class Window_Command
attr_accessor :commands
end
class Scene_Battle
alias :petero_skillcommand_Scene_Battle_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
petero_skillcommand_Scene_Battle_phase3_setup_command_window
# Real Time Active Battle uses @active_actor instead of @active_battler
battler=@active_battler ? @active_battler : @active_actor
# Changes "Attack" to a different command depending on the battler
@actor_command_window.commands[0]=attackCommand(battler)
# Changes "Skill" to a different command depending on the battler
@actor_command_window.commands[1]=skillCommand(battler)
# Changes "Defend" to a different command depending on the battler
# (uncomment to enable, since defendCommand is not shown here, but it's
# similar to attackCommand and skillCommand
# @actor_command_window.commands[2]=defendCommand(battler)
# Changes "Item" to a different command depending on the battler
# (uncomment to enable, since itemCommand is not shown here, but it's
# similar to attackCommand and skillCommand
# @actor_command_window.commands[3]=itemCommand(battler)
@actor_command_window.refresh
end
# Returns the text to replace the default "Attack" depending on class
def attackCommand(battler)
case battler.class_id
when 1
return "Fighter Attack"
when 2
return "Lancer Attack"
when 3
return "Warrior Attack"
else
return "Attack"
end
=begin
# Or, it could be implemented like this
case battler.id
when 1 # Actor with ID 1
return "Actor 1 Attack"
when 2 # Actor with ID 2
return "Actor 2 Attack"
else
return "Attack"
end
=end
end
# Returns the text to replace the default "Skill" depending on class
def skillCommand(battler)
case battler.class_id
when 1
return "Fighter Skill"
when 2
return "Lancer Skill"
when 3
return "Warrior Skill"
else
return "Skill"
end
end
end