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| #============================================================================== | |
| # | |
| # ¥ Yanfly Engine Ace - Battle Command List v1.09b | |
| # -- Last Updated: 2012.12.18 | |
| # -- Level: Normal | |
| # -- Requires: n/a | |
| # | |
| #============================================================================== | |
| $imported = {} if $imported.nil? | |
| $imported["YEA-BattleCommandList"] = true | |
| #============================================================================== | |
| # ¥ Updates | |
| # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| # 2012.12.18 - Completely fixed the command hide switch bug. | |
| # 2012.12.17 - Fixed Bug with command hide until switch. | |
| # 2012.01.10 - Compatibility Update: Battle System FTB | |
| # 2011.12.30 - Bug Fixed: Disappearing windows when no confirm window is used. | |
| # 2011.12.26 - Bug Fixed: Actor Command Window disappears without Battle Engine | |
| # Ace installed. | |
| # 2011.12.19 - Compatibility Update: Class System | |
| # - New Actor Command: Subclass List | |
| # 2011.12.17 - Bug Fixed: Item command from Actor Command Window fixed. | |
| # 2011.12.15 - Bug Fixed: Prevented multiple actions per battler. | |
| # 2011.12.13 - Compatibility Update: Command Equip | |
| # Compatibility Update: Add-On: Command Party | |
| # 2011.12.12 - Compatibility Update: Command Autobattle | |
| # 2011.12.10 - Started Script and Finished. | |
| # - Compatibility Update: Combat Log Display | |
| # | |
| #============================================================================== | |
| # ¥ Introduction | |
| # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| # This script allows you to change the order to commands that appear in battle | |
| # for the Party Command Window and Actor Command Window. In addition to the | |
| # ability to change the order commands appear, you may also add commands to the | |
| # Actor Command Window that can trigger the usage of skills and/or items. The | |
| # Confirm Command Window is also a new addition that appears at the end of the | |
| # action select phase (after the last actor has made a choice) before entering | |
| # the battle phase. | |
| # | |
| #============================================================================== | |
| # ¥ Instructions | |
| # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| # To install this script, open up your script editor and copy/paste this script | |
| # to an open slot below ¥ Materials/‘fÞ but above ¥ Main. Remember to save. | |
| # | |
| # ----------------------------------------------------------------------------- | |
| # Actor Notetags - These notetags go in the actors notebox in the database. | |
| # ----------------------------------------------------------------------------- | |
| # <command list> | |
| # string | |
| # string | |
| # </command list> | |
| # These lines go inside of an actor's notebox to adjust the battle commands | |
| # that appear in the actor's Actor Command Window. Refer to the module as to | |
| # what to use for the strings. If a custom command list is used for an actor, | |
| # it will take priority over its class's custom command list, which takes place | |
| # over the default command list. | |
| # | |
| # ----------------------------------------------------------------------------- | |
| # Class Notetags - These notetags go in the class notebox in the database. | |
| # ----------------------------------------------------------------------------- | |
| # <command list> | |
| # string | |
| # string | |
| # </command list> | |
| # These lines go inside of a class's notebox to adjust the battle commands | |
| # that appear in the actor's Actor Command Window. Refer to the module as to | |
| # what to use for the strings. A custom command list for a class does not take | |
| # priority over an actor's custom command list, but it does take priority over | |
| # the default command list. | |
| # | |
| # ----------------------------------------------------------------------------- | |
| # Skill Notetags - These notetags go in the skill notebox in the database. | |
| # ----------------------------------------------------------------------------- | |
| # <command name: string> | |
| # If this skill is being used as a command, it will use "string" to replace the | |
| # skill's name in the command list window. | |
| # | |
| # <command hide until learn> | |
| # This hides the command until the actor has learned the respective skill for | |
| # the command to appear in the actor's command list. | |
| # | |
| # <command hide until usable> | |
| # This hides the command until the actor is capable of using the command by | |
| # meeting TP costs or MP costs. | |
| # | |
| # <command hide until switch: x> | |
| # This switch x is OFF, then the command remains hidden. If the switch is ON, | |
| # then the command becomes enabled and appears in the command list. | |
| # | |
| # ----------------------------------------------------------------------------- | |
| # Item Notetags - These notetags go in the item notebox in the database. | |
| # ----------------------------------------------------------------------------- | |
| # <command name: string> | |
| # If this item is being used as a command, it will use "string" to replace the | |
| # item's name in the command list window. | |
| # | |
| # <command hide until usable> | |
| # This hides the command until the actor is capable of using the command as | |
| # long as that item is usable normally. | |
| # | |
| # <command hide until switch: x> | |
| # This switch x is OFF, then the command remains hidden. If the switch is ON, | |
| # then the command becomes enabled and appears in the command list. | |
| # | |
| #============================================================================== | |
| # ¥ Compatibility | |
| # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | |
| # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that | |
| # it will run with RPG Maker VX without adjusting. | |
| # | |
| # For maximum compatibility with Yanfly Engine Ace - Ace Battle Engine, place | |
| # this script under Ace Battle Engine. | |
| # | |
| #============================================================================== | |
| module YEA | |
| module BATTLE_COMMANDS | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # - Party Command Window Settings - | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # This section adjusts the commands for the Party Command Window. Rearrange | |
| # commands as you see fit or add in new ones. Here's a list of which | |
| # command does what: | |
| # | |
| # ------------------------------------------------------------------------- | |
| # :command Description | |
| # ------------------------------------------------------------------------- | |
| # :fight Enters the command selection phase for actors. Default. | |
| # :escape Party attempts to escape from battle. Default. | |
| # | |
| # :combatlog Requires YEA - Combat Log Display. | |
| # :autobattle Requires YEA - Command Autobattle. | |
| # :party Requires YEA - Party System Add-On: Command Party. | |
| # | |
| # And that's all of the currently available commands. This list will be | |
| # updated as more scripts become available. | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # This array arranges the order of which the commands appear in the Party | |
| # Command window. | |
| PARTY_COMMANDS =[ | |
| :fight, | |
| :autobattle, | |
| :party, | |
| # :custom1, | |
| # :custom2, | |
| :escape, | |
| ] # Do not remove this. | |
| #-------------------------------------------------------------------------- | |
| # - Party Command Custom Commands - | |
| # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
| # For those who use scripts to that may produce unique effects in battle, | |
| # use this hash to manage the custom commands for the Party Command Window. | |
| # You can disable certain commands or prevent them from appearing by using | |
| # switches. If you don't wish to bind them to a switch, set the proper | |
| # switch to 0 for it to have no impact. | |
| #-------------------------------------------------------------------------- | |
| CUSTOM_PARTY_COMMANDS ={ | |
| # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], | |
| :custom1 => [ "Custom Name", 0, 0, :command_name1], | |
| :custom2 => [ "Custom Name", 13, 0, :command_name2], | |
| } # Do not remove this. | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # - Actor Command Window Settings - | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # This section only adjusts the default commands for actors. If you wish | |
| # for an actor to have a unique command list, use the notetags listed in | |
| # the instructions to apply them. The custom command lists for actors will | |
| # override this command list. | |
| # | |
| # Here's a list of which command does what: | |
| # | |
| # ------------------------------------------------------------------------- | |
| # :command Description | |
| # ------------------------------------------------------------------------- | |
| # "ATTACK" Normal attack for actor. Default. | |
| # "SKILL LIST" All of the skill types the actor can use. Default. | |
| # "DEFEND" Set defend action for actor. Default. | |
| # "ITEMS" Opens up the item menu for the actor. Default. | |
| # | |
| # "SKILL TYPE X" Specifically puts in skill type X if actor has it. | |
| # "SKILL X" Uses Skill X in that slot. | |
| # "ITEM X" Uses Item X in that slot. | |
| # | |
| # "AUTOBATTLE" Requires YEA - Command Autobattle. | |
| # "EQUIP" Requires YEA - Command Equip | |
| # "SUBCLASS LIST" Requires YEA - Class System. Adds subclass skill types. | |
| # | |
| # And that's all of the currently available commands. This list will be | |
| # updated as more scripts become available. | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # This array arranges the order of which the commands appear in the Actor | |
| # Command window if the actor does not have a custom command list. | |
| DEFAULT_ACTOR_COMMANDS =[ | |
| # "AUTOBATTLE", | |
| "ATTACK", | |
| "SKILL LIST", | |
| "SUBCLASS LIST", | |
| "DEFEND", | |
| "ITEMS", | |
| "EQUIP", | |
| ] # Do not remove this. | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # - Confirm Command Window Settings - | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| # The confirm window is something new that's been added. It shows after the | |
| # last actor has made a decision as to what actions the player wishes to | |
| # take for the turn Here's a list of which command does what: | |
| # | |
| # ------------------------------------------------------------------------- | |
| # :command Description | |
| # ------------------------------------------------------------------------- | |
| # :execute Start the battle turn. Comes with this script. | |
| # | |
| # :combatlog Requires YEA - Combat Log Display. | |
| # | |
| # And that's all of the currently available commands. This list will be | |
| # updated as more scripts become available. | |
| #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | |
| USE_CONFIRM_WINDOW = true # Set to false if you don't wish to use it. | |
| # This array arranges the order of which the commands appear in the Party | |
| # Command window. | |
| CONFIRM_COMMANDS =[ | |
| :execute, | |
| :combatlog, | |
| # :custom1, | |
| # :custom2, | |
| ] # Do not remove this. | |
| # This sets what text appears for the execute command. | |
| EXECUTE_VOCAB = "Execute" | |
| #-------------------------------------------------------------------------- | |
| # - Confirm Command Custom Commands - | |
| # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | |
| # For those who use scripts to that may produce unique effects in battle, | |
| # use this hash to manage the custom commands for the Confirm Command | |
| # Window. You can disable certain commands or prevent them from appearing | |
| # by using switches. If you don't wish to bind them to a switch, set the | |
| # proper switch to 0 for it to have no impact. | |
| #-------------------------------------------------------------------------- | |
| CUSTOM_CONFIRM_COMMANDS ={ | |
| # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], | |
| :custom1 => [ "Custom Name", 0, 0, :command_name1], | |
| :custom2 => [ "Custom Text", 13, 0, :command_name2], | |
| } # Do not remove this. | |
| end # BATTLE_COMMANDS | |
| end # YEA | |
| #============================================================================== | |
| # ¥ Editting anything past this point may potentially result in causing | |
| # computer damage, incontinence, explosion of user's head, coma, death, and/or | |
| # halitosis so edit at your own risk. | |
| #============================================================================== | |
| module YEA | |
| module REGEXP | |
| module BASEITEM | |
| COMMAND_LIST_ON = /<(?:COMMAND_LIST|command list)>/i | |
| COMMAND_LIST_OFF = /<\/(?:COMMAND_LIST|command list)>/i | |
| end # BASEITEM | |
| module USABLEITEM | |
| COMMAND_NAME = /<(?:COMMAND NAME|command name):[ ](.*)>/i | |
| COMMAND_HIDE_LEARN = | |
| /<(?:COMMAND_HIDE_UNTIL_LEARN|command hide until learn)>/i | |
| COMMAND_HIDE_USABLE = | |
| /<(?:COMMAND_HIDE_UNTIL_USABLE|command hide until usable)>/i | |
| COMMAND_HIDE_SWITCH = | |
| /<(?:COMMAND_HIDE_UNTIL_SWITCH|command hide until switch):[ ](\d+)>/i | |
| end # USABLEITEM | |
| end # REGEXP | |
| end # YEA | |
| #============================================================================== | |
| # ¡ DataManager | |
| #============================================================================== | |
| module DataManager | |
| #-------------------------------------------------------------------------- | |
| # alias method: load_database | |
| #-------------------------------------------------------------------------- | |
| class <<self; alias load_database_bcl load_database; end | |
| def self.load_database | |
| load_database_bcl | |
| load_notetags_bcl | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: load_notetags_bcl | |
| #-------------------------------------------------------------------------- | |
| def self.load_notetags_bcl | |
| groups = [$data_actors, $data_classes, $data_skills, $data_items] | |
| for group in groups | |
| for obj in group | |
| next if obj.nil? | |
| obj.load_notetags_bcl | |
| end | |
| end | |
| end | |
| end # DataManager | |
| #============================================================================== | |
| # ¡ RPG::BaseItem | |
| #============================================================================== | |
| class RPG::BaseItem | |
| #-------------------------------------------------------------------------- | |
| # public instance variables | |
| #-------------------------------------------------------------------------- | |
| attr_accessor :battle_commands | |
| #-------------------------------------------------------------------------- | |
| # common cache: load_notetags_bcl | |
| #-------------------------------------------------------------------------- | |
| def load_notetags_bcl | |
| @battle_commands = [] | |
| @command_list = false | |
| #--- | |
| self.note.split(/[\r\n]+/).each { |line| | |
| case line | |
| #--- | |
| when YEA::REGEXP::BASEITEM::COMMAND_LIST_ON | |
| @command_list = true | |
| when YEA::REGEXP::BASEITEM::COMMAND_LIST_OFF | |
| @command_list = false | |
| else | |
| next unless @command_list | |
| @battle_commands.push(line.to_s.upcase) | |
| #--- | |
| end | |
| } # self.note.split | |
| #--- | |
| if @battle_commands == [] and self.is_a?(RPG::Class) | |
| @battle_commands = YEA::BATTLE_COMMANDS::DEFAULT_ACTOR_COMMANDS | |
| end | |
| end | |
| end # RPG::BaseItem | |
| #============================================================================== | |
| # ¡ RPG::UsableItem | |
| #============================================================================== | |
| class RPG::UsableItem < RPG::BaseItem | |
| #-------------------------------------------------------------------------- | |
| # public instance variables | |
| #-------------------------------------------------------------------------- | |
| attr_accessor :command_name | |
| attr_accessor :command_hide_until_learn | |
| attr_accessor :command_hide_until_usable | |
| attr_accessor :command_hide_until_switch | |
| #-------------------------------------------------------------------------- | |
| # common cache: load_notetags_bcl | |
| #-------------------------------------------------------------------------- | |
| def load_notetags_bcl | |
| @command_name = @name.clone | |
| @command_hide_until_switch = 0 | |
| #--- | |
| self.note.split(/[\r\n]+/).each { |line| | |
| case line | |
| #--- | |
| when YEA::REGEXP::USABLEITEM::COMMAND_NAME | |
| @command_name = $1.to_s | |
| when YEA::REGEXP::USABLEITEM::COMMAND_HIDE_LEARN | |
| @command_hide_until_learn = true | |
| when YEA::REGEXP::USABLEITEM::COMMAND_HIDE_USABLE | |
| @command_hide_until_usable = true | |
| when YEA::REGEXP::USABLEITEM::COMMAND_HIDE_SWITCH | |
| @command_hide_until_switch = $1.to_i | |
| #--- | |
| end | |
| } # self.note.split | |
| #--- | |
| end | |
| end # RPG::UsableItem | |
| #============================================================================== | |
| # ¡ Game_Actor | |
| #============================================================================== | |
| class Game_Actor < Game_Battler | |
| #-------------------------------------------------------------------------- | |
| # new method: battle_commands | |
| #-------------------------------------------------------------------------- | |
| def battle_commands | |
| return self.actor.battle_commands unless actor.battle_commands == [] | |
| return self.class.battle_commands | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: next_command_valid? | |
| #-------------------------------------------------------------------------- | |
| def next_command_valid? | |
| if $imported["YEA-BattleSystem-FTB"] && BattleManager.btype?(:ftb) | |
| return false | |
| end | |
| return false if @action_input_index >= @actions.size - 1 | |
| return true | |
| end | |
| end # Game_Actor | |
| #============================================================================== | |
| # ¡ Window_PartyCommand | |
| #============================================================================== | |
| class Window_PartyCommand < Window_Command | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: make_command_list | |
| #-------------------------------------------------------------------------- | |
| def make_command_list | |
| for command in YEA::BATTLE_COMMANDS::PARTY_COMMANDS | |
| case command | |
| when :fight | |
| add_command(Vocab::fight, :fight) | |
| when :escape | |
| add_command(Vocab::escape, :escape, BattleManager.can_escape?) | |
| when :combatlog | |
| next unless $imported["YEA-CombatLogDisplay"] | |
| add_command(YEA::COMBAT_LOG::COMMAND_NAME, :combatlog) | |
| when :autobattle | |
| next unless $imported["YEA-CommandAutobattle"] | |
| add_autobattle_command | |
| when :party | |
| next unless $imported["YEA-PartySystem"] | |
| next unless $imported["YEA-CommandParty"] | |
| add_party_command | |
| else | |
| process_custom_command(command) | |
| end | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: process_custom_command | |
| #-------------------------------------------------------------------------- | |
| def process_custom_command(command) | |
| return unless YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS.include?(command) | |
| show = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][2] | |
| continue = show <= 0 ? true : $game_switches[show] | |
| return unless continue | |
| text = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][0] | |
| switch = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][1] | |
| enabled = switch <= 0 ? true : $game_switches[switch] | |
| add_command(text, command, enabled) | |
| end | |
| end # Window_PartyCommand | |
| #============================================================================== | |
| # ¡ Window_ConfirmCommand | |
| #============================================================================== | |
| class Window_ConfirmCommand < Window_Command | |
| #-------------------------------------------------------------------------- | |
| # initialize | |
| #-------------------------------------------------------------------------- | |
| def initialize | |
| super(0, 0) | |
| deactivate | |
| hide | |
| end | |
| #-------------------------------------------------------------------------- | |
| # window_width | |
| #-------------------------------------------------------------------------- | |
| def window_width; return 128; end | |
| #-------------------------------------------------------------------------- | |
| # visible_line_number | |
| #-------------------------------------------------------------------------- | |
| def visible_line_number; return 4; end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: make_command_list | |
| #-------------------------------------------------------------------------- | |
| def make_command_list | |
| for command in YEA::BATTLE_COMMANDS::CONFIRM_COMMANDS | |
| case command | |
| when :execute | |
| text = YEA::BATTLE_COMMANDS::EXECUTE_VOCAB | |
| add_command(text, :execute) | |
| when :combatlog | |
| next unless $imported["YEA-CombatLogDisplay"] | |
| add_command(YEA::COMBAT_LOG::COMMAND_NAME, :combatlog) | |
| else | |
| process_custom_command(command) | |
| end | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: process_custom_command | |
| #-------------------------------------------------------------------------- | |
| def process_custom_command(command) | |
| return unless YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS.include?(command) | |
| show = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][2] | |
| continue = show <= 0 ? true : $game_switches[show] | |
| return unless continue | |
| text = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][0] | |
| switch = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][1] | |
| enabled = switch <= 0 ? true : $game_switches[switch] | |
| add_command(text, command, enabled) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # setup | |
| #-------------------------------------------------------------------------- | |
| def setup | |
| clear_command_list | |
| make_command_list | |
| refresh | |
| select(0) | |
| activate | |
| self.openness = 255 | |
| show | |
| end | |
| #-------------------------------------------------------------------------- | |
| # process_handling | |
| #-------------------------------------------------------------------------- | |
| if $imported["YEA-BattleEngine"] | |
| def process_handling | |
| return unless open? && active | |
| return process_dir4 if Input.repeat?(:LEFT) | |
| return super | |
| end | |
| #-------------------------------------------------------------------------- | |
| # process_dir4 | |
| #-------------------------------------------------------------------------- | |
| def process_dir4 | |
| Sound.play_cursor | |
| Input.update | |
| deactivate | |
| call_handler(:dir4) | |
| end | |
| end # $imported["YEA-BattleEngine"] | |
| end # Window_ConfirmCommand | |
| #============================================================================== | |
| # ¡ Window_ActorCommand | |
| #============================================================================== | |
| class Window_ActorCommand < Window_Command | |
| #-------------------------------------------------------------------------- | |
| # alias method: setup | |
| #-------------------------------------------------------------------------- | |
| alias window_actorcommand_setup_bcl setup | |
| def setup(actor) | |
| window_actorcommand_setup_bcl(actor) | |
| show | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: make_command_list | |
| #-------------------------------------------------------------------------- | |
| def make_command_list | |
| return if @actor.nil? | |
| @stype_list = [] | |
| for command in @actor.battle_commands | |
| case command.upcase | |
| #--- | |
| when /ATTACK/i | |
| add_attack_command | |
| when /SKILL LIST/i | |
| add_skill_commands | |
| when /DEFEND/i | |
| add_guard_command | |
| when /ITEMS/i | |
| add_item_command | |
| #--- | |
| when /SKILL TYPE[ ](\d+)/i | |
| add_skill_type_command($1.to_i) | |
| when /SKILL[ ](\d+)/i | |
| add_skill_id_command($1.to_i) | |
| when /ITEM[ ](\d+)/i | |
| add_item_id_command($1.to_i) | |
| #--- | |
| when /AUTOBATTLE/i | |
| next unless $imported["YEA-CommandAutobattle"] | |
| add_autobattle_command | |
| when /EQUIP/i | |
| next unless $imported["YEA-CommandEquip"] | |
| add_equip_command | |
| when /SUBCLASS LIST/i | |
| add_subclass_skill_types | |
| #--- | |
| else; next | |
| end | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # overwrite method: add_skill_commands | |
| #-------------------------------------------------------------------------- | |
| def add_skill_commands | |
| @actor.added_skill_types.each do |stype_id| | |
| next if @stype_list.include?(stype_id) | |
| next if include_subclass_type?(stype_id) | |
| add_skill_type_command(stype_id) | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: include_subclass_type? | |
| #-------------------------------------------------------------------------- | |
| def include_subclass_type?(stype_id) | |
| return false unless $imported["YEA-ClassSystem"] | |
| return @actor.subclass_skill_types.include?(stype_id) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: add_subclass_skill_types | |
| #-------------------------------------------------------------------------- | |
| def add_subclass_skill_types | |
| return unless $imported["YEA-ClassSystem"] | |
| return if @actor.subclass.nil? | |
| @actor.subclass_skill_types.sort.each do |stype_id| | |
| next if @stype_list.include?(stype_id) | |
| add_skill_type_command(stype_id) | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: add_skill_type_command | |
| #-------------------------------------------------------------------------- | |
| def add_skill_type_command(stype_id) | |
| return unless @actor.added_skill_types.include?(stype_id) | |
| return if @stype_list.include?(stype_id) | |
| @stype_list.push(stype_id) | |
| name = $data_system.skill_types[stype_id] | |
| add_command(name, :skill, true, stype_id) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: add_skill_id_command | |
| #-------------------------------------------------------------------------- | |
| def add_skill_id_command(skill_id) | |
| return if $data_skills[skill_id].nil? | |
| return unless add_use_skill?(skill_id) | |
| name = $data_skills[skill_id].command_name | |
| add_command(name, :use_skill, use_skill_valid?(skill_id), skill_id) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: add_use_skill? | |
| #-------------------------------------------------------------------------- | |
| def add_use_skill?(skill_id) | |
| skill = $data_skills[skill_id] | |
| return false if hide_until_learn?(skill) | |
| return false if hide_until_usable?(skill) | |
| return false if hide_until_switch?(skill) | |
| return true | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: hide_until_learn? | |
| #-------------------------------------------------------------------------- | |
| def hide_until_learn?(skill) | |
| return false unless skill.command_hide_until_learn | |
| return false if @actor.skill_learn?(skill) | |
| return false if @actor.added_skills.include?(skill.id) | |
| return true | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: hide_until_usable? | |
| #-------------------------------------------------------------------------- | |
| def hide_until_usable?(skill) | |
| return false unless skill.command_hide_until_usable | |
| return false if @actor.usable?(skill) | |
| return true | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: hide_until_switch? | |
| #-------------------------------------------------------------------------- | |
| def hide_until_switch?(skill) | |
| return false unless skill.command_hide_until_switch > 0 | |
| return false if $game_switches[skill.command_hide_until_switch] | |
| return true | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: use_skill_valid? | |
| #-------------------------------------------------------------------------- | |
| def use_skill_valid?(skill_id) | |
| skill = $data_skills[skill_id] | |
| return false unless @actor.skill_conditions_met?(skill) | |
| return true | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: add_item_id_command | |
| #-------------------------------------------------------------------------- | |
| def add_item_id_command(item_id) | |
| return if $data_items[item_id].nil? | |
| return unless add_use_item?(item_id) | |
| name = $data_items[item_id].command_name | |
| add_command(name, :use_item, use_item_valid?(item_id), item_id) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: add_use_item? | |
| #-------------------------------------------------------------------------- | |
| def add_use_item?(item_id) | |
| item = $data_items[item_id] | |
| return false if hide_until_usable?(item) | |
| return false if hide_until_switch?(item) | |
| return true | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: use_item_valid? | |
| #-------------------------------------------------------------------------- | |
| def use_item_valid?(item_id) | |
| item = $data_items[item_id] | |
| return false unless @actor.item_conditions_met?(item) | |
| return true | |
| end | |
| end # Window_ActorCommand | |
| #============================================================================== | |
| # ¡ Scene_Battle | |
| #============================================================================== | |
| class Scene_Battle < Scene_Base | |
| #-------------------------------------------------------------------------- | |
| # alias method: create_all_windows | |
| #-------------------------------------------------------------------------- | |
| alias scene_battle_create_all_windows_bcl create_all_windows | |
| def create_all_windows | |
| scene_battle_create_all_windows_bcl | |
| create_confirm_command_window | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: create_party_command_window | |
| #-------------------------------------------------------------------------- | |
| alias create_party_command_window_bcl create_party_command_window | |
| def create_party_command_window | |
| create_party_command_window_bcl | |
| process_custom_party_commands | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: process_custom_party_commands | |
| #-------------------------------------------------------------------------- | |
| def process_custom_party_commands | |
| for command in YEA::BATTLE_COMMANDS::PARTY_COMMANDS | |
| next unless YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS.include?(command) | |
| called_method = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][3] | |
| @party_command_window.set_handler(command, method(called_method)) | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: create_actor_command_window | |
| #-------------------------------------------------------------------------- | |
| alias create_actor_command_window_bcl create_actor_command_window | |
| def create_actor_command_window | |
| create_actor_command_window_bcl | |
| @actor_command_window.set_handler(:use_skill, method(:command_use_skill)) | |
| @actor_command_window.set_handler(:use_item, method(:command_use_item)) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: start_actor_command_selection | |
| #-------------------------------------------------------------------------- | |
| alias start_actor_command_selection_bcl start_actor_command_selection | |
| def start_actor_command_selection | |
| @confirm_command_window.hide unless @confirm_command_window.nil? | |
| start_actor_command_selection_bcl | |
| @actor_command_window.show | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: command_use_skill | |
| #-------------------------------------------------------------------------- | |
| def command_use_skill | |
| @skill = $data_skills[@actor_command_window.current_ext] | |
| BattleManager.actor.input.set_skill(@skill.id) | |
| BattleManager.actor.last_skill.object = @skill | |
| status_redraw_target(BattleManager.actor) | |
| if $imported["YEA-BattleEngine"] | |
| $game_temp.battle_aid = @skill | |
| if @skill.for_opponent? | |
| select_enemy_selection | |
| elsif @skill.for_friend? | |
| select_actor_selection | |
| else | |
| next_command | |
| $game_temp.battle_aid = nil | |
| end | |
| else | |
| if !@skill.need_selection? | |
| next_command | |
| elsif @skill.for_opponent? | |
| select_enemy_selection | |
| else | |
| select_actor_selection | |
| end | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: command_use_item | |
| #-------------------------------------------------------------------------- | |
| def command_use_item | |
| @item = $data_items[@actor_command_window.current_ext] | |
| BattleManager.actor.input.set_item(@item.id) | |
| status_redraw_target(BattleManager.actor) | |
| if $imported["YEA-BattleEngine"] | |
| $game_temp.battle_aid = @item | |
| if @item.for_opponent? | |
| select_enemy_selection | |
| elsif @item.for_friend? | |
| select_actor_selection | |
| else | |
| next_command | |
| $game_temp.battle_aid = nil | |
| end | |
| else | |
| if !@item.need_selection? | |
| next_command | |
| elsif @item.for_opponent? | |
| select_enemy_selection | |
| else | |
| select_actor_selection | |
| end | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: on_actor_ok | |
| #-------------------------------------------------------------------------- | |
| alias scene_battle_on_actor_ok_bcl on_actor_ok | |
| def on_actor_ok | |
| scene_battle_on_actor_ok_bcl | |
| return if !@confirm_command_window.nil? && @confirm_command_window.visible | |
| @actor_command_window.show | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: on_actor_cancel | |
| #-------------------------------------------------------------------------- | |
| alias scene_battle_on_actor_cancel_bcl on_actor_cancel | |
| def on_actor_cancel | |
| scene_battle_on_actor_cancel_bcl | |
| case @actor_command_window.current_symbol | |
| when :use_skill, :use_item | |
| @help_window.hide | |
| @status_window.show | |
| @actor_command_window.activate | |
| status_redraw_target(BattleManager.actor) | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: on_enemy_ok | |
| #-------------------------------------------------------------------------- | |
| alias scene_battle_on_enemy_ok_bcl on_enemy_ok | |
| def on_enemy_ok | |
| scene_battle_on_enemy_ok_bcl | |
| return if !@confirm_command_window.nil? && @confirm_command_window.visible | |
| @actor_command_window.show | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: on_enemy_cancel | |
| #-------------------------------------------------------------------------- | |
| alias scene_battle_on_enemy_cancel_bcl on_enemy_cancel | |
| def on_enemy_cancel | |
| scene_battle_on_enemy_cancel_bcl | |
| case @actor_command_window.current_symbol | |
| when :use_skill, :use_item | |
| @help_window.hide | |
| @status_window.show | |
| @actor_command_window.activate | |
| status_redraw_target(BattleManager.actor) | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: status_redraw_target | |
| #-------------------------------------------------------------------------- | |
| def status_redraw_target(target) | |
| return unless target.actor? | |
| @status_window.draw_item($game_party.battle_members.index(target)) | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: create_confirm_command_window | |
| #-------------------------------------------------------------------------- | |
| def create_confirm_command_window | |
| return unless YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW | |
| @confirm_command_window = Window_ConfirmCommand.new | |
| @confirm_command_window.viewport = @info_viewport | |
| @confirm_command_window.set_handler(:execute, method(:command_execute)) | |
| @confirm_command_window.set_handler(:cancel, method(:on_confirm_cancel)) | |
| @confirm_command_window.set_handler(:dir4, method(:on_confirm_cancel)) | |
| @confirm_command_window.unselect | |
| @confirm_command_window.x = Graphics.width | |
| process_custom_confirm_commands | |
| process_confirm_compatibility_commands | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: process_custom_confirm_commands | |
| #-------------------------------------------------------------------------- | |
| def process_custom_confirm_commands | |
| for command in YEA::BATTLE_COMMANDS::CONFIRM_COMMANDS | |
| next unless YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS.include?(command) | |
| called_method = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][3] | |
| @party_command_window.set_handler(command, method(called_method)) | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: process_confirm_compatibility_commands | |
| #-------------------------------------------------------------------------- | |
| def process_confirm_compatibility_commands | |
| #--- | |
| if $imported["YEA-CombatLogDisplay"] | |
| @confirm_command_window.set_handler(:combatlog, method(:open_combatlog)) | |
| end | |
| #--- | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: start_confirm_command_selection | |
| #-------------------------------------------------------------------------- | |
| def start_confirm_command_selection | |
| if $imported["YEA-BattleEngine"] | |
| @status_window.show | |
| redraw_current_status | |
| @status_aid_window.hide | |
| end | |
| @status_window.unselect | |
| @actor_command_window.hide | |
| @confirm_command_window.setup | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: on_confirm_cancel | |
| #-------------------------------------------------------------------------- | |
| def on_confirm_cancel | |
| @confirm_command_window.hide unless @confirm_command_window.nil? | |
| @actor_command_window.show | |
| @actor_command_window.setup(BattleManager.actor) | |
| @status_window.select(BattleManager.actor.index) | |
| prior_command unless BattleManager.actor.inputable? | |
| end | |
| #-------------------------------------------------------------------------- | |
| # alias method: next_command | |
| #-------------------------------------------------------------------------- | |
| alias scene_battle_next_command_bcl next_command | |
| def next_command | |
| if prompt_next_actor? | |
| scene_battle_next_command_bcl | |
| elsif YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW | |
| start_confirm_command_selection | |
| else | |
| turn_start | |
| end | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: prompt_next_actor? | |
| #-------------------------------------------------------------------------- | |
| def prompt_next_actor? | |
| index = @status_window.index | |
| last_index = $game_party.battle_members.size - 1 | |
| for member in $game_party.battle_members.reverse | |
| break if member.inputable? | |
| last_index -= 1 | |
| end | |
| if index >= last_index | |
| actor = $game_party.battle_members[index] | |
| return true if prompt_ftb_action?(actor) | |
| return true if actor.next_command_valid? | |
| return false if YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW | |
| end | |
| return true | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: prompt_ftb_action? | |
| #-------------------------------------------------------------------------- | |
| def prompt_ftb_action?(actor) | |
| return false unless $imported["YEA-BattleEngine"] | |
| return false unless $imported["YEA-BattleSystem-FTB"] | |
| return false unless BattleManager.btype?(:ftb) | |
| return actor.current_action.valid? | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: command_execute | |
| #-------------------------------------------------------------------------- | |
| def command_execute | |
| @confirm_command_window.close | |
| turn_start | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: command_name1 | |
| #-------------------------------------------------------------------------- | |
| def command_name1 | |
| # Do nothing. | |
| end | |
| #-------------------------------------------------------------------------- | |
| # new method: command_name2 | |
| #-------------------------------------------------------------------------- | |
| def command_name2 | |
| # Do nothing. | |
| end | |
| end # Scene_Battle | |
| #============================================================================== | |
| # | |
| # ¥ End of File | |
| # | |
| #============================================================================== |