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I need a hot key-related script!! (RMXP)

Hey~ does anyone has a script that allows player to call battle commands (attack/skill/item/escape)
by pressing hot keys??? I could not find this script in the forum....

I really need this script! Thanks a lot!!!    :grin:
 
I'll make it for you tomorrow.  Be more careful about where you post your requests next time.

EDIT : : i'm too tired to skr1pt anyth1ngs ughhh horrible day today.  maybe i'll make a random post somewhere about it someday.  but more to the point, i'll make your script tommorow.
 
theory":3o6matsk said:
I'll make it for you tomorrow.  Be more careful about where you post your requests next time.

EDIT : : i'm too tired to skr1pt anyth1ngs ughhh horrible day today.  maybe i'll make a random post somewhere about it someday.  but more to the point, i'll make your script tommorow.
Wow! so many thanks to you...
(if you don't want to script,just ignore of it...still appreciate a lot :))

and sorry for posting in the wrong place XD
 
lol if I didn't want to script it, I wouldn't have replied.  I am developing something similar for my F.E.A.R. battle system- so I'll just have to seperate the hotkeys.  It requires a keyboard script, which I'll include the best one (IMO).  Script will be done either late tonight or early tommorow morning.
 
theory":cyxt7klq said:
lol if I didn't want to script it, I wouldn't have replied.  I am developing something similar for my F.E.A.R. battle system- so I'll just have to seperate the hotkeys.  It requires a keyboard script, which I'll include the best one (IMO).  Script will be done either late tonight or early tommorow morning.
hmm...except the hot keys for commands in your script
Are there  hot keys for skills also? Cos i am using real time battle script.
If there is, that will be much better
 
Hot keys for skills would be a lot tougher. In fact, due to the limit on keys- with hotkey skill you'd probably want to use a system where you somehow equip your skills.  I'm working on this; you should have it in a couple hours.  I've been working 15-16 hour days, sorry you didnt have it last night.
 
theory":11898dhr said:
Hot keys for skills would be a lot tougher. In fact, due to the limit on keys- with hotkey skill you'd probably want to use a system where you somehow equip your skills.  I'm working on this; you should have it in a couple hours.  I've been working 15-16 hour days, sorry you didnt have it last night.
Never mind! you've been working so hard  :thumb:
 
Done.

It requires Dervvulfman's keyboard module.
#==============================================================================
# ** Keyboard Input Module (Revised)
#------------------------------------------------------------------------------
#    by DerVVulfman
#    version 1.2
#    08-15-2007
#------------------------------------------------------------------------------
#  Based on...
#  Keyboard Input Module version 3
#  by Near Fantastica (06.07.05)
#==============================================================================
=begin
Usage:


Instructions
This script is used to detect keys being pressed and return them for use in your scripts... whether it is a message script, a custom menu system or advanced battlesystem.  This script alone accomplishes nothing unless you create a system that utilizes the calls within:

Syntax  (Just like Near Fantastica's - with one addition.)
Code:

if Input.get_function  == "function"  # Keys like [Esc], [Ctrl], [Tab]
if Input.get_letters    == "letter"    # The alphabet keys (augmented by (Shift] or [Caps])
if Input.get_numbers    == "number"    # The number keys (disabled if [Shift] is being pressed)
if Input.get_key        == "char"      # All other printable keys (and top-row number keys [shift]ed)
if Input.get_direction  == "number"    # Number Pad & [Home], [PgUp] and etc.
and
if Input.get_individual == "function"  # Keys like [Left Alt], [Right Alt], [Left Shift]


Input.get_function
[SIZE="1]This call allows you to detect specialized keys such as 'Esc', 'Ctrl', 'Backspace' , 'Print Screen' and the 'F1 to F12' keys
[/SIZE]
Input.get_letters
This call allows you to detect the alphabetic characters being returned, and whether they are 'shifted' or not.  Unlike cybersam's system, this detects whether the left and/or right shift buttons are being pressed so generation of capital and lowercase characters can be produced.

Input.get_numbers
This call allows you to detect the number keys (0 to 9) along the TOP of the keyboard.  It does not detect any 'shifted' characters and does not detect the number keys on the keypad.

Input.get_key
This call returns most other alpha-numeric characters such as the space key, brackets and parenthesis, equals and the 'shifted' characters along the top of the keyboard.

Input.get_direction
This call returns the number keys on the directional keypad when the Numberlock is on and directional keys when it is off.  It also returns keys such as PgUp, PgDown, Home and etc.

Input.get_individual
This call returns the specialized function keys of [CapsLock], [NumberLock] and [ScrollLock].  But it also detects the unique keys such as [Lf Ctrl] and [Rt Cntl] and matching ones for Alt and Shift.  The pressing of [CapsLock] and [NumberLock] automatically alters the returned values of the other functions, but this function is useful if you want to detect and return the button as part of your special menu/battle/whatever system.



=end
module Input
  #-------------------------------------------------------------------------- 
  # * Get Current Keypress State (Regular presses)
  #-------------------------------------------------------------------------- 
  def Input.getstate(key)
    return true unless Win32API.new("user32","GetKeyState",["i"],"i").call(key).between?(0, 1)
    return false
  end
  #-------------------------------------------------------------------------- 
  # * Get Continuous Keyboard State (CapsLock, NumLock, ScrollLock)
  #-------------------------------------------------------------------------- 
  def Input.keyboardstate(rkey, key = 0)
    return false unless Win32API.new("user32","GetKeyState",['i'],'i').call(rkey) & 0x01 == key
    return true
  end
  #-------------------------------------------------------------------------- 
  # * Numberpad Input System
  #-------------------------------------------------------------------------- 
  def Input.get_direction
    return "Center" if Input.getstate(12)
    return "PgUp"  if Input.getstate(33)
    return "PgDn"  if Input.getstate(34)
    return "End"    if Input.getstate(35)
    return "Home"  if Input.getstate(36)
    return "Left"  if Input.getstate(37)
    return "Up"    if Input.getstate(38)
    return "Right"  if Input.getstate(39)
    return "Down"  if Input.getstate(40)
    return "Ins"    if Input.getstate(45)
    return "Del"    if Input.getstate(46)
    return "*"      if Input.getstate(106)
    return "+"      if Input.getstate(107)
    return "-"      if Input.getstate(109)
    return "/"      if Input.getstate(111)
    if Input.keyboardstate(144,1)
      for key in 96..105  #ASCII KEYS 48(0) to 57(9)
        if Input.getstate(key)
          return (key-48).chr
        end
      end
    end
    return nil
  end
  #-------------------------------------------------------------------------- 
  # * Function Keys (Tab / Enter / Ctrl / Etc)
  #-------------------------------------------------------------------------- 
  def Input.get_function
    return "Back"      if Input.getstate(8)
    if Input.getstate(16)
      return "BackTab"  if Input.getstate(9)
    else
      return "Tab"      if Input.getstate(9)
    end
    return "Enter"      if Input.getstate(13)
    return "Ctrl"      if Input.getstate(17)
    return "Alt"        if Input.getstate(18)
    return "Pause"      if Input.getstate(19)
    return "Esc"        if Input.getstate(27)
    return "PrntScr"    if Input.getstate(44)
    # Function Keys (F1 - F12)
    for key in 112..123
      if Input.getstate(key)
        num = key - 111
        return "F" + num.to_s
      end
    end
    return nil
  end
  #-------------------------------------------------------------------------- 
  # * Individual Keys (Left OR Right keys, and Windows & Application keys)
  #-------------------------------------------------------------------------- 
  def Input.get_individual
    return "CapsLock" if Input.getstate(20)
    return "NumLock"  if Input.getstate(144)
    return "ScrlLock" if Input.getstate(145)
    return "Lf Win"  if Input.getstate(91)
    return "Rt Win"  if Input.getstate(92)
    return "App Key"  if Input.getstate(93)
    return "Lf Shift" if Input.getstate(160)
    return "Rt Shift" if Input.getstate(161)
    return "Lf Ctrl"  if Input.getstate(162)
    return "Rt Ctrl"  if Input.getstate(163)
    return "Lf Alt"  if Input.getstate(164)
    return "Rt Alt"  if Input.getstate(165)
    return nil
  end
  #-------------------------------------------------------------------------- 
  # * Letter Keys (Just your regular alphabet, caps or otherwise)
  #-------------------------------------------------------------------------- 
  def Input.get_letters
    for key in 65..90 #ASCII KEYS 65(a) to 90(z)
      if Input.getstate(key)
        # Ensure lower-case if NEITHER or BOTH the shift and caps are pressed
        if (Input.getstate(16) and Input.keyboardstate(20,1) ) or
        (Input.getstate(16) != true and Input.keyboardstate(20,1) != true)
          return key.chr.downcase
        else
        # Otherwise, uppercase 
          return key.chr.upcase
        end
      end
    end
    return nil
  end
  #-------------------------------------------------------------------------- 
  # * Number Keys (only the top keys)
  #-------------------------------------------------------------------------- 
  def Input.get_numbers
    return nil if Input.getstate(16)
    for key in 48..57 #ASCII KEYS 48(0) to 57(9)
      if Input.getstate(key)
        return key.chr
      end
    end
    return nil
  end
end

And here is your script.

class Scene_Battle
  def update_phase3_basic_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Go to command input for previous actor
      phase3_prior_actor
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by actor command window cursor position
      case @actor_command_window.index
      when 0  # attack
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
        # Start enemy selection
        start_enemy_select
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 1
        # Start skill selection
        start_skill_select
      when 2  # guard
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        # Go to command input for next actor
        phase3_next_actor
      when 3  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 2
        # Start item selection
        start_item_select
      end
    end
      if Input.get_letters == "f"
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.kind = 0
      @active_battler.current_action.basic = 0
      # Start enemy selection
      start_enemy_select
    end
      if Input.get_letters == "s"
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 1
        # Start skill selection
        start_skill_select
      end
      if Input.get_letters == "d"
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        # Go to command input for next actor
        phase3_next_actor
      end
        if Input.get_letters == "e"
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 2
        # Start item selection
        start_item_select
      end
  return
  end
end

Basic, but works.  Let me know if you need anything else. :)
 
theory":2353r0af said:
Done.

It requires Dervvulfman's keyboard module.
#==============================================================================
# ** Keyboard Input Module (Revised)
#------------------------------------------------------------------------------
#    by DerVVulfman
#    version 1.2
#    08-15-2007
#------------------------------------------------------------------------------
#   Based on...
#   Keyboard Input Module version 3
#   by Near Fantastica (06.07.05)
#==============================================================================
=begin
Usage:


Instructions
This script is used to detect keys being pressed and return them for use in your scripts... whether it is a message script, a custom menu system or advanced battlesystem.  This script alone accomplishes nothing unless you create a system that utilizes the calls within:

Syntax  (Just like Near Fantastica's - with one addition.)
Code:

if Input.get_function   == "function"  # Keys like [Esc], [Ctrl], [Tab]
if Input.get_letters    == "letter"    # The alphabet keys (augmented by (Shift] or [Caps])
if Input.get_numbers    == "number"    # The number keys (disabled if [Shift] is being pressed)
if Input.get_key        == "char"      # All other printable keys (and top-row number keys [shift]ed)
if Input.get_direction  == "number"    # Number Pad & [Home], [PgUp] and etc.
and
if Input.get_individual == "function"  # Keys like [Left Alt], [Right Alt], [Left Shift]


Input.get_function
[SIZE="1]This call allows you to detect specialized keys such as 'Esc', 'Ctrl', 'Backspace' , 'Print Screen' and the 'F1 to F12' keys
[/SIZE]
Input.get_letters
This call allows you to detect the alphabetic characters being returned, and whether they are 'shifted' or not.  Unlike cybersam's system, this detects whether the left and/or right shift buttons are being pressed so generation of capital and lowercase characters can be produced.

Input.get_numbers
This call allows you to detect the number keys (0 to 9) along the TOP of the keyboard.  It does not detect any 'shifted' characters and does not detect the number keys on the keypad.

Input.get_key
This call returns most other alpha-numeric characters such as the space key, brackets and parenthesis, equals and the 'shifted' characters along the top of the keyboard.

Input.get_direction
This call returns the number keys on the directional keypad when the Numberlock is on and directional keys when it is off.  It also returns keys such as PgUp, PgDown, Home and etc.

Input.get_individual
This call returns the specialized function keys of [CapsLock], [NumberLock] and [ScrollLock].  But it also detects the unique keys such as [Lf Ctrl] and [Rt Cntl] and matching ones for Alt and Shift.  The pressing of [CapsLock] and [NumberLock] automatically alters the returned values of the other functions, but this function is useful if you want to detect and return the button as part of your special menu/battle/whatever system.



=end
module Input
  #-------------------------------------------------------------------------- 
  # * Get Current Keypress State (Regular presses)
  #-------------------------------------------------------------------------- 
  def Input.getstate(key)
    return true unless Win32API.new("user32","GetKeyState",["i"],"i").call(key).between?(0, 1)
    return false
  end
  #-------------------------------------------------------------------------- 
  # * Get Continuous Keyboard State (CapsLock, NumLock, ScrollLock)
  #-------------------------------------------------------------------------- 
  def Input.keyboardstate(rkey, key = 0)
    return false unless Win32API.new("user32","GetKeyState",['i'],'i').call(rkey) & 0x01 == key
    return true
  end
  #-------------------------------------------------------------------------- 
  # * Numberpad Input System
  #-------------------------------------------------------------------------- 
  def Input.get_direction
    return "Center" if Input.getstate(12)
    return "PgUp"   if Input.getstate(33)
    return "PgDn"   if Input.getstate(34)
    return "End"    if Input.getstate(35)
    return "Home"   if Input.getstate(36)
    return "Left"   if Input.getstate(37)
    return "Up"     if Input.getstate(38)
    return "Right"  if Input.getstate(39)
    return "Down"   if Input.getstate(40)
    return "Ins"    if Input.getstate(45)
    return "Del"    if Input.getstate(46)
    return "*"      if Input.getstate(106)
    return "+"      if Input.getstate(107)
    return "-"      if Input.getstate(109)
    return "/"      if Input.getstate(111)
    if Input.keyboardstate(144,1)
      for key in 96..105  #ASCII KEYS 48(0) to 57(9)
        if Input.getstate(key)
          return (key-48).chr
        end
      end
    end
    return nil
  end
  #-------------------------------------------------------------------------- 
  # * Function Keys (Tab / Enter / Ctrl / Etc)
  #-------------------------------------------------------------------------- 
  def Input.get_function
    return "Back"       if Input.getstate(8)
    if Input.getstate(16)
      return "BackTab"  if Input.getstate(9)
    else
      return "Tab"      if Input.getstate(9)
    end
    return "Enter"      if Input.getstate(13)
    return "Ctrl"       if Input.getstate(17)
    return "Alt"        if Input.getstate(18)
    return "Pause"      if Input.getstate(19)
    return "Esc"        if Input.getstate(27)
    return "PrntScr"    if Input.getstate(44)
    # Function Keys (F1 - F12)
    for key in 112..123
      if Input.getstate(key)
        num = key - 111
        return "F" + num.to_s
      end
    end
    return nil
  end
  #-------------------------------------------------------------------------- 
  # * Individual Keys (Left OR Right keys, and Windows & Application keys)
  #--------------------------------------------------------------------------  
  def Input.get_individual
    return "CapsLock" if Input.getstate(20)
    return "NumLock"  if Input.getstate(144)
    return "ScrlLock" if Input.getstate(145)
    return "Lf Win"   if Input.getstate(91)
    return "Rt Win"   if Input.getstate(92)
    return "App Key"  if Input.getstate(93)
    return "Lf Shift" if Input.getstate(160)
    return "Rt Shift" if Input.getstate(161)
    return "Lf Ctrl"  if Input.getstate(162)
    return "Rt Ctrl"  if Input.getstate(163)
    return "Lf Alt"   if Input.getstate(164)
    return "Rt Alt"   if Input.getstate(165)
    return nil
  end
  #-------------------------------------------------------------------------- 
  # * Letter Keys (Just your regular alphabet, caps or otherwise)
  #-------------------------------------------------------------------------- 
  def Input.get_letters
    for key in 65..90 #ASCII KEYS 65(a) to 90(z)
      if Input.getstate(key)
        # Ensure lower-case if NEITHER or BOTH the shift and caps are pressed
        if (Input.getstate(16) and Input.keyboardstate(20,1) ) or
         (Input.getstate(16) != true and Input.keyboardstate(20,1) != true)
          return key.chr.downcase
        else
        # Otherwise, uppercase 
          return key.chr.upcase
        end
      end
    end
    return nil
  end
  #-------------------------------------------------------------------------- 
  # * Number Keys (only the top keys)
  #-------------------------------------------------------------------------- 
  def Input.get_numbers
    return nil if Input.getstate(16)
    for key in 48..57 #ASCII KEYS 48(0) to 57(9)
      if Input.getstate(key)
        return key.chr
      end
    end
    return nil
  end
end

And here is your script.

class Scene_Battle
  def update_phase3_basic_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Go to command input for previous actor
      phase3_prior_actor
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by actor command window cursor position
      case @actor_command_window.index
      when 0  # attack
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
        # Start enemy selection
        start_enemy_select
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 1
        # Start skill selection
        start_skill_select
      when 2  # guard
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        # Go to command input for next actor
        phase3_next_actor
      when 3  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 2
        # Start item selection
        start_item_select
      end
    end
      if Input.get_letters == "f"
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.kind = 0
      @active_battler.current_action.basic = 0
      # Start enemy selection
      start_enemy_select
    end
      if Input.get_letters == "s"
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 1
        # Start skill selection
        start_skill_select
      end
      if Input.get_letters == "d"
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        # Go to command input for next actor
        phase3_next_actor
      end
        if Input.get_letters == "e"
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 2
        # Start item selection
        start_item_select
      end
  return
  end
end

Basic, but works.  Let me know if you need anything else. :)

It works pretty fine :lol:
however..there is still a small problem , when I click the defence hot key, all the characters will be in defence status. I mean can there be a stop in-between?

Anyway, I appreciate a lot!
I will credit you for this :thumb:
 
omg... sorry about that.  I was too tired during the tests...

umm about fixing it... yeah.... umm...

okay I'll have a fix before morning.


[theory hates his new job. but it pays too much for him to quit]
 
theory":dxzklpl1 said:
omg... sorry about that.  I was too tired during the tests...

umm about fixing it... yeah.... umm...

okay I'll have a fix before morning.


[theory hates his new job. but it pays too much for him to quit]
Never mind!
My game project process is very slow too XD
Take your time & Take care! :thumb:
 
Just replace the script with this.  Sorry it took so long.

Code:
class Scene_Battle
  alias zzhotkeyshack main
  def main
    @wait_time = 0
    zzhotkeyshack
  end

  def update_phase3_basic_command
    if @wait_time > 0
      @wait_time -= 1
      return
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Go to command input for previous actor
      phase3_prior_actor
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by actor command window cursor position
      case @actor_command_window.index
      when 0  # attack
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
        # Start enemy selection
        start_enemy_select
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 1
        # Start skill selection
        start_skill_select
      when 2  # guard
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        # Go to command input for next actor
        phase3_next_actor
      when 3  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 2
        # Start item selection
        start_item_select
      end
    end
      if Input.get_letters == "f"
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.kind = 0
      @active_battler.current_action.basic = 0
      # Start enemy selection
      start_enemy_select
    end
      if Input.get_letters == "s"
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 1
        # Start skill selection
        start_skill_select
      end
      if Input.get_letters == "d"
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        # Go to command input for next actor
        @wait_time = 10
        phase3_next_actor
      end
        if Input.get_letters == "e"
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 2
        # Start item selection
        start_item_select
      end
  return
  end
end
 
theory":2cxnvqhy said:
Just replace the script with this.  Sorry it took so long.

Code:
class Scene_Battle
  alias zzhotkeyshack main
  def main
    @wait_time = 0
    zzhotkeyshack
  end

  def update_phase3_basic_command
    if @wait_time > 0
      @wait_time -= 1
      return
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Go to command input for previous actor
      phase3_prior_actor
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by actor command window cursor position
      case @actor_command_window.index
      when 0  # attack
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
        # Start enemy selection
        start_enemy_select
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 1
        # Start skill selection
        start_skill_select
      when 2  # guard
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        # Go to command input for next actor
        phase3_next_actor
      when 3  # item
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 2
        # Start item selection
        start_item_select
      end
    end
      if Input.get_letters == "f"
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Set action
      @active_battler.current_action.kind = 0
      @active_battler.current_action.basic = 0
      # Start enemy selection
      start_enemy_select
    end
      if Input.get_letters == "s"
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 1
        # Start skill selection
        start_skill_select
      end
      if Input.get_letters == "d"
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        # Go to command input for next actor
        @wait_time = 10
        phase3_next_actor
      end
        if Input.get_letters == "e"
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 2
        # Start item selection
        start_item_select
      end
  return
  end
end
Cool! It's fixed.
You had done a really good job,theory!
I am so appreciative :grin:
 

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