Okay, got it to work. However, now I've run into a problem. Basically, I'm attempting to merge the Materia and RTAB again. I've made much more progress since last time. However, I'm stuck again.
The problem seems to lie in the
def update_phase3_skill_select section under Scene_Battle. Now I've got the "All" function working properly, and it only goes for the skill paired with the All materia as well. Hooray! However, I've come to a problem: a skill not paired with the All materia will not work. It doesn't crash the game, it just doesn't cast the skill, turns the skill window off for a second, and then brings back the skill select window. Of course, this is not good. I'm trying to make it so that when the all materia is not paired with the skill materia, it just runs the skill sequence like normal.
Here's my code right now:
def update_phase3_skill_select
# During command selecting when it becomes incapacitation,
unless @active_actor.inputable?
@active_actor.current_action.clear
command_delete
# To command input of the following actor
phase3_next_actor
return
end
# The skill window is put in visible state
@skill_window.visible = true
# Renewing the skill window
@skill_window.update
# The B when button is pushed,
if Input.trigger?(Input::B)
# Performing cancellation SE
$game_system.se_play($data_system.cancel_se)
# End selection of skill
end_skill_select
return
end
# When C button is pushed,
if Input.trigger?(Input::C)
# Acquiring the data which presently is selected in the skill window
@skill = @skill_window.skill
# When you cannot use,
if @skill == nil or not @active_actor.skill_can_use?(@skill.id)
# Performing buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Performing decision SE
$game_system.se_play($data_system.decision_se)
# Setting action
@active_actor.current_action.skill_id = @skill.id
# The skill window is put in invisibility state
@skill_window.visible = false
# Gets Active Battlers Paired Materia
paired_materia_set = @active_actor.return_paired_materia
for paired_set in paired_materia_set
materia = paired_set[2]
other_materia = paired_set[3]
if materia.special_effect == 'All'
for skill_id in other_materia.skills
if skill_id == @skill.id
@skill.scope = 2 if @skill.scope == 1
@skill.scope = 4 if @skill.scope == 3 || @skill.scope == 7
@skill.scope = 6 if @skill.scope == 5
# Set action
@active_actor.current_action.skill_id = @skill.id
# Setting action
@active_actor.current_action.kind = 1
# End selection of skill
end_skill_select
# To command input of the following actor
phase3_next_actor
end
return
end
end
end
# When the effective range is the enemy single unit,
if @skill.scope == 1
# Starting the selection of the enemy
start_enemy_select
# When the effective range is the friend single unit,
elsif @skill.scope == 3 or @skill.scope == 5
# Starting the selection of the actor
start_actor_select
# When the effective range is not the single unit,
else
# Setting action
@active_actor.current_action.kind = 1
# End selection of skill
end_skill_select
# To command input of the following actor
phase3_next_actor
end
return
end
end
Scratching my brain here. Any help or clues as to what I need to do would be greatly appreciated.
Thanks!