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I am using a summon script but it don't work with battle minkoff.
so,you know .A summon script that can use,please.
so,you know .A summon script that can use,please.
the animated battle has 11poses,stationary_weaponsreturn if @spriteset.battler(battler).moving
#===============================================================================
# Summon
#===============================================================================
# The Sleeping Leonhart
# Version 1.4
# 4-9-2007
#===============================================================================
# With this script you can summon like in Final Fantasy X.
# The summon is an hero created in the database.
# The skill with wich you call the summon is a normal skill created in the database
#===============================================================================
module Evocation
#Sintasx:
#Evocated_Actor = {Skill ID => [Actor Id 1, Actor Id 2 etc...]}
Evocated_Actor = {82 => [3]
}
#Id of the skill to racall the summon
Return_Id = 83
#Name of transtion
Transition = "003-Blind03"
#Sintax:
#BGM = {Skill ID => BGM Name}
BGM = {82 => "Napalm Man"
} #Define the BGM played during the summon turns
#BGM for undeclarated summon
#nil = not change BGM
BGM.default = nil
#Sintax:
#Turn = {Skill ID => Turns}
#0 = Unlimited
Turn = {81 => 0
} #Define how many turns the summon/s is/are in battle
#Turn for undeclarated summon
Turn.default = 0
end
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# This sprite is used to display the battler.It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Battler < RPG::Sprite
# Aliasing old Method
alias tsl_evocation_sprite_battler_update update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @battler != nil
self.bitmap = RPG::Cache.battler(@battler.battler_name, @battler.battler_hue)
end
# Call old Method
tsl_evocation_sprite_battler_update
end
end
# ==============================================================================
# ** Font for Battle
# ------------------------------------------------------------------------------
# ==============================================================================
module RPG
class Sprite < ::Sprite
def damage(value, critical)
dispose_damage
if value.is_a?(Numeric)
damage_string = value.abs.to_s
else
damage_string = value.to_s
end
bitmap = Bitmap.new(160, 48)
bitmap.font.name = ".VnExotic"
bitmap.font.size = 32
bitmap.font.color.set(0, 0, 0)
bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(0, 255, 0) # Cure Colour
else
bitmap.font.color.set(255, 255, 255)
end
bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
if critical
bitmap.font.size = 32
bitmap.font.color.set(255, 119, 85) # Critical Colour
bitmap.draw_text(0, -8, 160, 32, "?i?n", 1)
end
@_damage_sprite = ::Sprite.new(self.viewport)
@_damage_sprite.bitmap = bitmap
@_damage_sprite.ox = 80
@_damage_sprite.oy = 20
@_damage_sprite.x = self.x
@_damage_sprite.y = self.y - self.oy / 2
@_damage_sprite.z = 3000
@_damage_duration = 40
end
end
end
# ==============================================================================
# ** End
# ------------------------------------------------------------------------------
# ==============================================================================
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
attr_accessor :evocated
# Aliasing old Method
alias tsl_evocation_game_actor_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
# actor_id : actor ID
#--------------------------------------------------------------------------
def initialize(actor_id)
super()
@evocated = false
# Call old Method
tsl_evocation_game_actor_initialize(actor_id)
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
# Aliasing old Method
alias tsl_evocation_scene_battle_main main
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
@last_party = []
@evocation = false
@evocated_turn = 0
# Call old Method
tsl_evocation_scene_battle_main
end
# Aliasing old Method
alias tsl_evocation_scene_battle_judge judge
#--------------------------------------------------------------------------
# * Determine Battle Win/Loss Results
#--------------------------------------------------------------------------
def judge
if $game_party.all_dead? and @evocation == true
party_return
end
# Call old Method
tsl_evocation_scene_battle_judge
end
# Aliasing old Method
alias tsl_evocation_scene_battle_make_skill_action_result make_skill_action_result
#--------------------------------------------------------------------------
# * Make Skill Action Results
#--------------------------------------------------------------------------
def make_skill_action_result
# Call old Method
tsl_evocation_scene_battle_make_skill_action_result
evocated?
end
#--------------------------------------------------------------------------
# * Determine if Summon or recall Party
#--------------------------------------------------------------------------
def evocated?
if Evocation::Evocated_Actor.include?(@skill.id)
if Evocation::BGM.include?(@skill.id)
if Evocation::BGM != nil
Audio.bgm_play("Audio/BGM/" + Evocation::BGM[@skill.id], 100, 100)
$game_system.bgm_memorize
end
end
if Evocation::Turn.include?(@skill.id)
@summon_turn = Evocation::Turn[@skill.id]
@evocated_turn = $game_temp.battle_turn
end
evocate_actor(Evocation::Evocated_Actor[@skill.id])
end
if @skill.id == Evocation::Return_Id
party_return
end
end
#--------------------------------------------------------------------------
# * Call the summon
#--------------------------------------------------------------------------
def evocate_actor(actors)
for i in 0..$game_party.actors.size - 1
@last_party = $game_party.actors.id
end
@escape = $game_temp.battle_can_escape
$game_temp.battle_can_escape = false
$game_party.actors.clear
Graphics.freeze
$game_temp.transition_processing = true
$game_temp.transition_name = Evocation::Transition
for i in 0..actors.size - 1
$game_party.add_actor(actors)
end
for i in 0..$game_party.actors.size - 1
$game_party.actors.evocated = true
end
@evocation = true
@status_window.refresh
@skill = nil
end
#--------------------------------------------------------------------------
# * Recall old Party
#--------------------------------------------------------------------------
def party_return
$game_system.bgm_play($game_system.bgm_memorize)
$game_party.actors.clear
Graphics.freeze
$game_temp.transition_processing = true
$game_temp.transition_name = Evocation::Transition
$game_temp.battle_can_escape = @escape
for i in 0..@last_party.size - 1
$game_party.add_actor(@last_party)
end
@status_window.refresh
@summon_turn = 0
@evocation = false
end
# Aliasing old Method
alias tsl_evocation_scene_battle_update_phase4_step6 update_phase4_step6
#--------------------------------------------------------------------------
# * Frame Update (main phase step 6 : refresh)
#--------------------------------------------------------------------------
def update_phase4_step6
if @summon_turn != 0
if ($game_temp.battle_turn - @evocated_turn) == @summon_turn and @evocation
party_return
end
end
# Call old Method
tsl_evocation_scene_battle_update_phase4_step6
end
# Aliasing old Method
alias tsl_evocation_scene_battle_start_phase5 start_phase5
#--------------------------------------------------------------------------
# * Start After Battle Phase
#--------------------------------------------------------------------------
def start_phase5
if @evocation
party_return
end
exp = 0
for enemy in $game_troop.enemies
unless enemy.hidden
exp += enemy.exp
end
end
for i in 1...$data_actors.size
actor = $game_actors
if actor.cant_get_exp? == false
if actor.evocated == true
last_level = actor.level
actor.exp += exp
actor.evocated = false
end
end
end
# Call old Method
tsl_evocation_scene_battle_start_phase5
end
end
#===============================================================================
# SummonStatus & Development
#===============================================================================
# The Sleeping Leonhart
# Version 1.2
# 5-9-2007
#===============================================================================
# Status Window for the summon script.
#===============================================================================
#id of item usable with summon
$summon_item_id = [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22]
module Summon_Development
#Syntax:
#Attribute_Item = {Item Id => Attribute Advancement}
Hp_Item = {1=>500}
Sp_Item = {1=>40}
Atk_Item = {2=>5}
Str_Item = {2=>5}
PDef_Item = {}
MDef_Item = {}
Agi_Item = {}
Int_Item = {}
Dex_Item = {}
Eva_Item = {2=>1}
end
class Window_SummonStatus < Window_Base
def initialize(actor)
super(160, 64, 480, 416)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = $game_actors[actor]
refresh
end
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 0, 192, 0)
draw_actor_parameter(@actor, 0, 224, 1)
draw_actor_parameter(@actor, 0, 256, 2)
draw_actor_parameter(@actor, 0, 288, 3)
draw_actor_parameter(@actor, 256, 192, 4)
draw_actor_parameter(@actor, 256, 224, 5)
draw_actor_parameter(@actor, 256, 256, 6)
self.contents.font.color = system_color
self.contents.draw_text(256, 288, 120, 32, "Evasion")
self.contents.font.color = normal_color
self.contents.draw_text(256 + 120, 288, 36, 32, @actor.eva.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(256, 48, 80, 32, "Exp")
self.contents.draw_text(256, 80, 80, 32, "Next")
self.contents.font.color = normal_color
self.contents.draw_text(256 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(256 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
end
end
class Window_SummonCommand < Window_Selectable
def initialize
super(0, 64, 160, 416)
self.contents = Bitmap.new(width - 32, @item_max * 32)
@learned = []
@command = []
$summon_party = []
refresh
self.index = 0
end
def refresh
self.contents.clear
for i in 1..$data_actors.size - 1
for j in 0..$data_skills.size - 1
actor = $game_actors
if actor.skill_learn?(j.id) and Evocation::Evocated_Actor.include?(j.id)
@learned.push(j.id)
end
end
end
if @learned != nil
for i in 0..@learned.size - 1
for j in 0..Evocation::Evocated_Actor[@learned].size - 1
@command.push(Evocation::Evocated_Actor[@learned][j])
end
end
end
@item_max = @command.size
self.contents = Bitmap.new(width - 32, @item_max * 32)
for i in 0..@command.size - 1
$summon_party = @command
draw_item(i)
end
end
def actor
return @command[self.index]
end
def draw_item(index)
x = 4
y = index * 32
self.contents.draw_text(x, y, 160, 32, $data_actors[@command[index]].name)
end
def update_cursor_rect
if self.index == -1
self.cursor_rect.set(0, 0, 128, @item_max * 32)
else
self.cursor_rect.set(0, @index * 32, 128, 32)
end
end
end
class Window_SummonChoice < Window_Selectable
def initialize
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@commands = ["Item","Abilities","Attribute"]
@item_max = 3
@column_max = 3
draw_item(0, normal_color)
draw_item(1, disabled_color)
draw_item(2, normal_color)
self.active = false
self.index = 0
end
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(index * 160 + 4, 0, 128 - 10, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
end
def update_cursor_rect
self.cursor_rect.set(index * 160, 0, 128, 32)
end
end
class Window_Summon_Item < Window_Selectable
def initialize
super(160, 64, 480, 416)
@column_max = 1
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 272
self.back_opacity = 160
end
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
for j in 0...$summon_item_id.size
if i == $summon_item_id[j]
@data.push($data_items )
end
end
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.size = 20
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
end
self.contents.font.color = normal_color
x = 4 + index % 1 * (240 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 204, y, 16, 32, ":", 1)
self.contents.draw_text(x + 220, y, 24, 32, number.to_s, 2)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Scene_SummonStatus
def main
@command_window = Window_SummonCommand.new
@target_window = Window_SummonCommand.new
@target_window.visible = false
@target_window.active = false
@index = @command_window.actor
@info_window = Window_SummonStatus.new(@index)
@help_window = Window_Help.new
@item_window = Window_Summon_Item.new
@choice = Window_SummonChoice.new
@choice.active = false
@item_window.active = false
@item_window.visible = false
@item_window.help_window = @help_window
@help_window.visible = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@target_window.dispose
@info_window.dispose
@choice.dispose
@item_window.dispose
@help_window.dispose
end
def update
@command_window.update
@target_window.update
@info_window.update
@choice.update
@item_window.update
@help_window.update
if @command_window.active
update_command
return
end
if @choice.active
update_choice
return
end
if @item_window.active
update_item
return
end
if @target_window.active
update_target
return
end
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(4)
return
end
if Input.trigger?(Input::DOWN)
@info_window.dispose
@index = @command_window.actor
@info_window = Window_SummonStatus.new(@index)
end
if Input.trigger?(Input::UP)
@info_window.dispose
@index = @command_window.actor
@info_window = Window_SummonStatus.new(@index)
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@choice.active = true
@command_window.active = false
return
end
end
def update_choice
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@choice.active = false
@command_window.active = true
return
end
if Input.trigger?(Input::C)
case @choice.index
when 0
$game_system.se_play($data_system.decision_se)
@item_window.active = true
@item_window.visible = true
@help_window.visible = true
@choice.active = false
@choice.visible = false
@info_window.visible = false
when 1
$game_system.se_play($data_system.buzzer_se)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_SummonAttribute.new(@command_window.actor)
return
end
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@choice.active = true
@item_window.active = false
@item_window.visible = false
@help_window.visible = false
@choice.visible = true
@info_window.visible = true
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@item_window.active = false
@item_window.visible = false
@target_window.active = true
@target_window.visible = true
@command_window.visible = false
@info_window.dispose
@index = @target_window.actor
@info_window = Window_SummonStatus.new(@index)
@info_window.visible = true
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
unless $game_party.item_can_use?(@item.id)
@item_window.refresh
end
@item_window.active = true
@item_window.visible = true
@command_window.visible = true
@target_window.active = false
@target_window.visible = false
@info_window.visible = false
return
end
unless @target_window.index == -1
if Input.trigger?(Input::DOWN)
@info_window.dispose
@index = @target_window.actor
@info_window = Window_SummonStatus.new(@index)
end
if Input.trigger?(Input::UP)
@info_window.dispose
@index = @target_window.actor
@info_window = Window_SummonStatus.new(@index)
end
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $summon_party
used |= $game_actors.item_effect(@item)
end
end
if @target_window.index >= 0
target = $game_actors[@target_window.actor]
used = target.item_effect(@item)
end
@info_window.refresh
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
class Window_SummonAttribute < Window_Selectable
def initialize
super(0, 0, 640, 288)
@column_max = 1
refresh
self.index = 0
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if Summon_Development::Hp_Item.include?(i) or Summon_Development::Sp_Item.include?(i) or
Summon_Development::Atk_Item.include?(i) or Summon_Development::Str_Item.include?(i) or
Summon_Development::PDef_Item.include?(i) or Summon_Development::MDef_Item.include?(i) or
Summon_Development::Agi_Item.include?(i) or Summon_Development::Int_Item.include?(i) or
Summon_Development::Dex_Item.include?(i) or Summon_Development::Eva_Item.include?(i)
@data.push($data_items)
end
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
number = $game_party.item_number(item.id)
self.contents.font.color = normal_color
x = 4
y = index * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
text = " ["
if Summon_Development::Hp_Item.include?(item.id)
text.concat(" HP + #{Summon_Development::Hp_Item[item.id]}")
end
if Summon_Development::Sp_Item.include?(item.id)
text.concat(" SP + #{Summon_Development::Sp_Item[item.id]}")
end
if Summon_Development::Atk_Item.include?(item.id)
text.concat(" Attack + #{Summon_Development::Atk_Item[item.id]}")
end
if Summon_Development::Str_Item.include?(item.id)
text.concat(" Strenght + #{Summon_Development::Str_Item[item.id]}")
end
if Summon_Development::PDef_Item.include?(item.id)
text.concat(" P. Def. + #{Summon_Development::PDef_Item[item.id]}")
end
if Summon_Development::MDef_Item.include?(item.id)
text.concat(" M. Def + #{Summon_Development::MDef_Item[item.id]}")
end
if Summon_Development::Agi_Item.include?(item.id)
text.concat(" Agility + #{Summon_Development::Agi_Item[item.id]}")
end
if Summon_Development::Int_Item.include?(item.id)
text.concat(" Intelligence + #{Summon_Development::Int_Item[item.id]}")
end
if Summon_Development::Dex_Item.include?(item.id)
text.concat(" Dexterity + #{Summon_Development::Dex_Item[item.id]}")
end
if Summon_Development::Eva_Item.include?(item.id)
text.concat(" Evasion + #{Summon_Development::Eva_Item[item.id]}")
end
text.concat("]")
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 480-32, 32, item.name)
self.contents.font.color = system_color
self.contents.draw_text(x + 28 + self.contents.text_size(item.name).width, y, 480-32,32 , text)
self.contents.font.color = normal_color
self.contents.draw_text(x + 28 + self.contents.text_size(item.name).width + self.contents.text_size(text).width, y, 480-32,32 ," x " + number.to_s)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
end
class Window_SummonAttributeStatus < Window_Base
def initialize(actor)
super(0, 288, 640, 192)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = $game_actors[actor]
refresh
end
def refresh
self.contents.clear
draw_actor_hp(@actor, 0, 0, 172)
draw_actor_sp(@actor, 256, 0, 172)
draw_actor_parameter(@actor, 0, 32, 0)
draw_actor_parameter(@actor, 0, 64, 1)
draw_actor_parameter(@actor, 0, 96, 2)
draw_actor_parameter(@actor, 0, 128, 3)
draw_actor_parameter(@actor, 256, 32, 4)
draw_actor_parameter(@actor, 256, 64, 5)
draw_actor_parameter(@actor, 256, 96, 6)
self.contents.font.color = system_color
self.contents.draw_text(256, 128, 120, 32, "Evasion")
self.contents.font.color = normal_color
self.contents.draw_text(256 + 120, 128, 36, 32, @actor.eva.to_s, 2)
end
end
class Game_Battler
attr_accessor :atks
attr_accessor :pdefs
attr_accessor :mdefs
attr_accessor :evas
alias tsl_summondevelop_game_battler_initialize initialize
def initialize
@atks = 0
@pdefs = 0
@mdefs = 0
@evas = 0
tsl_summondevelop_game_battler_initialize
end
alias tsl_summondevelop_game_battler_atk atk
def atk
value = tsl_summondevelop_game_battler_atk
value += @atks
return value
end
alias tsl_summondevelop_game_battler_pdef pdef
def pdef
value = tsl_summondevelop_game_battler_pdef
value += @pdefs
return value
end
alias tsl_summondevelop_game_battler_mdef mdef
def mdef
value = tsl_summondevelop_game_battler_mdef
value += @mdefs
return value
end
alias tsl_summondevelop_game_battler_eva eva
def eva
value = tsl_summondevelop_game_battler_eva
value += @evas
return value
end
end
class Scene_SummonAttribute
def initialize(actor_index)
@actor_index = actor_index
end
def main
@actor = $game_actors[@actor_index]
@item_window = Window_SummonAttribute.new
@info_window = Window_SummonAttributeStatus.new(@actor_index)
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@item_window.dispose
@info_window.dispose
end
def update
@item_window.update
@info_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_SummonStatus.new
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
$game_party.lose_item(@item.id, 1)
if Summon_Development::Hp_Item.include?(@item.id)
@actor.maxhp += Summon_Development::Hp_Item[@item.id]
end
if Summon_Development::Sp_Item.include?(@item.id)
@actor.maxsp += Summon_Development::Sp_Item[@item.id]
end
if Summon_Development::Atk_Item.include?(@item.id)
@actor.atks += Summon_Development::Atk_Item[@item.id]
end
if Summon_Development::Str_Item.include?(@item.id)
@actor.str +=Summon_Development::Str_Item[@item.id]
end
if Summon_Development::PDef_Item.include?(@item.id)
@actor.pdefs += Summon_Development::PDef_Item[@item.id]
end
if Summon_Development::MDef_Item.include?(@item.id)
@actor.mdefs += Summon_Development::MDef_Item[@item.id]
end
if Summon_Development::Agi_Item.include?(@item.id)
@actor.agi += Summon_Development::Agi_Item[@item.id]
end
if Summon_Development::Int_Item.include?(@item.id)
@actor.int += Summon_Development::Int_Item[@item.id]
end
if Summon_Development::Dex_Item.include?(@item.id)
@actor.dex += Summon_Development::Dex_Item[@item.id]
end
if Summon_Development::Eva_Item.include?(@item.id)
@actor.evas += Summon_Development::Eva_Item[@item.id]
end
$game_system.se_play($data_system.decision_se)
@item_window.refresh
@info_window.refresh
return
end
end
end
@_@script 'Minkoff Animation system#'lin 275: Nomethoderror occurred.
Undefined method 'moving' for #<Array:0x1443780