I'm doing a request for a "Press Turn Battle System" ala digital devil games. It's going swimmingly except for some really crazy stuff.
I essentially took the Default Battle System in RMXP and first made it so that enemies and players take turns as whole sides, rather than both executing them in order based on speed.
To do this I made a variable @phase_turn to be at 1 or 0 depending on what's going on. For the enemy's turn, it just skips the player input phase. For the player's turn, it skips the creation of enemy attacks. At the end of each turn, that number just switches back and forth. Easy enough.
Next, instead of the player inputting all actors' commands, then the battle unfolds, you input one actor, then it processes the attack/skill/item, THEN goes to the next actor. Basically I just switched around the order certain things happen in the battle code. Also easy.
It was working perfectly until I started adding the individual commands for each actor... after a bit of fixing, however it seemed to be working ok, but not perfect. So I was using the "print" command to make sure certain variables were correct and that certain methods were being called. Now here's the crazy thing. Certain methods will call ONLY if that print function is in there.... it's pure madness. I have NO IDEA why this is happening. Any help would be appreciated.
Here's the code... I'm not a good scripter, so I just hack right into existing code... you'll have to copy and paste over the existing default battle code...
I essentially took the Default Battle System in RMXP and first made it so that enemies and players take turns as whole sides, rather than both executing them in order based on speed.
To do this I made a variable @phase_turn to be at 1 or 0 depending on what's going on. For the enemy's turn, it just skips the player input phase. For the player's turn, it skips the creation of enemy attacks. At the end of each turn, that number just switches back and forth. Easy enough.
Next, instead of the player inputting all actors' commands, then the battle unfolds, you input one actor, then it processes the attack/skill/item, THEN goes to the next actor. Basically I just switched around the order certain things happen in the battle code. Also easy.
It was working perfectly until I started adding the individual commands for each actor... after a bit of fixing, however it seemed to be working ok, but not perfect. So I was using the "print" command to make sure certain variables were correct and that certain methods were being called. Now here's the crazy thing. Certain methods will call ONLY if that print function is in there.... it's pure madness. I have NO IDEA why this is happening. Any help would be appreciated.
Here's the code... I'm not a good scripter, so I just hack right into existing code... you'll have to copy and paste over the existing default battle code...
Code:
#==============================================================================
# ** Scene_Battle (part 1)
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Initialize each kind of temporary battle data
$game_temp.in_battle = true
$game_temp.battle_turn = 0
$game_temp.battle_event_flags.clear
$game_temp.battle_abort = false
$game_temp.battle_main_phase = false
$game_temp.battleback_name = $game_map.battleback_name
$game_temp.forcing_battler = nil
# Initialize battle event interpreter
$game_system.battle_interpreter.setup(nil, 0)
# Prepare troop
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
# Make actor command window
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
@actor_command_window.y = 160
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
# Make other windows
@party_command_window = Window_PartyCommand.new
@help_window = Window_Help.new
@help_window.back_opacity = 160
@help_window.visible = false
@status_window = Window_BattleStatus.new
@message_window = Window_Message.new
# Make sprite set
@spriteset = Spriteset_Battle.new
# Initialize wait count
@wait_count = 0
@turn_phase = 1 #DETERMINES PLAYER/ENEMY TURN--- 0 IS ENEMY'S TURN, 1 IS PLAYER'S TURN kicks
# Execute transition
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
# Start pre-battle phase
start_phase1
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Refresh map
$game_map.refresh
# Prepare for transition
Graphics.freeze
# Dispose of windows
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
@message_window.dispose
if @skill_window != nil
@skill_window.dispose
end
if @item_window != nil
@item_window.dispose
end
if @result_window != nil
@result_window.dispose
end
# Dispose of sprite set
@spriteset.dispose
# If switching to title screen
if $scene.is_a?(Scene_Title)
# Fade out screen
Graphics.transition
Graphics.freeze
end
# If switching from battle test to any screen other than game over screen
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end
#--------------------------------------------------------------------------
# * Determine Battle Win/Loss Results
#--------------------------------------------------------------------------
def judge
# If all dead determinant is true, or number of members in party is 0
if $game_party.all_dead? or $game_party.actors.size == 0
# If possible to lose
if $game_temp.battle_can_lose
# Return to BGM before battle starts
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(2)
# Return true
return true
end
# Set game over flag
$game_temp.gameover = true
# Return true
return true
end
# Return false if even 1 enemy exists
for enemy in $game_troop.enemies
if enemy.exist?
return false
end
end
# Start after battle phase (win)
start_phase5
# Return true
return true
end
#--------------------------------------------------------------------------
# * Battle Ends
# result : results (0:win 1:lose 2:escape)
#--------------------------------------------------------------------------
def battle_end(result)
# Clear in battle flag
$game_temp.in_battle = false
# Clear entire party actions flag
$game_party.clear_actions
# Remove battle states
for actor in $game_party.actors
actor.remove_states_battle
end
# Clear enemies
$game_troop.enemies.clear
# Call battle callback
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Battle Event Setup
#--------------------------------------------------------------------------
def setup_battle_event
# If battle event is running
if $game_system.battle_interpreter.running?
return
end
# Search for all battle event pages
for index in 0...$data_troops[@troop_id].pages.size
# Get event pages
page = $data_troops[@troop_id].pages[index]
# Make event conditions possible for reference with c
c = page.condition
# Go to next page if no conditions are appointed
unless c.turn_valid or c.enemy_valid or
c.actor_valid or c.switch_valid
next
end
# Go to next page if action has been completed
if $game_temp.battle_event_flags[index]
next
end
# Confirm turn conditions
if c.turn_valid
n = $game_temp.battle_turn
a = c.turn_a
b = c.turn_b
if (b == 0 and n != a) or
(b > 0 and (n < 1 or n < a or n % b != a % b))
next
end
end
# Confirm enemy conditions
if c.enemy_valid
enemy = $game_troop.enemies[c.enemy_index]
if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp
next
end
end
# Confirm actor conditions
if c.actor_valid
actor = $game_actors[c.actor_id]
if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp
next
end
end
# Confirm switch conditions
if c.switch_valid
if $game_switches[c.switch_id] == false
next
end
end
# Set up event
$game_system.battle_interpreter.setup(page.list, 0)
# If this page span is [battle] or [turn]
if page.span <= 1
# Set action completed flag
$game_temp.battle_event_flags[index] = true
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# If battle event is running
if $game_system.battle_interpreter.running?
# Update interpreter
$game_system.battle_interpreter.update
# If a battler which is forcing actions doesn't exist
if $game_temp.forcing_battler == nil
# If battle event has finished running
unless $game_system.battle_interpreter.running?
# Rerun battle event set up if battle continues
unless judge
setup_battle_event
end
end
# If not after battle phase
if @phase != 5
# Refresh status window
@status_window.refresh
end
end
end
# Update system (timer) and screen
$game_system.update
$game_screen.update
# If timer has reached 0
if $game_system.timer_working and $game_system.timer == 0
# Abort battle
$game_temp.battle_abort = true
end
# Update windows
@help_window.update
@party_command_window.update
@actor_command_window.update
@status_window.update
@message_window.update
# Update sprite set
@spriteset.update
# If transition is processing
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# If message window is showing
if $game_temp.message_window_showing
return
end
# If effect is showing
if @spriteset.effect?
return
end
# If game over
if $game_temp.gameover
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If returning to title screen
if $game_temp.to_title
# Switch to title screen
$scene = Scene_Title.new
return
end
# If battle is aborted
if $game_temp.battle_abort
# Return to BGM used before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(1)
return
end
# If waiting
if @wait_count > 0
# Decrease wait count
@wait_count -= 1
return
end
# If battler forcing an action doesn't exist,
# and battle event is running
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
# Branch according to phase
case @phase
when 1 # pre-battle phase
update_phase1
when 2 # party command phase
update_phase2
when 3 # actor command phase
update_phase3
when 4 # main phase
update_phase4
when 5 # after battle phase
update_phase5
end
end
end
Code:
#==============================================================================
# ** Scene_Battle (part 2)
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Start Pre-Battle Phase
#--------------------------------------------------------------------------
def start_phase1
# Shift to phase 1
@phase = 1
# Clear all party member actions
$game_party.clear_actions
# Set up battle event
setup_battle_event
end
#--------------------------------------------------------------------------
# * Frame Update (pre-battle phase)
#--------------------------------------------------------------------------
def update_phase1
# Determine win/loss situation
if judge
# If won or lost: end method
return
end
# Start party command phase
start_phase2
end
#--------------------------------------------------------------------------
# * Start Party Command Phase
#--------------------------------------------------------------------------
def start_phase2
# Shift to phase 2
@phase = 2
# Set actor to non-selecting
@actor_index = -1
@active_battler = nil
# Enable party command window
if @turn_phase == 0 #IF ENEMY'S TURN, DONT SHOW PARTY COMMAND WINDOW
@party_command_window.active = false
@party_command_window.visible = false
else
@party_command_window.active = true
@party_command_window.visible = true
end
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
# Clear main phase flag
$game_temp.battle_main_phase = false
# Clear all party member actions
$game_party.clear_actions
# If impossible to input command
unless $game_party.inputable?
# Start main phase
start_phase4
end
end
#--------------------------------------------------------------------------
# * Frame Update (party command phase)
#--------------------------------------------------------------------------
def update_phase2
print "MY HOMAY!"
if @turn_phase == 0 #IF ITS THE PLAYER'S TURN COMMENCE COMMAND PHASE
$game_party.clear_actions
# Start main phase
#@phase = 4
start_phase4
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by party command window cursor position
case @party_command_window.index
when 0 # fight
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Start actor command phase
start_phase3
when 1 # escape
# If it's not possible to escape
if $game_temp.battle_can_escape == false
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Escape processing
update_phase2_escape
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (party command phase: escape)
#--------------------------------------------------------------------------
def update_phase2_escape
# Calculate enemy agility average
enemies_agi = 0
enemies_number = 0
for enemy in $game_troop.enemies
if enemy.exist?
enemies_agi += enemy.agi
enemies_number += 1
end
end
if enemies_number > 0
enemies_agi /= enemies_number
end
# Calculate actor agility average
actors_agi = 0
actors_number = 0
for actor in $game_party.actors
if actor.exist?
actors_agi += actor.agi
actors_number += 1
end
end
if actors_number > 0
actors_agi /= actors_number
end
# Determine if escape is successful
success = rand(100) < 50 * actors_agi / enemies_agi
# If escape is successful
if success
# Play escape SE
$game_system.se_play($data_system.escape_se)
# Return to BGM before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(1)
# If escape is failure
else
# Clear all party member actions
$game_party.clear_actions
# Start main phase
start_phase4
end
end
#--------------------------------------------------------------------------
# * Start After Battle Phase
#--------------------------------------------------------------------------
def start_phase5
# Shift to phase 5
@phase = 5
# Play battle end ME
$game_system.me_play($game_system.battle_end_me)
# Return to BGM before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Initialize EXP, amount of gold, and treasure
exp = 0
gold = 0
treasures = []
# Loop
for enemy in $game_troop.enemies
# If enemy is not hidden
unless enemy.hidden
# Add EXP and amount of gold obtained
exp += enemy.exp
gold += enemy.gold
# Determine if treasure appears
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
# Treasure is limited to a maximum of 6 items
treasures = treasures[0..5]
# Obtaining EXP
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
@status_window.level_up(i)
end
end
end
# Obtaining gold
$game_party.gain_gold(gold)
# Obtaining treasure
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
# Make battle result window
@result_window = Window_BattleResult.new(exp, gold, treasures)
# Set wait count
@phase5_wait_count = 100
end
#--------------------------------------------------------------------------
# * Frame Update (after battle phase)
#--------------------------------------------------------------------------
def update_phase5
# If wait count is larger than 0
if @phase5_wait_count > 0
# Decrease wait count
@phase5_wait_count -= 1
# If wait count reaches 0
if @phase5_wait_count == 0
# Show result window
@result_window.visible = true
# Clear main phase flag
$game_temp.battle_main_phase = false
# Refresh status window
@status_window.refresh
end
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Battle ends
battle_end(0)
end
end
end
Code:
#==============================================================================
# ** Scene_Battle (part 3)
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Start Actor Command Phase
#--------------------------------------------------------------------------
def start_phase3
print "PRESSIN'"
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
actor.press_turns = 2
end
# Shift to phase 3
@phase = 3
# Set actor as unselectable
@actor_index = -1
@active_battler = nil
# Go to command input for next actor
phase3_next_actor
end
#--------------------------------------------------------------------------
# * Go to Command Input for Next Actor
#--------------------------------------------------------------------------
def phase3_next_actor
# Loop
begin
# Actor blink effect OFF
if @active_battler != nil
@active_battler.blink = false
end
# If last actor
if @actor_index == $game_party.actors.size-1
# Start main phase
start_phase4
return
end
# Advance actor index
@actor_index += 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# Once more if actor refuses command input
end until @active_battler.inputable?
# Set up actor command window
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# * Go to Command Input of Previous Actor
#--------------------------------------------------------------------------
def phase3_prior_actor
# Loop
begin
# Actor blink effect OFF
if @active_battler != nil
@active_battler.blink = false
end
# If first actor
if @actor_index == 0
# Start party command phase
start_phase2
return
end
# Return to actor index
@actor_index -= 1
@active_battler = $game_party.actors[@actor_index]
@active_battler.blink = true
# Once more if actor refuses command input
end until @active_battler.inputable?
# Set up actor command window
phase3_setup_command_window
end
#--------------------------------------------------------------------------
# * Actor Command Window Setup
#--------------------------------------------------------------------------
def phase3_setup_command_window
# Disable party command window
@party_command_window.active = false
@party_command_window.visible = false
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
# Set actor command window position
@actor_command_window.x = @actor_index * 160
# Set index to 0
@actor_command_window.index = 0
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase)
#--------------------------------------------------------------------------
def update_phase3
# If enemy arrow is enabled
if @enemy_arrow != nil
update_phase3_enemy_select
# If actor arrow is enabled
elsif @actor_arrow != nil
update_phase3_actor_select
# If skill window is enabled
elsif @skill_window != nil
update_phase3_skill_select
# If item window is enabled
elsif @item_window != nil
update_phase3_item_select
# If actor command window is enabled
elsif @actor_command_window.active
update_phase3_basic_command
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : basic command)
#--------------------------------------------------------------------------
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
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : skill selection)
#--------------------------------------------------------------------------
def update_phase3_skill_select
# Make skill window visible
@skill_window.visible = true
# Update skill window
@skill_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End skill selection
end_skill_select
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the skill window
@skill = @skill_window.skill
# If it can't be used
if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.skill_id = @skill.id
# Make skill window invisible
@skill_window.visible = false
# If effect scope is single enemy
if @skill.scope == 1
# Start enemy selection
start_enemy_select
# If effect scope is single ally
elsif @skill.scope == 3 or @skill.scope == 5
# Start actor selection
start_actor_select
# If effect scope is not single
else
# End skill selection
end_skill_select
# Go to command input for next actor
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : item selection)
#--------------------------------------------------------------------------
def update_phase3_item_select
# Make item window visible
@item_window.visible = true
# Update item window
@item_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End item selection
end_item_select
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Get currently selected data on the item window
@item = @item_window.item
# If it can't be used
unless $game_party.item_can_use?(@item.id)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.item_id = @item.id
# Make item window invisible
@item_window.visible = false
# If effect scope is single enemy
if @item.scope == 1
# Start enemy selection
start_enemy_select
# If effect scope is single ally
elsif @item.scope == 3 or @item.scope == 5
# Start actor selection
start_actor_select
# If effect scope is not single
else
# End item selection
end_item_select
# Go to command input for next actor
phase3_next_actor
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : enemy selection)
#--------------------------------------------------------------------------
def update_phase3_enemy_select
# Update enemy arrow
@enemy_arrow.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End enemy selection
end_enemy_select
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.target_index = @enemy_arrow.index
# End enemy selection
end_enemy_select
# If skill window is showing
if @skill_window != nil
# End skill selection
end_skill_select
end
# If item window is showing
if @item_window != nil
# End item selection
end_item_select
end
# Go to command input for next actor
#make_action_orders#actor)
#update_phase4_step1 #PRESS TURN kicks
@active_battler.blink = false
start_phase4
#phase3_next_actor
end
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase : actor selection)
#--------------------------------------------------------------------------
def update_phase3_actor_select
# Update actor arrow
@actor_arrow.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# End actor selection
end_actor_select
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Set action
@active_battler.current_action.target_index = @actor_arrow.index
# End actor selection
end_actor_select
# If skill window is showing
if @skill_window != nil
# End skill selection
end_skill_select
end
# If item window is showing
if @item_window != nil
# End item selection
end_item_select
end
# Go to command input for next actor
@active_battler.blink = false
start_phase4 #PRESS TURN! Kicks
#phase3_next_actor
end
end
#--------------------------------------------------------------------------
# * Start Enemy Selection
#--------------------------------------------------------------------------
def start_enemy_select
# Make enemy arrow
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)
# Associate help window
@enemy_arrow.help_window = @help_window
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * End Enemy Selection
#--------------------------------------------------------------------------
def end_enemy_select
# Dispose of enemy arrow
@enemy_arrow.dispose
@enemy_arrow = nil
# If command is [fight]
if @actor_command_window.index == 0
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
# Hide help window
@help_window.visible = false
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_select
# Make actor arrow
@actor_arrow = Arrow_Actor.new(@spriteset.viewport2)
@actor_arrow.index = @actor_index
# Associate help window
@actor_arrow.help_window = @help_window
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_select
# Dispose of actor arrow
@actor_arrow.dispose
@actor_arrow = nil
end
#--------------------------------------------------------------------------
# * Start Skill Selection
#--------------------------------------------------------------------------
def start_skill_select
# Make skill window
@skill_window = Window_Skill.new(@active_battler)
# Associate help window
@skill_window.help_window = @help_window
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * End Skill Selection
#--------------------------------------------------------------------------
def end_skill_select
# Dispose of skill window
@skill_window.dispose
@skill_window = nil
# Hide help window
@help_window.visible = false
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
end
#--------------------------------------------------------------------------
# * Start Item Selection
#--------------------------------------------------------------------------
def start_item_select
# Make item window
@item_window = Window_Item.new
# Associate help window
@item_window.help_window = @help_window
# Disable actor command window
@actor_command_window.active = false
@actor_command_window.visible = false
end
#--------------------------------------------------------------------------
# * End Item Selection
#--------------------------------------------------------------------------
def end_item_select
# Dispose of item window
@item_window.dispose
@item_window = nil
# Hide help window
@help_window.visible = false
# Enable actor command window
@actor_command_window.active = true
@actor_command_window.visible = true
end
end