I was wondering if someone could make this script compatible with RTAB. The script works, but when changing the character, the alignment is screwy. I think it's trying to show the complete battler sheet. Thanks. Actually, never mind. It seems to act fine.
#==============================================================================
# Individual Character Development - Shapeshifter by Fomar0153
#==============================================================================
class Game_Actor < Game_Battler
def skill_effect(user, skill)
super(user, skill)
if skill.id == 1
@icd_shape = 7
end
hp_check
end
alias fomar_icd_shapeshifters_setup setup
def setup(actor_id)
@icd_shape = 0
fomar_icd_shapeshifters_setup(actor_id)
end
def unshift
@icd_shape = 0
hp_check
end
def hp_check
if @hp > maxhp
@hp = maxhp
end
# I lied it does sp to
if @sp > maxsp
@sp = maxsp
end
end
def battler_name(first_call = false)
if first_call == true
return @battler_name
end
if @icd_shape == 0
return @battler_name
else
return $game_actors[@icd_shape].battler_name(true)
end
end
def battler_hue(first_call = false)
if first_call == true
return @battler_hue
end
if @icd_shape == 0
return @battler_hue
else
return $game_actors[@icd_shape].battler_hue(true)
end
end
def skills(first_call = false)
if first_call == true
return @skills
end
if @icd_shape == 0
return @skills
else
return $game_actors[@icd_shape].skills(true)
end
end
alias fomar_icd_shapeshifters_skill_can_use? skill_can_use?
def skill_can_use?(skill_id, first_call = false)
if first_call == true
return fomar_icd_shapeshifters_skill_can_use?(skill_id)
end
if @icd_shape == 0
return fomar_icd_shapeshifters_skill_can_use?(skill_id)
else
return $game_actors[@icd_shape].skill_can_use?(skill_id, true)
end
end
alias fomar_icd_shapeshifters_base_maxhp base_maxhp
def base_maxhp(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_maxhp
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_maxhp
else
return $game_actors[@icd_shape].base_maxhp(true)
end
end
alias fomar_icd_shapeshifters_base_maxsp base_maxsp
def base_maxsp(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_maxsp
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_maxsp
else
return $game_actors[@icd_shape].base_maxsp(true)
end
end
alias fomar_icd_shapeshifters_base_str base_str
def base_str(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_str
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_str
else
return $game_actors[@icd_shape].base_str(true)
end
end
alias fomar_icd_shapeshifters_base_dex base_dex
def base_dex(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_dex
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_dex
else
return $game_actors[@icd_shape].base_dex(true)
end
end
alias fomar_icd_shapeshifters_base_agi base_agi
def base_agi(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_agi
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_agi
else
return $game_actors[@icd_shape].base_agi(true)
end
end
alias fomar_icd_shapeshifters_base_int base_int
def base_int(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_int
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_int
else
return $game_actors[@icd_shape].base_int(true)
end
end
alias fomar_icd_shapeshifters_base_atk base_atk
def base_atk(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_atk
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_atk
else
return $game_actors[@icd_shape].base_atk(true)
end
end
alias fomar_icd_shapeshifters_base_pdef base_pdef
def base_pdef(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_pdef
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_pdef
else
return $game_actors[@icd_shape].base_pdef(true)
end
end
alias fomar_icd_shapeshifters_base_mdef base_mdef
def base_mdef(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_mdef
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_mdef
else
return $game_actors[@icd_shape].base_mdef(true)
end
end
alias fomar_icd_shapeshifters_base_eva base_eva
def base_eva(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_eva
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_eva
else
return $game_actors[@icd_shape].base_eva(true)
end
end
alias fomar_icd_shapeshifters_animation1_id animation1_id
def animation1_id(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_animation1_id
end
if @icd_shape == 0
return fomar_icd_shapeshifters_animation1_id
else
return $game_actors[@icd_shape].animation1_id(true)
end
end
alias fomar_icd_shapeshifters_animation2_id animation2_id
def animation2_id(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_animation2_id
end
if @icd_shape == 0
return fomar_icd_shapeshifters_animation2_id
else
return $game_actors[@icd_shape].animation2_id(true)
end
end
alias fomar_icd_shapeshifters_element_rate element_rate
def element_rate(element_id ,first_call = false)
if first_call == true
return fomar_icd_shapeshifters_element_rate(element_id)
end
if @icd_shape == 0
return fomar_icd_shapeshifters_element_rate(element_id)
else
return $game_actors[@icd_shape].element_rate(element_id, true)
end
end
alias fomar_icd_shapeshifters_state_ranks state_ranks
def state_ranks(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_state_ranks
end
if @icd_shape == 0
return fomar_icd_shapeshifters_state_ranks
else
return $game_actors[@icd_shape].state_ranks(true)
end
end
alias fomar_icd_shapeshifters_state_guard? state_guard?
def state_guard?(state_id, first_call = false)
if first_call == true
return fomar_icd_shapeshifters_state_guard?(state_id)
end
if @icd_shape == 0
return fomar_icd_shapeshifters_state_guard?(state_id)
else
return $game_actors[@icd_shape].state_guard?(state_id, true)
end
end
alias fomar_icd_shapeshifters_element_set element_set
def element_set(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_element_set
end
if @icd_shape == 0
return fomar_icd_shapeshifters_element_set
else
return $game_actors[@icd_shape].element_set(true)
end
end
end
class Scene_Battle
alias fomar_icd_shapeshifters_start_phase5 start_phase5
def start_phase5
for actor in $game_party.actors
actor.unshift
end
fomar_icd_shapeshifters_start_phase5
end
end
#==============================================================================
# Individual Character Development - Shapeshifter by Fomar0153
#==============================================================================
class Game_Actor < Game_Battler
def skill_effect(user, skill)
super(user, skill)
if skill.id == 1
@icd_shape = 7
end
hp_check
end
alias fomar_icd_shapeshifters_setup setup
def setup(actor_id)
@icd_shape = 0
fomar_icd_shapeshifters_setup(actor_id)
end
def unshift
@icd_shape = 0
hp_check
end
def hp_check
if @hp > maxhp
@hp = maxhp
end
# I lied it does sp to
if @sp > maxsp
@sp = maxsp
end
end
def battler_name(first_call = false)
if first_call == true
return @battler_name
end
if @icd_shape == 0
return @battler_name
else
return $game_actors[@icd_shape].battler_name(true)
end
end
def battler_hue(first_call = false)
if first_call == true
return @battler_hue
end
if @icd_shape == 0
return @battler_hue
else
return $game_actors[@icd_shape].battler_hue(true)
end
end
def skills(first_call = false)
if first_call == true
return @skills
end
if @icd_shape == 0
return @skills
else
return $game_actors[@icd_shape].skills(true)
end
end
alias fomar_icd_shapeshifters_skill_can_use? skill_can_use?
def skill_can_use?(skill_id, first_call = false)
if first_call == true
return fomar_icd_shapeshifters_skill_can_use?(skill_id)
end
if @icd_shape == 0
return fomar_icd_shapeshifters_skill_can_use?(skill_id)
else
return $game_actors[@icd_shape].skill_can_use?(skill_id, true)
end
end
alias fomar_icd_shapeshifters_base_maxhp base_maxhp
def base_maxhp(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_maxhp
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_maxhp
else
return $game_actors[@icd_shape].base_maxhp(true)
end
end
alias fomar_icd_shapeshifters_base_maxsp base_maxsp
def base_maxsp(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_maxsp
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_maxsp
else
return $game_actors[@icd_shape].base_maxsp(true)
end
end
alias fomar_icd_shapeshifters_base_str base_str
def base_str(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_str
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_str
else
return $game_actors[@icd_shape].base_str(true)
end
end
alias fomar_icd_shapeshifters_base_dex base_dex
def base_dex(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_dex
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_dex
else
return $game_actors[@icd_shape].base_dex(true)
end
end
alias fomar_icd_shapeshifters_base_agi base_agi
def base_agi(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_agi
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_agi
else
return $game_actors[@icd_shape].base_agi(true)
end
end
alias fomar_icd_shapeshifters_base_int base_int
def base_int(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_int
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_int
else
return $game_actors[@icd_shape].base_int(true)
end
end
alias fomar_icd_shapeshifters_base_atk base_atk
def base_atk(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_atk
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_atk
else
return $game_actors[@icd_shape].base_atk(true)
end
end
alias fomar_icd_shapeshifters_base_pdef base_pdef
def base_pdef(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_pdef
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_pdef
else
return $game_actors[@icd_shape].base_pdef(true)
end
end
alias fomar_icd_shapeshifters_base_mdef base_mdef
def base_mdef(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_mdef
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_mdef
else
return $game_actors[@icd_shape].base_mdef(true)
end
end
alias fomar_icd_shapeshifters_base_eva base_eva
def base_eva(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_base_eva
end
if @icd_shape == 0
return fomar_icd_shapeshifters_base_eva
else
return $game_actors[@icd_shape].base_eva(true)
end
end
alias fomar_icd_shapeshifters_animation1_id animation1_id
def animation1_id(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_animation1_id
end
if @icd_shape == 0
return fomar_icd_shapeshifters_animation1_id
else
return $game_actors[@icd_shape].animation1_id(true)
end
end
alias fomar_icd_shapeshifters_animation2_id animation2_id
def animation2_id(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_animation2_id
end
if @icd_shape == 0
return fomar_icd_shapeshifters_animation2_id
else
return $game_actors[@icd_shape].animation2_id(true)
end
end
alias fomar_icd_shapeshifters_element_rate element_rate
def element_rate(element_id ,first_call = false)
if first_call == true
return fomar_icd_shapeshifters_element_rate(element_id)
end
if @icd_shape == 0
return fomar_icd_shapeshifters_element_rate(element_id)
else
return $game_actors[@icd_shape].element_rate(element_id, true)
end
end
alias fomar_icd_shapeshifters_state_ranks state_ranks
def state_ranks(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_state_ranks
end
if @icd_shape == 0
return fomar_icd_shapeshifters_state_ranks
else
return $game_actors[@icd_shape].state_ranks(true)
end
end
alias fomar_icd_shapeshifters_state_guard? state_guard?
def state_guard?(state_id, first_call = false)
if first_call == true
return fomar_icd_shapeshifters_state_guard?(state_id)
end
if @icd_shape == 0
return fomar_icd_shapeshifters_state_guard?(state_id)
else
return $game_actors[@icd_shape].state_guard?(state_id, true)
end
end
alias fomar_icd_shapeshifters_element_set element_set
def element_set(first_call = false)
if first_call == true
return fomar_icd_shapeshifters_element_set
end
if @icd_shape == 0
return fomar_icd_shapeshifters_element_set
else
return $game_actors[@icd_shape].element_set(true)
end
end
end
class Scene_Battle
alias fomar_icd_shapeshifters_start_phase5 start_phase5
def start_phase5
for actor in $game_party.actors
actor.unshift
end
fomar_icd_shapeshifters_start_phase5
end
end