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| /*: | |
| * @plugindesc Adds a small, context-sensitive help window during combat. | |
| * @author Ben Hendel-Doying | |
| * | |
| * @help There's nothing to configure. | |
| * | |
| * When in combat, a small window is shown above the character selection which | |
| * contains text like "What will X do?" or "Choose a target." to make it crystal | |
| * clear what you're doing in the moment. | |
| * | |
| * I added this because I observed players who are not familiar with RPG Maker were | |
| * sometimes getting confused with input selection; it was not always clear to them | |
| * what they were selecting. | |
| */ | |
| (function() { | |
| const originalSceneBattleCreateAllWindows = Scene_Battle.prototype.createAllWindows; | |
| Scene_Battle.prototype.createAllWindows = function() { | |
| originalSceneBattleCreateAllWindows.call(this); | |
| this.createContextHelpWindow(); | |
| }; | |
| Scene_Battle.prototype.createContextHelpWindow = function() | |
| { | |
| this._contextHelpWindow = new Window_Help(1); | |
| this._contextHelpWindow.move(this._actorWindow.x, this._actorWindow.y - this._contextHelpWindow.height, 360, this._contextHelpWindow.height); | |
| this._contextHelpWindow.setText('...'); | |
| this.addWindow(this._contextHelpWindow); | |
| this._contextHelpWindow.hide(); | |
| }; | |
| // choosing what an ally will do | |
| const originalSceneBattleStartActorCommandSelection = Scene_Battle.prototype.startActorCommandSelection; | |
| Scene_Battle.prototype.startActorCommandSelection = function() { | |
| originalSceneBattleStartActorCommandSelection.call(this); | |
| this._contextHelpWindow.setText('What will ' + BattleManager.actor().name() + ' do?'); | |
| this._contextHelpWindow.show(); | |
| }; | |
| const originalSceneBattleStartPartyCommandSelection = Scene_Battle.prototype.startPartyCommandSelection; | |
| Scene_Battle.prototype.startPartyCommandSelection = function() { | |
| originalSceneBattleStartPartyCommandSelection.call(this); | |
| this._contextHelpWindow.hide(); | |
| }; | |
| const originalSceneBattleEndCommandSelection = Scene_Battle.prototype.endCommandSelection; | |
| Scene_Battle.prototype.endCommandSelection = function() { | |
| originalSceneBattleEndCommandSelection.call(this); | |
| this._contextHelpWindow.hide(); | |
| }; | |
| // choosing a skill | |
| const originalSceneBattleCommandSkill = Scene_Battle.prototype.commandSkill; | |
| Scene_Battle.prototype.commandSkill = function() { | |
| originalSceneBattleCommandSkill.call(this); | |
| this._contextHelpWindow.hide(); | |
| }; | |
| const originalSceneBattleOnSkillCancel = Scene_Battle.prototype.onSkillCancel; | |
| Scene_Battle.prototype.onSkillCancel = function() { | |
| originalSceneBattleOnSkillCancel.call(this); | |
| this._contextHelpWindow.show(); | |
| }; | |
| // choosing an item | |
| const originalSceneBattleCommandItem = Scene_Battle.prototype.commandItem; | |
| Scene_Battle.prototype.commandItem = function() { | |
| originalSceneBattleCommandItem.call(this); | |
| this._contextHelpWindow.hide(); | |
| }; | |
| const originalSceneBattleOnItemCancel = Scene_Battle.prototype.onItemCancel; | |
| Scene_Battle.prototype.onItemCancel = function() { | |
| originalSceneBattleOnItemCancel.call(this); | |
| this._contextHelpWindow.show(); | |
| }; | |
| // choosing a target enemy | |
| const originalSceneSelectEnemySelection = Scene_Battle.prototype.selectEnemySelection; | |
| Scene_Battle.prototype.selectEnemySelection = function() { | |
| originalSceneSelectEnemySelection.call(this); | |
| this._contextHelpWindow.setText('Choose a target.'); | |
| this._contextHelpWindow.show(); | |
| }; | |
| const originalSceneBattleOnEnemyCancel = Scene_Battle.prototype.onEnemyCancel; | |
| Scene_Battle.prototype.onEnemyCancel = function() { | |
| originalSceneBattleOnEnemyCancel.call(this); | |
| this._contextHelpWindow.hide(); | |
| }; | |
| // choosing a target ally | |
| const originalSceneSelectActorSelection = Scene_Battle.prototype.selectActorSelection; | |
| Scene_Battle.prototype.selectActorSelection = function() { | |
| originalSceneSelectActorSelection.call(this); | |
| this._contextHelpWindow.setText('Choose a target.'); | |
| this._contextHelpWindow.show(); | |
| }; | |
| const originalSceneBattleOnActorCancel = Scene_Battle.prototype.onActorCancel; | |
| Scene_Battle.prototype.onActorCancel = function() { | |
| originalSceneBattleOnActorCancel.call(this); | |
| this._contextHelpWindow.hide(); | |
| }; | |
| })(); |