------------------------------------
# * Set Skill Medium (Item(s) used by Skill)
#--------------------------------------------------------------------------
def medium(skill_id)
case $data_skills[skill_id].id
when 119
return [["Jad", 1]]
when 123
return [["Jad", 1]]
when 124
return [["Jad", 2]]
when 287
return [["Okruch Duszy", 10]]
when 288
return [["Okruch Duszy", 1]]
end
return false
end
#--------------------------------------------------------------------------
# * Get Item Name
#--------------------------------------------------------------------------
def item_name(name)
for item in $data_items
if item != nil and name == item.name
return item.id
end
end
end
#--------------------------------------------------------------------------
# * Determine if Skill can be Used
# skill_id : skill ID
#--------------------------------------------------------------------------
def skill_can_use?(skill_id)
items = medium(skill_id)
if items
for item in items
id = item_name(item[0])
if $game_party.item_number(id) < (item[1] == nil ? 1 : item[1])
return false
end
end
end
return super
end
end
#==============================================================================
# ** Scene_Battle (part 4)
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Make Skill Action Results
#--------------------------------------------------------------------------
def make_skill_action_result(battler)
# Get skill
@skill = $data_skills[battler.current_action.skill_id]
# Verification whether or not it is cooperation skill
speller = synthe?(battler)
# If not a forcing action
unless battler.current_action.forcing
# When with SP and so on is cut off and it becomes not be able to use
if speller == nil
unless battler.skill_can_use?(@skill.id)
# Shift to step 6
battler.phase = 6
return
end
end
end
# SP consumption
temp = false
if speller != nil
for spell in speller
if spell.current_action.spell_id == 0
spell.sp -= @skill.sp_cost
else
spell.sp -= $data_skills[spell.current_action.spell_id].sp_cost
end
# Refreshing the status window
status_refresh(spell)
end
else
battler.sp -= @skill.sp_cost
# Refreshing the status window
status_refresh(battler)
end
# Setting animation ID
battler.anime1 = @skill.animation1_id
battler.anime2 = @skill.animation2_id
# Setting common event ID
battler.event = @skill.common_event_id
# Setting the object side battler
set_target_battlers(@skill.scope, battler)
# Applying the effect of skill
for target in battler.target
if speller != nil
damage = 0
effective = false
state_p = []
state_m = []
for spell in speller
if spell.current_action.spell_id != 0
@skill = $data_skills[spell.current_action.spell_id]
end
effective |= target.skill_effect(spell, @skill)
if target.damage[spell].class != String
damage += target.damage[spell]
elsif effective == true
effect = target.damage[spell]
end
state_p += target.state_p[spell]
state_m += target.state_m[spell]
target.damage.delete(spell)
target.state_p.delete(spell)
target.state_m.delete(spell)
end
if damage != 0
target.damage[battler] = damage
elsif effective = true
target.damage[battler] = effect
end
target.state_p[battler] = state_p
target.state_m[battler] = state_m
else
target.skill_effect(battler, @skill)
end
end
# If item(s) are used
if battler.is_a?(Game_Actor)
items = battler.medium(@skill.id)
if items
for item in items
id = battler.item_name(item[0])
num = item[1] == nil ? 1 : item[1]
# Check if consumable
if $data_items[id].consumable
$game_party.gain_item(id, -num)
end
end
end
end
end
end
#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
# This class performs skill screen processing.
#==============================================================================
class Scene_Skill
#--------------------------------------------------------------------------
# * 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
# If item(s) are used
if @actor.is_a?(Game_Actor)
items = @actor.medium(@skill.id)
if items
for item in items
id = @actor.item_name(item[0])
num = item[1] == nil ? 1 : item[1]
# Check if consumable
if $data_items[id].consumable
$game_party.gain_item(id, -num)
end
end
end
end
# 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
This is the modification that I use to put item amount in skill name
Code:
class Bitmap
alias variable_sub draw_text
def draw_text(*args)
index = args[0].is_a?(Rect) ? 1 : 4
args[index].gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
args[index].gsub!(/\\[Ii]t\[([0-9]+)\]/) { $game_party.item_number($1.to_i) }
variable_sub(*args)
end
end
This is how it looks during battle.
BTW — I promise that I will watch RGSS programming Course before posting any other thread