Lust Dragon
Member
I was try to merge a script again, this time is Skill learning Script and ccoa CBS, i was manage to find the line contain Skill Learning system but when i put it in ccoa CBS it gave me an error
Script 'CBS scene_Battle line 740': NameError Occured
Undefined Local Variable or method `battler' for # <scene_battle:0x139af40>
the line i want to insert and the one that make error
ccoa scene_Battle
Can someone help me with this?
Script 'CBS scene_Battle line 740': NameError Occured
Undefined Local Variable or method `battler' for # <scene_battle:0x139af40>
the line i want to insert and the one that make error
Code:
if battler.target[0].is_a?(Game_Actor) and battler.current_action.kind == 1
for target in battler.target
skill_learning(target, target.class_id,
battler.current_action.skill_id)
end
end
def skill_learning(actor, class_id, skill_id)
end
ccoa scene_Battle
Code:
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 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 actor command windows
@actor_command_windows = []
setup_actor_command_windows
# Make sprite set
@spriteset = Spriteset_Battle.new
# Initialize wait count
@wait_count = 0
# 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
for window in @actor_command_windows
window.dispose
end
@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
#--------------------------------------------------------------------------
# * 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
$game_temp.battle_abort = true
end
# Update windows
@help_window.update
@party_command_window.update
for i in 0..$game_party.actors.size - 1
member = $game_party.actors[i]
if member.battle_commands != @actor_command_windows[i].commands
setup_actor_command_windows
end
if member != nil
@actor_command_windows[i].update
end
end
@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
#--------------------------------------------------------------------------
# * Start Party Command Phase
#--------------------------------------------------------------------------
def start_phase2
# reset poses
for actor in $game_party.actors
reset_pose(actor)
end
# Shift to phase 2
@phase = 2
# Set actor to non-selecting
@actor_index = -1
@active_battler = nil
# Enable party command window
@party_command_window.active = true
@party_command_window.visible = true
# Disable actor command window
for i in 0..3
if $game_party.actors[i] != nil
@actor_command_windows[i].active = false
@actor_command_windows[i].visible = false
end
end
# 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 $game_party.inputable?
# Start main phase
start_phase4
end
end
#--------------------------------------------------------------------------
# * Actor Command Window Setup
#--------------------------------------------------------------------------
def phase3_setup_command_window
# Disable party command window
@party_command_window.active = false
@party_command_window.visible = false
# Enable actor command window
for i in 0..$game_party.actors.size - 1
if $game_party.actors[i] != nil
@actor_command_windows[i].active = false
@actor_command_windows[i].visible = false
@actor_command_windows[i].index = 0
end
end
@actor_command_windows[@actor_index].active = true
@actor_command_windows[@actor_index].visible = true
end
#--------------------------------------------------------------------------
# * Frame Update (actor command phase)
#--------------------------------------------------------------------------
def update_phase3
# If enemy arrow is enabled
if @enemy_arrow != nil
update_phase3_enemy_select
return
# If actor arrow is enabled
elsif @actor_arrow != nil
update_phase3_actor_select
return
# If skill window is enabled
elsif @skill_window != nil
update_phase3_skill_select
return
# If item window is enabled
elsif @item_window != nil
update_phase3_item_select
return
end
# If actor command window is enabled
for i in 0..$game_party.actors.size - 1
if @actor_command_windows[i].active
update_phase3_basic_command
return
end
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 @active_battler.battle_commands[@actor_command_windows[@actor_index].index]
when "Attack" # 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
return
when "Skill" # 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
return
when "Defend" # 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 "Item" # 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
return
when $SKILL_KINDS[0]
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 1
@active_battler.skill_kind = $SKILL_KINDS[0]
start_skill_select(0 + $SKILL_OFFSET)
return
when $SKILL_KINDS[1]
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 1
@active_battler.skill_kind = $SKILL_KINDS[1]
start_skill_select(1 + $SKILL_OFFSET)
return
when $SKILL_KINDS[2]
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 1
@active_battler.skill_kind = $SKILL_KINDS[2]
start_skill_select(2 + $SKILL_OFFSET)
return
when $SKILL_KINDS[3]
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 1
@active_battler.skill_kind = $SKILL_KINDS[3]
start_skill_select(3 + $SKILL_OFFSET)
return
when $SKILL_KINDS[4]
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 1
@active_battler.skill_kind = $SKILL_KINDS[4]
start_skill_select(4 + $SKILL_OFFSET)
return
# copy and paste to add more skill kinds
end
return
end
end
#--------------------------------------------------------------------------
# * Start Enemy Selection
#--------------------------------------------------------------------------
def start_enemy_select
# Make enemy arrow
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
# Associate help window
@enemy_arrow.help_window = @help_window
# Disable actor command window
for i in 0..$game_party.actors.size - 1
if $game_party.actors[i] != nil
@actor_command_windows[i].active = false
@actor_command_windows[i].visible = false
end
end
end
#--------------------------------------------------------------------------
# * End Enemy Selection
#--------------------------------------------------------------------------
def end_enemy_select
@enemy_arrow.dispose
@enemy_arrow = nil
y = @active_battler.battle_commands
x = y[@actor_command_windows[@actor_index].index]
if x == "Attack"
@actor_command_windows[@actor_index].active = true
@actor_command_windows[@actor_index].visible = true
@help_window.visible = false
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_select
# Make actor arrow
@actor_arrow = Arrow_Actor.new(@spriteset.viewport2)
@actor_arrow.index = @actor_index
# Associate help window
@actor_arrow.help_window = @help_window
# Disable actor command window
for i in 0..$game_party.actors.size - 1
if $game_party.actors[i] != nil
@actor_command_windows[i].active = false
@actor_command_windows[i].visible = false
end
end
end
#--------------------------------------------------------------------------
# * Start Skill Selection
#--------------------------------------------------------------------------
def start_skill_select(skill_kind = -1)
# Make skill window
@skill_window = Window_Skill.new(@active_battler, skill_kind)
# Associate help window
@skill_window.help_window = @help_window
# Disable actor command window
for i in 0..$game_party.actors.size - 1
if $game_party.actors[i] != nil
@actor_command_windows[i].active = false
@actor_command_windows[i].visible = false
end
end
end
#--------------------------------------------------------------------------
# * End Skill Selection
#--------------------------------------------------------------------------
def end_skill_select
# Dispose of skill window
@skill_window.dispose
@skill_window = nil
# Hide help window
@help_window.visible = false
# Enable actor command window
@actor_command_windows[@actor_index].active = true
@actor_command_windows[@actor_index].visible = true
end
#--------------------------------------------------------------------------
# * Start Item Selection
#--------------------------------------------------------------------------
def start_item_select
# Make item window
@item_window = Window_Item.new
# Associate help window
@item_window.help_window = @help_window
# Disable actor command window
for i in 0..$game_party.actors.size - 1
if $game_party.actors[i] != nil
@actor_command_windows[i].active = false
@actor_command_windows[i].visible = false
end
end
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_windows[@actor_index].active = true
@actor_command_windows[@actor_index].visible = true
end
#--------------------------------------------------------------------------
# * Start Main Phase
#--------------------------------------------------------------------------
def start_phase4
# Shift to phase 4
@phase = 4
# Turn count
$game_temp.battle_turn += 1
# Search all battle event pages
for index in 0...$data_troops[@troop_id].pages.size
# Get event page
page = $data_troops[@troop_id].pages[index]
# If this page span is [turn]
if page.span == 1
# Clear action completed flags
$game_temp.battle_event_flags[index] = false
end
end
# Set actor as unselectable
@actor_index = -1
@active_battler = nil
# Enable party command window
@party_command_window.active = false
@party_command_window.visible = false
# Disable actor command window
for i in 0..$game_party.actors.size - 1
if $game_party.actors[i] != nil
@actor_command_windows[i].active = false
@actor_command_windows[i].visible = false
end
end
# Set main phase flag
$game_temp.battle_main_phase = true
# Make enemy action
for enemy in $game_troop.enemies
reset_pose(enemy)
enemy.make_action
end
# Make action orders
make_action_orders
# Shift to step 1
@phase4_step = 1
end
#--------------------------------------------------------------------------
# * Frame Update (main phase)
#--------------------------------------------------------------------------
def update_phase4
case @phase4_step
when 1
update_phase4_step1
when 2
update_phase4_step2
when 3
update_phase4_step3
when 4
update_phase4_step4
when 5
update_phase4_step5
when 6
update_phase4_step6
when 7
update_phase4_step7
when 8
update_phase4_step8
end
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 1 : action preparation)
#--------------------------------------------------------------------------
def update_phase4_step1
# Hide help window
@help_window.visible = false
# Determine win/loss
if judge
# If won, or if lost : end method
return
end
# If an action forcing battler doesn't exist
if $game_temp.forcing_battler == nil
# Set up battle event
setup_battle_event
# If battle event is running
if $game_system.battle_interpreter.running?
return
end
end
# If an action forcing battler exists
if $game_temp.forcing_battler != nil
# Add to head, or move
@action_battlers.delete($game_temp.forcing_battler)
@action_battlers.unshift($game_temp.forcing_battler)
end
# If no actionless battlers exist (all have performed an action)
if @action_battlers.size == 0
# Start party command phase
start_phase2
return
end
# Initialize animation ID and common event ID
@animation1_id = 0
@animation2_id = 0
@common_event_id = 0
# Shift from head of actionless battlers
@active_battler = @action_battlers.shift
# If already removed from battle
if @active_battler.index == nil
return
end
# Slip damage
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
@active_battler.set_pose($HIT, false)
end
# Natural removal of states
@active_battler.remove_states_auto
reset_pose(@active_battler)
# Refresh status window
@status_window.refresh
# Shift to step 2
@phase4_step = 2
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 2 : start action)
#--------------------------------------------------------------------------
def update_phase4_step2
# If not a forcing action
unless @active_battler.current_action.forcing
# If restriction is [normal attack enemy] or [normal attack ally]
if @active_battler.restriction == 2 or @active_battler.restriction == 3
# Set attack as an action
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
# If restriction is [cannot perform action]
if @active_battler.restriction == 4
# Clear battler being forced into action
$game_temp.forcing_battler = nil
# Shift to step 1
@phase4_step = 1
return
end
end
# Clear target battlers
@target_battlers = []
# Branch according to each action
case @active_battler.current_action.kind
when 0 # basic
if @active_battler.current_action.basic == 0
if @active_battler.is_a?(Game_Actor)
weapon = $data_weapons[@active_battler.weapon_id]
# if we have a ranged weapon, just move forward a bit
if (weapon != nil and weapon.element_set.include?($RANGED_ELEMENT)) or !@active_battler.moves
make_basic_action_result
else
@active_battler.set_pose($MOVE_TO)
# move to
@phase4_step = 7
return
end
else
if @active_battler.moves
@active_battler.set_pose($MOVE_TO)
# move to
@phase4_step = 7
return
else
make_basic_action_result
end
end
else
make_basic_action_result
end
when 1 # skill
make_skill_action_result
when 2 # item
make_item_action_result
end
# Shift to step 3
if @phase4_step == 2
@phase4_step = 3
end
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 3 : animation for action performer)
#--------------------------------------------------------------------------
def update_phase4_step3
# Animation for action performer (if ID is 0, then white flash)
if @animation1_id == 0
@active_battler.white_flash = true
@wait_count = [@active_battler.attack_frames * 10 - 10, 8].max
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
if @active_battler.current_action.kind == 0 and @active_battler.current_action.basic == 0
@active_battler.set_pose($ATTACK, false)
end
# Shift to step 4
@phase4_step = 4
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 4 : animation for target)
#--------------------------------------------------------------------------
def update_phase4_step4
# Animation for target
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
if target.damage.is_a?(String)
if target.damage == "Miss"
target.set_pose($MISS, false)
end
elsif target.damage > 0
target.set_pose($HIT, false)
end
end
# Animation has at least 8 frames, regardless of its length
@wait_count = 8
# Shift to step 5
@phase4_step = 5
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 6 : refresh)
#--------------------------------------------------------------------------
def update_phase4_step6
# Clear battler being forced into action
$game_temp.forcing_battler = nil
# If common event ID is valid
if @common_event_id > 0
# Set up event
common_event = $data_common_events[@common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
# if the battler moved to attack
if @active_battler.current_action.kind == 0 and @active_battler.current_action.basic == 0
# move the battler back to its base
@phase4_step = 8
@active_battler.set_pose($MOVE_FROM)
else
# Shift to step 1
@phase4_step = 1
def update_phase4_step6
# Clear battler being forced into action
$game_temp.forcing_battler = nil
# If common event ID is valid
if @common_event_id > 0
# Set up event
common_event = $data_common_events[@common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
# Shift to step 1
@phase4_step = 1
if battler.target[0].is_a?(Game_Actor) and battler.current_action.kind == 1
for target in battler.target
skill_learning(target, target.class_id,
battler.current_action.skill_id)
end
end
def skill_learning(actor, class_id, skill_id)
end
end
end
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 7 : move to)
#--------------------------------------------------------------------------
def update_phase4_step7
if @active_battler.is_a?(Game_Actor)
target = $game_troop.smooth_target_enemy(@active_battler.current_action.target_index)
@active_battler.target_y = target.actual_y
@active_battler.target_x = target.actual_x + target.width / 2
else
target = $game_party.smooth_target_actor(@active_battler.current_action.target_index)
@active_battler.target_x = target.actual_x - target.width / 2
@active_battler.target_y = target.actual_y
end
if @active_battler.actual_x == @active_battler.target_x and @active_battler.actual_y == @active_battler.target_y
@active_battler.set_pose($READY)
make_basic_action_result
@phase4_step = 3
end
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 8 : move from)
#--------------------------------------------------------------------------
def update_phase4_step8
@active_battler.target_x = @active_battler.base_x
@active_battler.target_y = @active_battler.base_y
if @active_battler.actual_x == @active_battler.target_x and @active_battler.actual_y == @active_battler.target_y
# reset pose
reset_pose(@active_battler)
@phase4_step = 1
end
end
#--------------------------------------------------------------------------
# * Start After Battle Phase
#--------------------------------------------------------------------------
alias old_start_phase5 start_phase5
def start_phase5
for actor in $game_party.actors
actor.set_pose($VICTORY)
end
old_start_phase5
end
#--------------------------------------------------------------------------
# * Make Basic Action Results
#--------------------------------------------------------------------------
def make_basic_action_result
# If attack
if @active_battler.current_action.basic == 0
# Set anaimation ID
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
# If action battler is enemy
if @active_battler.is_a?(Game_Enemy)
if @active_battler.restriction == 3
target = $game_troop.random_target_enemy
elsif @active_battler.restriction == 2
target = $game_party.random_target_actor
else
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
end
end
# If action battler is actor
if @active_battler.is_a?(Game_Actor)
if @active_battler.restriction == 3
target = $game_party.random_target_actor
elsif @active_battler.restriction == 2
target = $game_troop.random_target_enemy
else
index = @active_battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
end
end
# Set array of targeted battlers
@target_battlers = [target]
# Apply normal attack results
for target in @target_battlers
target.attack_effect(@active_battler)
reset_pose(target)
end
return
end
# If guard
if @active_battler.current_action.basic == 1
# Display "Guard" in help window
@help_window.set_text($data_system.words.guard, 1)
@active_battler.set_pose($GUARD)
return
end
# If escape
if @active_battler.is_a?(Game_Enemy) and
@active_battler.current_action.basic == 2
# Display "Escape" in help window
@help_window.set_text("Escape", 1)
# Escape
@active_battler.escape
return
end
# If doing nothing
if @active_battler.current_action.basic == 3
# Clear battler being forced into action
$game_temp.forcing_battler = nil
# Shift to step 1
@phase4_step = 1
return
end
end
#--------------------------------------------------------------------------
# * Make Skill Action Results
#--------------------------------------------------------------------------
def make_skill_action_result
if @active_battler.is_a?(Game_Actor)
if $USING_INDIV_SKILL_ANIM
@active_battler.set_pose(@active_battler.skill_hash[$data_skills[@active_battler.current_action.skill_id].name], false)
else # get animation by skill type
@active_battler.set_pose(@active_battler.skill_type_hash[@active_battler.skill_kind], false)
end
else
@active_battler.set_pose($SKILL, false)
end
# Get skill
@skill = $data_skills[@active_battler.current_action.skill_id]
# If not a forcing action
unless @active_battler.current_action.forcing
# If unable to use due to SP running out
unless @active_battler.skill_can_use?(@skill.id)
# Clear battler being forced into action
$game_temp.forcing_battler = nil
# Shift to step 1
@phase4_step = 1
return
end
end
# Use up SP
@active_battler.sp -= @skill.sp_cost
# Refresh status window
@status_window.refresh
# Show skill name on help window
@help_window.set_text(@skill.name, 1)
# Set animation ID
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
# Set command event ID
@common_event_id = @skill.common_event_id
# Set target battlers
set_target_battlers(@skill.scope)
# Apply skill effect
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
reset_pose(target)
end
end
#--------------------------------------------------------------------------
# * Make Item Action Results
#--------------------------------------------------------------------------
def make_item_action_result
@active_battler.set_pose($ITEM, false)
# Get item
@item = $data_items[@active_battler.current_action.item_id]
# If unable to use due to items running out
unless $game_party.item_can_use?(@item.id)
# Shift to step 1
@phase4_step = 1
return
end
# If consumable
if @item.consumable
# Decrease used item by 1
$game_party.lose_item(@item.id, 1)
end
# Display item name on help window
@help_window.set_text(@item.name, 1)
# Set animation ID
@animation1_id = @item.animation1_id
@animation2_id = @item.animation2_id
# Set common event ID
@common_event_id = @item.common_event_id
# Decide on target
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
# Set targeted battlers
set_target_battlers(@item.scope)
# Apply item effect
for target in @target_battlers
target.item_effect(@item)
reset_pose(target)
end
end
def setup_actor_command_windows
if @actor_command_windows != []
for i in 0..@actor_command_windows.size - 1
@actor_command_windows[i].dispose
end
end
@actor_command_windows = []
for i in 0..$game_party.actors.size - 1
member = $game_party.actors[i]
if member != nil
@actor_command_windows[i] = Window_BattleCommand.new(member, 160)
@actor_command_windows[i].x = 0
@actor_command_windows[i].y = 480 - @status_window.height - @actor_command_windows[i].height
@actor_command_windows[i].back_opacity = 160
@actor_command_windows[i].active = false
@actor_command_windows[i].visible = false
end
end
end
# reset the current pose
def reset_pose(actor)
if actor == nil
return
end
# highest priority is dead
if actor.is_a?(Game_Actor) and actor.dead?
actor.set_pose($DEAD)
return
end
#guarding
if actor.guarding?
actor.set_pose($GUARD)
return
end
# next is low hp
if actor.is_a?(Game_Actor)
if actor.low_hp?
actor.set_pose($LOW_HP)
return
end
# satus effects
rating = 0
pose = -1
j = 0
for i in $STATES_ANIMATED
if actor.states.include?(i)
if $data_states[i].rating >= rating
pose = j
rating = $data_states[i].rating
end
end
j += 1
end
if pose != -1
actor.set_pose($VICTORY + pose + 1)
return
end
end
actor.set_pose($READY)
end
end
Can someone help me with this?