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Тема: Помощь с скриптами (RGSS)

  1. #671
    Маститый Аватар для Andrew
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    По умолчанию

    FullScreen
    написал сам,заново
    PHP код:
    class Window_YesNo Window_Command
      def initialize
        super
    (00)
        
    self.openness 0
        open
      end
      def make_command_list
        add_command
    ("Да", :yes)
        
    add_command("Нет", :no)
      
    end
    end
    class Scene_Full Scene_Base
      def start
        super
        SceneManager
    .clear
        Graphics
    .freeze
        craete_winds
      end  
      def craete_winds
        text 
    "Играть на весь экран?"
        
    = (Graphics.width text.size*11 32) / 2
        y 
    = (Graphics.height 54) / 50
        
    @answ Window_Base.new(x,y,text.size*11+32,54)
        @
    answ.contents.draw_text(00, @answ.width 3224text)
        @
    com Window_YesNo.new
        @
    com.x,@com.y,@com.width xy+@answ.height-20,@answ.width
        
    @com.opacity = @answ.opacity 0
        
    @com.set_handler(:yesmethod(:command_yes))
        @
    com.set_handler(:nomethod(:nexte))
      
    end
      def nexte
        SceneManager
    .goto(Scene_Title)
      
    end
      def command_yes
        keybd 
    Win32API.new 'user32.dll''keybd_event', ['i''i''l''l'], 'v'
        
    keybd.call(0xA4000)
        
    keybd.call(13000)
        
    keybd.call(13020)
        
    keybd.call(0xA4020)
        
    nexte
      end
    end
    module SceneManager
      def self
    .first_scene_class
        $BTEST 
    Scene_Battle Scene_Full
      end
    end 
    надо что изменять?


  2. #672
    Хранитель Аватар для Темный
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    По умолчанию

    сейчас вставлю проверю скажу
    проверил все работает и все как надо) спасибо поставил
    Последний раз редактировалось Темный; 31.03.2012 в 19:32.



  3. #673
    Маститый Аватар для Andrew
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    Репутация: 30 Добавить или отнять репутацию

    По умолчанию

    Ну вот я и доделал тот скрипт
    прошу + в репу)))
    PHP код:
    module TMICPOP
      GRAVITY 
    24
      SPEED   
    = -320  
      VN_TARGET 
    6
    end
    module TMICPOP
      module Commands
        def pop_icon
    (event_idicon_idduration 120)
          
    target get_character(event_id)
          return 
    unless target
          target
    .icpop_id icon_id
          target
    .icpop_duration duration
        end
        def delete_icon
    (event_id)
          
    target get_character(event_id)
          return 
    unless target
          target
    .icpop_delete_flag true
        end
      end
    end
    class Game_CharacterBase
      attr_accessor 
    :icpop_id
      attr_accessor 
    :icpop_duration
      attr_accessor 
    :icpop_delete_flag  
      alias tmicpop_game_characterbase_init_public_members init_public_members
      def init_public_members
        tmicpop_game_characterbase_init_public_members
        
    @icpop_id 0
        
    @icpop_duration 0
        
    @icpop_delete_flag false
      end
    end
    class Sprite_Character
      alias tmicpop_sprite_character_initialize initialize
      def initialize
    (viewportcharacter nil)
        @
    icpop_duration 0
        tmicpop_sprite_character_initialize
    (viewportcharacter)
      
    end  
      alias tmicpop_sprite_character_dispose dispose
      def dispose
        dispose_icpop
        tmicpop_sprite_character_dispose
      end  
      alias tmicpop_sprite_character_update update
      def update
        update_icpop
        tmicpop_sprite_character_update
      end
      alias tmicpop_sprite_character_setup_new_effect setup_new_effect
      def setup_new_effect
        tmicpop_sprite_character_setup_new_effect
        
    if !@icpop_sprite && @character.icpop_id 0
          
    @icpop_id = @character.icpop_id
          
    @character.icpop_id 0
          start_icpop
        end
      end
      def start_icpop
        dispose_icpop
        
    @icpop_duration = @icpop_duration_max = @character.icpop_duration
        
    @icpop_sprite = ::Sprite.new(viewport)
        @
    icpop_sprite.bitmap Cache.system("IconSet")
        @
    icpop_sprite.src_rect.set(@icpop_id 16 24, @icpop_id 16 242424)
        @
    icpop_sprite.ox 12
        
    @icpop_sprite.oy 24
        
    @icpop_y_plus 0
        
    @icpop_y_speed TMICPOP::SPEED
        update_icpop
      end
      def dispose_icpop
        
    @character.icpop_delete_flag false
        
    if @icpop_sprite
          
    @icpop_sprite.dispose
          
    @icpop_sprite nil
        end
      end
      def update_icpop
        
    if @icpop_duration 0
          
    @icpop_duration -= 1
          
    if @character.icpop_delete_flag
            
    @icpop_duration 0
            dispose_icpop
          elsif 
    @icpop_duration 0
            
    @icpop_sprite.x
            
    @icpop_y_plus += @icpop_y_speed
            
    @icpop_y_speed += TMICPOP::GRAVITY
            
    if @icpop_y_plus 0
              
    @icpop_y_plus - @icpop_y_plus
              
    @icpop_y_speed - @icpop_y_speed 2
            end
            
    @icpop_sprite.height + (@icpop_y_plus 256)
            @
    icpop_sprite.200
            
    @icpop_sprite.opacity = (@icpop_duration 16 ? @icpop_duration 16 :
              (@
    icpop_duration_max - @icpop_duration) * 32)
          else
            
    dispose_icpop
            
    @character.icpop_id 0
          end
        end
      end
    end
    class Game_Event
      
    include TMICPOP::Commands  
      def get_character
    (param)
        if 
    param 0
          $game_player
        
    else
          
    $game_map.events[param param : @id]
        
    end
      end
    end
    class Game_Interpreter
      
    include TMICPOP::Commands
      alias tmicpop_game_interpreter_command_125 command_125
      def command_125
        value 
    operate_value(@params[0], @params[1], @params[2])
        if 
    value 0
          
    if $game_variables[TMICPOP::VN_TARGET] >= -&& !$game_party.in_battle
            pop_icon
    ($game_variables[TMICPOP::VN_TARGET], 361)
          
    end
        end
        
    if value<0
          
    if value.abs $game_party.gold
            value 
    = -$game_party.gold
          end
        end
        
    if value!=0
          color 
    value 0
          value 
    value.abs
          width 
    30 value.to_s.size 11
          x 
    Graphics.width width 30
          y 
    = (Graphics.height 56) / 2
          
    @name_window Window_Base.new(xywidth 3253)
          @
    name_window.opacity = @name_window.contents_opacity 0
          
    if color
            
    @name_window.contents.font.color Color.new(255,0,0)
          else
            @
    name_window.contents.font.color Color.new(0,255,0)
          
    end
          
    @name_window.contents.draw_text(21width 3024value.to_s)
          @
    name_window.draw_icon(361width 240)
          for 
    i in 1..20
            
    @name_window.contents_opacity * (256 20)
            @
    name_window.opacity * (256 20)
            
    Graphics.update
          end
          wait
    (120)
          for 
    i in 1..20
            
    @name_window.opacity 256 * (256 20)
            @
    name_window.contents_opacity 256 * (256 20)
            
    Graphics.update
          end
          
    @name_window.dispose  
        end
        tmicpop_game_interpreter_command_125
      end  
      alias tmicpop_game_interpreter_command_126 command_126
      def command_126
        value 
    operate_value(@params[1], @params[2], @params[3])
        
    item $data_items[@params[0]]
        if 
    value 0
          
    if $game_variables[TMICPOP::VN_TARGET] >= -&& !$game_party.in_battle
            pop_icon
    ($game_variables[TMICPOP::VN_TARGET], item.icon_index)
          
    end
        end
        count 
    $game_party.item_container(RPG::Item)[@params[0]]
        if 
    value<0
          
    if count<value.abs
            value 
    = -count
          end
        end
        
    if value!=0
          color 
    value 0
          text 
    ""
          
    if value.abs 1
            text 
    value.abs.to_s " x"
          
    end
          post_text 
    item.name
          width 
    30 text.size 11 post_text.size 11
          x 
    Graphics.width width 30
          y 
    = (Graphics.height 56) / 2
          
    @name_window Window_Base.new(xywidth 3253)
          @
    name_window.opacity = @name_window.contents_opacity 0
          
    if color
            
    @name_window.contents.font.color Color.new(255,0,0)
          else
            @
    name_window.contents.font.color Color.new(0,255,0)
          
    end
          
    @name_window.contents.draw_text(21width 3024text)
          @
    name_window.contents.draw_text(width post_text.size 11 101width 3024post_text)
          @
    name_window.draw_icon(item.icon_indexwidth 24 post_text.size 110)
          for 
    i in 1..20
            
    @name_window.contents_opacity * (256 20)
            @
    name_window.opacity * (256 20)
            
    Graphics.update
          end
          wait
    (120)
          for 
    i in 1..20
            
    @name_window.opacity 256 * (256 20)
            @
    name_window.contents_opacity 256 * (256 20)
            
    Graphics.update
          end
          
    @name_window.dispose
        end
        tmicpop_game_interpreter_command_126
      end
      alias tmicpop_game_interpreter_command_127 command_127
      def command_127
        value 
    operate_value(@params[1], @params[2], @params[3])
        
    item $data_weapons[@params[0]]
        if 
    value 0
          
    if $game_variables[TMICPOP::VN_TARGET] >= -&& !$game_party.in_battle
            pop_icon
    ($game_variables[TMICPOP::VN_TARGET], item.icon_index)
          
    end
        end
        count 
    $game_party.item_container(RPG::Weapon)[@params[0]]
        if 
    value<0
          
    if count<value.abs
            value 
    = -count
          end
        end
        
    if value!=0
          color 
    value 0
          text 
    ""
          
    if value.abs 1
            text 
    value.abs.to_s " x"
          
    end
          post_text 
    item.name
          width 
    30 text.size 11 post_text.size 11
          x 
    Graphics.width width 30
          y 
    = (Graphics.height 56) / 2
          
    @name_window Window_Base.new(xywidth 3253)
          @
    name_window.opacity = @name_window.contents_opacity 0
          
    if color
            
    @name_window.contents.font.color Color.new(255,0,0)
          else
            @
    name_window.contents.font.color Color.new(0,255,0)
          
    end
          
    @name_window.contents.draw_text(21width 3024text)
          @
    name_window.contents.draw_text(width post_text.size 11 101width 3024post_text)
          @
    name_window.draw_icon(item.icon_indexwidth 24 post_text.size 110)
          for 
    i in 1..20
            
    @name_window.contents_opacity * (256 20)
            @
    name_window.opacity * (256 20)
            
    Graphics.update
          end
          wait
    (120)
          for 
    i in 1..20
            
    @name_window.opacity 256 * (256 20)
            @
    name_window.contents_opacity 256 * (256 20)
            
    Graphics.update
          end
          
    @name_window.dispose
        end
        tmicpop_game_interpreter_command_127
      end  
      alias tmicpop_game_interpreter_command_128 command_128
      def command_128
        value 
    operate_value(@params[1], @params[2], @params[3])
        
    item $data_armors[@params[0]]
        if 
    value 0
          
    if $game_variables[TMICPOP::VN_TARGET] >= -&& !$game_party.in_battle
            pop_icon
    ($game_variables[TMICPOP::VN_TARGET], item.icon_index)
          
    end
        end
        count 
    $game_party.item_container(RPG::Armor)[@params[0]]
        if 
    value<0
          
    if count<value.abs
            value 
    = -count
          end
        end
        
    if value!=0
          color 
    value 0
          text 
    ""
          
    if value.abs 1
            text 
    value.abs.to_s " x"
          
    end
          post_text 
    item.name
          width 
    30 text.size 11 post_text.size 11
          x 
    Graphics.width width 30
          y 
    = (Graphics.height 56) / 2
          
    @name_window Window_Base.new(xywidth 3253)
          @
    name_window.opacity = @name_window.contents_opacity 0
          
    if color
            
    @name_window.contents.font.color Color.new(255,0,0)
          else
            @
    name_window.contents.font.color Color.new(0,255,0)
          
    end
          
    @name_window.contents.draw_text(21width 3024text)
          @
    name_window.contents.draw_text(width post_text.size 11 101width 3024post_text)
          @
    name_window.draw_icon(item.icon_indexwidth 24 post_text.size 110)
          for 
    i in 1..20
            
    @name_window.contents_opacity * (256 20)
            @
    name_window.opacity * (256 20)
            
    Graphics.update
          end
          wait
    (120)
          for 
    i in 1..20
            
    @name_window.opacity 256 * (256 20)
            @
    name_window.contents_opacity 256 * (256 20)
            
    Graphics.update
          end
          
    @name_window.dispose
        end
        tmicpop_game_interpreter_command_128
      end
    end 


  4. #674
    Хранитель Аватар для Темный
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    Регистрация
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    По умолчанию

    На конец-то)) лови в репку)



  5. #675
    Хранитель Аватар для Темный
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    Репутация: 50 Добавить или отнять репутацию

    По умолчанию

    вот этот скрипт надо к асе такентай прикрутить чтоб морды героев показывало
    Код:
    #==============================================================================
    # 
    # ▼ Yanfly Engine Ace - Battle Command List v1.08
    # -- Last Updated: 2012.01.10
    # -- Level: Normal
    # -- Requires: n/a
    # 
    #==============================================================================
    
    $imported = {} if $imported.nil?
    $imported["YEA-BattleCommandList"] = true
    
    #==============================================================================
    # ▼ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 2012.01.10 - Compatibility Update: Battle System FTB
    # 2011.12.30 - Bug Fixed: Disappearing windows when no confirm window is used.
    # 2011.12.26 - Bug Fixed: Actor Command Window disappears without Battle Engine
    #              Ace installed.
    # 2011.12.19 - Compatibility Update: Class System
    #            - New Actor Command: Subclass List
    # 2011.12.17 - Bug Fixed: Item command from Actor Command Window fixed.
    # 2011.12.15 - Bug Fixed: Prevented multiple actions per battler.
    # 2011.12.13 - Compatibility Update: Command Equip
    #              Compatibility Update: Add-On: Command Party
    # 2011.12.12 - Compatibility Update: Command Autobattle
    # 2011.12.10 - Started Script and Finished.
    #            - Compatibility Update: Combat Log Display
    # 
    #==============================================================================
    # ▼ Introduction
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This script allows you to change the order to commands that appear in battle
    # for the Party Command Window and Actor Command Window. In addition to the
    # ability to change the order commands appear, you may also add commands to the
    # Actor Command Window that can trigger the usage of skills and/or items. The
    # Confirm Command Window is also a new addition that appears at the end of the
    # action select phase (after the last actor has made a choice) before entering
    # the battle phase.
    # 
    #==============================================================================
    # ▼ Instructions
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # To install this script, open up your script editor and copy/paste this script
    # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
    # 
    # -----------------------------------------------------------------------------
    # Actor Notetags - These notetags go in the actors notebox in the database.
    # -----------------------------------------------------------------------------
    # <command list>
    #  string
    #  string
    # </command list>
    # These lines go inside of an actor's notebox to adjust the battle commands
    # that appear in the actor's Actor Command Window. Refer to the module as to
    # what to use for the strings. If a custom command list is used for an actor,
    # it will take priority over its class's custom command list, which takes place
    # over the default command list.
    # 
    # -----------------------------------------------------------------------------
    # Class Notetags - These notetags go in the class notebox in the database.
    # -----------------------------------------------------------------------------
    # <command list>
    #  string
    #  string
    # </command list>
    # These lines go inside of a class's notebox to adjust the battle commands
    # that appear in the actor's Actor Command Window. Refer to the module as to
    # what to use for the strings. A custom command list for a class does not take
    # priority over an actor's custom command list, but it does take priority over
    # the default command list.
    # 
    # -----------------------------------------------------------------------------
    # Skill Notetags - These notetags go in the skill notebox in the database.
    # -----------------------------------------------------------------------------
    # <command name: string>
    # If this skill is being used as a command, it will use "string" to replace the
    # skill's name in the command list window.
    # 
    # <command hide until learn>
    # This hides the command until the actor has learned the respective skill for
    # the command to appear in the actor's command list.
    # 
    # <command hide until usable>
    # This hides the command until the actor is capable of using the command by
    # meeting TP costs or MP costs.
    # 
    # <command hide until switch: x>
    # This switch x is OFF, then the command remains hidden. If the switch is ON,
    # then the command becomes enabled and appears in the command list.
    # 
    # -----------------------------------------------------------------------------
    # Item Notetags - These notetags go in the item notebox in the database.
    # -----------------------------------------------------------------------------
    # <command name: string>
    # If this item is being used as a command, it will use "string" to replace the
    # item's name in the command list window.
    # 
    # <command hide until usable>
    # This hides the command until the actor is capable of using the command as
    # long as that item is usable normally.
    # 
    # <command hide until switch: x>
    # This switch x is OFF, then the command remains hidden. If the switch is ON,
    # then the command becomes enabled and appears in the command list.
    # 
    #==============================================================================
    # ▼ Compatibility
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
    # it will run with RPG Maker VX without adjusting.
    # 
    # For maximum compatibility with Yanfly Engine Ace - Ace Battle Engine, place
    # this script under Ace Battle Engine.
    # 
    #==============================================================================
    
    module YEA
      module BATTLE_COMMANDS
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Party Command Window Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This section adjusts the commands for the Party Command Window. Rearrange
        # commands as you see fit or add in new ones. Here's a list of which
        # command does what:
        # 
        # -------------------------------------------------------------------------
        # :command         Description
        # -------------------------------------------------------------------------
        # :fight           Enters the command selection phase for actors. Default.
        # :escape          Party attempts to escape from battle. Default.
        # 
        # :combatlog       Requires YEA - Combat Log Display.
        # :autobattle      Requires YEA - Command Autobattle.
        # :party           Requires YEA - Party System Add-On: Command Party.
        # 
        # And that's all of the currently available commands. This list will be
        # updated as more scripts become available.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This array arranges the order of which the commands appear in the Party
        # Command window.
        PARTY_COMMANDS =[
          :fight,
          :autobattle,
          :party,
        # :custom1,
        # :custom2,
          :escape,
        ] # Do not remove this.
        
        #--------------------------------------------------------------------------
        # - Party Command Custom Commands -
        # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
        # For those who use scripts to that may produce unique effects in battle,
        # use this hash to manage the custom commands for the Party Command Window.
        # You can disable certain commands or prevent them from appearing by using
        # switches. If you don't wish to bind them to a switch, set the proper
        # switch to 0 for it to have no impact.
        #--------------------------------------------------------------------------
        CUSTOM_PARTY_COMMANDS ={
        # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
          :custom1 => [ "Custom Name",            0,         0, :command_name1],
          :custom2 => [ "Custom Name",           13,         0, :command_name2],
        } # Do not remove this.
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Actor Command Window Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This section only adjusts the default commands for actors. If you wish
        # for an actor to have a unique command list, use the notetags listed in
        # the instructions to apply them. The custom command lists for actors will
        # override this command list.
        # 
        # Here's a list of which command does what:
        # 
        # -------------------------------------------------------------------------
        # :command         Description
        # -------------------------------------------------------------------------
        # "ATTACK"         Normal attack for actor. Default.
        # "SKILL LIST"     All of the skill types the actor can use. Default.
        # "DEFEND"         Set defend action for actor. Default.
        # "ITEMS"          Opens up the item menu for the actor. Default.
        # 
        # "SKILL TYPE X"   Specifically puts in skill type X if actor has it.
        # "SKILL X"        Uses Skill X in that slot.
        # "ITEM X"         Uses Item X in that slot.
        # 
        # "AUTOBATTLE"     Requires YEA - Command Autobattle.
        # "EQUIP"          Requires YEA - Command Equip
        # "SUBCLASS LIST"  Requires YEA - Class System. Adds subclass skill types.
        # 
        # And that's all of the currently available commands. This list will be
        # updated as more scripts become available.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # This array arranges the order of which the commands appear in the Actor
        # Command window if the actor does not have a custom command list.
        DEFAULT_ACTOR_COMMANDS =[
        # "AUTOBATTLE",
          "ATTACK",
          "SKILL LIST",
          "SUBCLASS LIST",
          "DEFEND",
          "ITEMS",
          "EQUIP",
        ] # Do not remove this.
        
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Confirm Command Window Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # The confirm window is something new that's been added. It shows after the
        # last actor has made a decision as to what actions the player wishes to
        # take for the turn Here's a list of which command does what:
        # 
        # -------------------------------------------------------------------------
        # :command         Description
        # -------------------------------------------------------------------------
        # :execute         Start the battle turn. Comes with this script.
        # 
        # :combatlog       Requires YEA - Combat Log Display.
        # 
        # And that's all of the currently available commands. This list will be
        # updated as more scripts become available.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        USE_CONFIRM_WINDOW = true    # Set to false if you don't wish to use it.
        
        # This array arranges the order of which the commands appear in the Party
        # Command window.
        CONFIRM_COMMANDS =[
          :execute,
          :combatlog,
        # :custom1,
        # :custom2,
        ] # Do not remove this.
        
        # This sets what text appears for the execute command.
        EXECUTE_VOCAB = "Execute"
        
        #--------------------------------------------------------------------------
        # - Confirm Command Custom Commands -
        # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
        # For those who use scripts to that may produce unique effects in battle,
        # use this hash to manage the custom commands for the Confirm Command
        # Window. You can disable certain commands or prevent them from appearing
        # by using switches. If you don't wish to bind them to a switch, set the
        # proper switch to 0 for it to have no impact.
        #--------------------------------------------------------------------------
        CUSTOM_CONFIRM_COMMANDS ={
        # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method],
          :custom1 => [ "Custom Name",            0,          0, :command_name1],
          :custom2 => [ "Custom Text",           13,          0, :command_name2],
        } # Do not remove this.
        
      end # BATTLE_COMMANDS
    end # YEA
    
    #==============================================================================
    # ▼ Editting anything past this point may potentially result in causing
    # computer damage, incontinence, explosion of user's head, coma, death, and/or
    # halitosis so edit at your own risk.
    #==============================================================================
    
    module YEA
      module REGEXP
      module BASEITEM
        
        COMMAND_LIST_ON  = /<(?:COMMAND_LIST|command list)>/i
        COMMAND_LIST_OFF = /<\/(?:COMMAND_LIST|command list)>/i
        
      end # BASEITEM
      module USABLEITEM
        
        COMMAND_NAME = /<(?:COMMAND NAME|command name):[ ](.*)>/i
        COMMAND_HIDE_LEARN = 
          /<(?:COMMAND_HIDE_UNTIL_LEARN|command hide until learn)>/i
        COMMAND_HIDE_USABLE = 
          /<(?:COMMAND_HIDE_UNTIL_USABLE|command hide until usable)>/i
        COMMAND_HIDE_SWITCH = 
          /<(?:COMMAND_HIDE_UNTIL_SWITCH|command hide until switch):[ ](\d+)>/i
        
      end # USABLEITEM
      end # REGEXP
    end # YEA
    
    #==============================================================================
    # ■ DataManager
    #==============================================================================
    
    module DataManager
      
      #--------------------------------------------------------------------------
      # alias method: load_database
      #--------------------------------------------------------------------------
      class <<self; alias load_database_bcl load_database; end
      def self.load_database
        load_database_bcl
        load_notetags_bcl
      end
      
      #--------------------------------------------------------------------------
      # new method: load_notetags_bcl
      #--------------------------------------------------------------------------
      def self.load_notetags_bcl
        groups = [$data_actors, $data_classes, $data_skills, $data_items]
        for group in groups
          for obj in group
            next if obj.nil?
            obj.load_notetags_bcl
          end
        end
      end
      
    end # DataManager
    
    #==============================================================================
    # ■ RPG::BaseItem
    #==============================================================================
    
    class RPG::BaseItem
      
      #--------------------------------------------------------------------------
      # public instance variables
      #--------------------------------------------------------------------------
      attr_accessor :battle_commands
      
      #--------------------------------------------------------------------------
      # common cache: load_notetags_bcl
      #--------------------------------------------------------------------------
      def load_notetags_bcl
        @battle_commands = []
        @command_list = false
        #---
        self.note.split(/[\r\n]+/).each { |line|
          case line
          #---
          when YEA::REGEXP::BASEITEM::COMMAND_LIST_ON
            @command_list = true
          when YEA::REGEXP::BASEITEM::COMMAND_LIST_OFF
            @command_list = false
          else
            next unless @command_list
            @battle_commands.push(line.to_s.upcase)
          #---
          end
        } # self.note.split
        #---
        if @battle_commands == [] and self.is_a?(RPG::Class)
          @battle_commands = YEA::BATTLE_COMMANDS::DEFAULT_ACTOR_COMMANDS
        end
      end
      
    end # RPG::BaseItem
    
    #==============================================================================
    # ■ RPG::UsableItem
    #==============================================================================
    
    class RPG::UsableItem < RPG::BaseItem
      
      #--------------------------------------------------------------------------
      # public instance variables
      #--------------------------------------------------------------------------
      attr_accessor :command_name
      attr_accessor :command_hide_until_learn
      attr_accessor :command_hide_until_usable
      attr_accessor :command_hide_until_switch
      
      #--------------------------------------------------------------------------
      # common cache: load_notetags_bcl
      #--------------------------------------------------------------------------
      def load_notetags_bcl
        @command_name = @name.clone
        @command_hide_until_switch = 0
        #---
        self.note.split(/[\r\n]+/).each { |line|
          case line
          #---
          when YEA::REGEXP::USABLEITEM::COMMAND_NAME
            @command_name = $1.to_s
          when YEA::REGEXP::USABLEITEM::COMMAND_HIDE_LEARN
            @command_hide_until_learn = true
          when YEA::REGEXP::USABLEITEM::COMMAND_HIDE_USABLE
            @command_hide_until_usable = true
          when YEA::REGEXP::USABLEITEM::COMMAND_HIDE_USABLE
            command_hide_until_switch = $1.to_i
          #---
          end
        } # self.note.split
        #---
      end
      
    end # RPG::UsableItem
    
    #==============================================================================
    # ■ Game_Actor
    #==============================================================================
    
    class Game_Actor < Game_Battler
      
      #--------------------------------------------------------------------------
      # new method: battle_commands
      #--------------------------------------------------------------------------
      def battle_commands
        return self.actor.battle_commands unless actor.battle_commands == []
        return self.class.battle_commands
      end
      
      #--------------------------------------------------------------------------
      # new method: next_command_valid?
      #--------------------------------------------------------------------------
      def next_command_valid?
        if $imported["YEA-BattleSystem-FTB"] && BattleManager.btype?(:ftb)
          return false
        end
        return false if @action_input_index >= @actions.size - 1
        return true
      end
      
    end # Game_Actor
    
    #==============================================================================
    # ■ Window_PartyCommand
    #==============================================================================
    
    class Window_PartyCommand < Window_Command
      
      #--------------------------------------------------------------------------
      # overwrite method: make_command_list
      #--------------------------------------------------------------------------
      def make_command_list
        for command in YEA::BATTLE_COMMANDS::PARTY_COMMANDS
          case command
          when :fight
            add_command(Vocab::fight, :fight)
          when :escape
            add_command(Vocab::escape, :escape, BattleManager.can_escape?)
          when :combatlog
            next unless $imported["YEA-CombatLogDisplay"]
            add_command(YEA::COMBAT_LOG::COMMAND_NAME, :combatlog)
          when :autobattle
            next unless $imported["YEA-CommandAutobattle"]
            add_autobattle_command
          when :party
            next unless $imported["YEA-PartySystem"]
            next unless $imported["YEA-CommandParty"]
            add_party_command
          else
            process_custom_command(command)
          end
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: process_custom_command
      #--------------------------------------------------------------------------
      def process_custom_command(command)
        return unless YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS.include?(command)
        show = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][2]
        continue = show <= 0 ? true : $game_switches[show]
        return unless continue
        text = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][0]
        switch = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][1]
        enabled = switch <= 0 ? true : $game_switches[switch]
        add_command(text, command, enabled)
      end
      
    end # Window_PartyCommand
    
    #==============================================================================
    # ■ Window_ConfirmCommand
    #==============================================================================
    
    class Window_ConfirmCommand < Window_Command
      
      #--------------------------------------------------------------------------
      # initialize
      #--------------------------------------------------------------------------
      def initialize
        super(0, 0)
        deactivate
        hide
      end
      
      #--------------------------------------------------------------------------
      # window_width
      #--------------------------------------------------------------------------
      def window_width; return 128; end
      
      #--------------------------------------------------------------------------
      # visible_line_number
      #--------------------------------------------------------------------------
      def visible_line_number; return 4; end
      
      #--------------------------------------------------------------------------
      # overwrite method: make_command_list
      #--------------------------------------------------------------------------
      def make_command_list
        for command in YEA::BATTLE_COMMANDS::CONFIRM_COMMANDS
          case command
          when :execute
            text = YEA::BATTLE_COMMANDS::EXECUTE_VOCAB
            add_command(text, :execute)
          when :combatlog
            next unless $imported["YEA-CombatLogDisplay"]
            add_command(YEA::COMBAT_LOG::COMMAND_NAME, :combatlog)
          else
            process_custom_command(command)
          end
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: process_custom_command
      #--------------------------------------------------------------------------
      def process_custom_command(command)
        return unless YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS.include?(command)
        show = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][2]
        continue = show <= 0 ? true : $game_switches[show]
        return unless continue
        text = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][0]
        switch = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][1]
        enabled = switch <= 0 ? true : $game_switches[switch]
        add_command(text, command, enabled)
      end
      
      #--------------------------------------------------------------------------
      # setup
      #--------------------------------------------------------------------------
      def setup
        clear_command_list
        make_command_list
        refresh
        select(0)
        activate
        self.openness = 255
        show
      end
      
      #--------------------------------------------------------------------------
      # process_handling
      #--------------------------------------------------------------------------
      if $imported["YEA-BattleEngine"]
      def process_handling
        return unless open? && active
        return process_dir4 if Input.repeat?(:LEFT)
        return super
      end
      
      #--------------------------------------------------------------------------
      # process_dir4
      #--------------------------------------------------------------------------
      def process_dir4
        Sound.play_cursor
        Input.update
        deactivate
        call_handler(:dir4)
      end
      end # $imported["YEA-BattleEngine"]
      
    end # Window_ConfirmCommand
    
    #==============================================================================
    # ■ Window_ActorCommand
    #==============================================================================
    
    class Window_ActorCommand < Window_Command
      
      #--------------------------------------------------------------------------
      # alias method: setup
      #--------------------------------------------------------------------------
      alias window_actorcommand_setup_bcl setup
      def setup(actor)
        window_actorcommand_setup_bcl(actor)
        show
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: make_command_list
      #--------------------------------------------------------------------------
      def make_command_list
        return if @actor.nil?
        @stype_list = []
        for command in @actor.battle_commands
          case command.upcase
          #---
          when /ATTACK/i
            add_attack_command
          when /SKILL LIST/i
            add_skill_commands
          when /DEFEND/i
            add_guard_command
          when /ITEMS/i
            add_item_command
          #---
          when /SKILL TYPE[ ](\d+)/i
            add_skill_type_command($1.to_i)
          when /SKILL[ ](\d+)/i
            add_skill_id_command($1.to_i)
          when /ITEM[ ](\d+)/i
            add_item_id_command($1.to_i)
          #---
          when /AUTOBATTLE/i
            next unless $imported["YEA-CommandAutobattle"]
            add_autobattle_command
          when /EQUIP/i
            next unless $imported["YEA-CommandEquip"]
            add_equip_command
          when /SUBCLASS LIST/i
            add_subclass_skill_types
          #---
          else; next        
          end
        end
      end
      
      #--------------------------------------------------------------------------
      # overwrite method: add_skill_commands
      #--------------------------------------------------------------------------
      def add_skill_commands
        @actor.added_skill_types.each do |stype_id|
          next if @stype_list.include?(stype_id)
          next if include_subclass_type?(stype_id)
          add_skill_type_command(stype_id)
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: include_subclass_type?
      #--------------------------------------------------------------------------
      def include_subclass_type?(stype_id)
        return false unless $imported["YEA-ClassSystem"]
        return @actor.subclass_skill_types.include?(stype_id)
      end
      
      #--------------------------------------------------------------------------
      # new method: add_subclass_skill_types
      #--------------------------------------------------------------------------
      def add_subclass_skill_types
        return unless $imported["YEA-ClassSystem"]
        return if @actor.subclass.nil?
        @actor.subclass_skill_types.sort.each do |stype_id|
          next if @stype_list.include?(stype_id)
          add_skill_type_command(stype_id)
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: add_skill_type_command
      #--------------------------------------------------------------------------
      def add_skill_type_command(stype_id)
        return unless @actor.added_skill_types.include?(stype_id)
        return if @stype_list.include?(stype_id)
        @stype_list.push(stype_id)
        name = $data_system.skill_types[stype_id]
        add_command(name, :skill, true, stype_id)
      end
      
      #--------------------------------------------------------------------------
      # new method: add_skill_id_command
      #--------------------------------------------------------------------------
      def add_skill_id_command(skill_id)
        return if $data_skills[skill_id].nil?
        return unless add_use_skill?(skill_id)
        name = $data_skills[skill_id].command_name
        add_command(name, :use_skill, use_skill_valid?(skill_id), skill_id)
      end
      
      #--------------------------------------------------------------------------
      # new method: add_use_skill?
      #--------------------------------------------------------------------------
      def add_use_skill?(skill_id)
        skill = $data_skills[skill_id]
        return false if hide_until_learn?(skill)
        return false if hide_until_usable?(skill)
        return false if hide_until_switch?(skill)
        return true
      end
      
      #--------------------------------------------------------------------------
      # new method: hide_until_learn?
      #--------------------------------------------------------------------------
      def hide_until_learn?(skill)
        return false unless skill.command_hide_until_learn
        return false if @actor.skill_learn?(skill)
        return false if @actor.added_skills.include?(skill.id)
        return true
      end
      
      #--------------------------------------------------------------------------
      # new method: hide_until_usable?
      #--------------------------------------------------------------------------
      def hide_until_usable?(skill)
        return false unless skill.command_hide_until_usable
        return false if @actor.usable?(skill)
        return true
      end
      
      #--------------------------------------------------------------------------
      # new method: hide_until_switch?
      #--------------------------------------------------------------------------
      def hide_until_switch?(skill)
        return false unless skill.command_hide_until_switch > 0
        return false if $game_switches[skill.command_hide_until_switch]
        return true
      end
      
      #--------------------------------------------------------------------------
      # new method: use_skill_valid?
      #--------------------------------------------------------------------------
      def use_skill_valid?(skill_id)
        skill = $data_skills[skill_id]
        return false unless @actor.skill_conditions_met?(skill)
        return true
      end
      
      #--------------------------------------------------------------------------
      # new method: add_item_id_command
      #--------------------------------------------------------------------------
      def add_item_id_command(item_id)
        return if $data_items[item_id].nil?
        return unless add_use_item?(item_id)
        name = $data_items[item_id].command_name
        add_command(name, :use_item, use_item_valid?(item_id), item_id)
      end
      
      #--------------------------------------------------------------------------
      # new method: add_use_item?
      #--------------------------------------------------------------------------
      def add_use_item?(item_id)
        item = $data_items[item_id]
        return false if hide_until_usable?(item)
        return false if hide_until_switch?(item)
        return true
      end
      
      #--------------------------------------------------------------------------
      # new method: use_item_valid?
      #--------------------------------------------------------------------------
      def use_item_valid?(item_id)
        item = $data_items[item_id]
        return false unless @actor.item_conditions_met?(item)
        return true
      end
      
    end # Window_ActorCommand
    
    #==============================================================================
    # ■ Scene_Battle
    #==============================================================================
    
    class Scene_Battle < Scene_Base
      
      #--------------------------------------------------------------------------
      # alias method: create_all_windows
      #--------------------------------------------------------------------------
      alias scene_battle_create_all_windows_bcl create_all_windows
      def create_all_windows
        scene_battle_create_all_windows_bcl
        create_confirm_command_window
      end
      
      #--------------------------------------------------------------------------
      # alias method: create_party_command_window
      #--------------------------------------------------------------------------
      alias create_party_command_window_bcl create_party_command_window
      def create_party_command_window
        create_party_command_window_bcl
        process_custom_party_commands
      end
      
      #--------------------------------------------------------------------------
      # new method: process_custom_party_commands
      #--------------------------------------------------------------------------
      def process_custom_party_commands
        for command in YEA::BATTLE_COMMANDS::PARTY_COMMANDS
          next unless YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS.include?(command)
          called_method = YEA::BATTLE_COMMANDS::CUSTOM_PARTY_COMMANDS[command][3]
          @party_command_window.set_handler(command, method(called_method))
        end
      end
      
      #--------------------------------------------------------------------------
      # alias method: create_actor_command_window
      #--------------------------------------------------------------------------
      alias create_actor_command_window_bcl create_actor_command_window
      def create_actor_command_window
        create_actor_command_window_bcl
        @actor_command_window.set_handler(:use_skill, method(:command_use_skill))
        @actor_command_window.set_handler(:use_item, method(:command_use_item))
      end
      
      #--------------------------------------------------------------------------
      # alias method: start_actor_command_selection
      #--------------------------------------------------------------------------
      alias start_actor_command_selection_bcl start_actor_command_selection
      def start_actor_command_selection
        @confirm_command_window.hide unless @confirm_command_window.nil?
        start_actor_command_selection_bcl
        @actor_command_window.show
      end
      
      #--------------------------------------------------------------------------
      # new method: command_use_skill
      #--------------------------------------------------------------------------
      def command_use_skill
        @skill = $data_skills[@actor_command_window.current_ext]
        BattleManager.actor.input.set_skill(@skill.id)
        BattleManager.actor.last_skill.object = @skill
        status_redraw_target(BattleManager.actor)
        if $imported["YEA-BattleEngine"]
          $game_temp.battle_aid = @skill
          if @skill.for_opponent?
            select_enemy_selection
          elsif @skill.for_friend?
            select_actor_selection
          else
            next_command
            $game_temp.battle_aid = nil
          end
        else
          if !@skill.need_selection?
            next_command
          elsif @skill.for_opponent?
            select_enemy_selection
          else
            select_actor_selection
          end
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: command_use_item
      #--------------------------------------------------------------------------
      def command_use_item
        @item = $data_items[@actor_command_window.current_ext]
        BattleManager.actor.input.set_item(@item.id)
        status_redraw_target(BattleManager.actor)
        if $imported["YEA-BattleEngine"]
          $game_temp.battle_aid = @item
          if @item.for_opponent?
            select_enemy_selection
          elsif @item.for_friend?
            select_actor_selection
          else
            next_command
            $game_temp.battle_aid = nil
          end
        else
          if !@item.need_selection?
            next_command
          elsif @item.for_opponent?
            select_enemy_selection
          else
            select_actor_selection
          end
        end
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_actor_ok
      #--------------------------------------------------------------------------
      alias scene_battle_on_actor_ok_bcl on_actor_ok
      def on_actor_ok
        scene_battle_on_actor_ok_bcl
        return if !@confirm_command_window.nil? && @confirm_command_window.visible
        @actor_command_window.show
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_actor_cancel
      #--------------------------------------------------------------------------
      alias scene_battle_on_actor_cancel_bcl on_actor_cancel
      def on_actor_cancel
        scene_battle_on_actor_cancel_bcl
        case @actor_command_window.current_symbol
        when :use_skill, :use_item
          @help_window.hide
          @status_window.show
          @actor_command_window.activate
          status_redraw_target(BattleManager.actor)
        end
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_enemy_ok
      #--------------------------------------------------------------------------
      alias scene_battle_on_enemy_ok_bcl on_enemy_ok
      def on_enemy_ok
        scene_battle_on_enemy_ok_bcl
        return if !@confirm_command_window.nil? && @confirm_command_window.visible
        @actor_command_window.show
      end
      
      #--------------------------------------------------------------------------
      # alias method: on_enemy_cancel
      #--------------------------------------------------------------------------
      alias scene_battle_on_enemy_cancel_bcl on_enemy_cancel
      def on_enemy_cancel
        scene_battle_on_enemy_cancel_bcl
        case @actor_command_window.current_symbol
        when :use_skill, :use_item
          @help_window.hide
          @status_window.show
          @actor_command_window.activate
          status_redraw_target(BattleManager.actor)
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: status_redraw_target
      #--------------------------------------------------------------------------
      def status_redraw_target(target)
        return unless target.actor?
        @status_window.draw_item($game_party.battle_members.index(target))
      end
      
      #--------------------------------------------------------------------------
      # new method: create_confirm_command_window
      #--------------------------------------------------------------------------
      def create_confirm_command_window
        return unless YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW
        @confirm_command_window = Window_ConfirmCommand.new
        @confirm_command_window.viewport = @info_viewport
        @confirm_command_window.set_handler(:execute, method(:command_execute))
        @confirm_command_window.set_handler(:cancel, method(:on_confirm_cancel))
        @confirm_command_window.set_handler(:dir4, method(:on_confirm_cancel))
        @confirm_command_window.unselect
        @confirm_command_window.x = Graphics.width
        process_custom_confirm_commands
        process_confirm_compatibility_commands
      end
      
      #--------------------------------------------------------------------------
      # new method: process_custom_confirm_commands
      #--------------------------------------------------------------------------
      def process_custom_confirm_commands
        for command in YEA::BATTLE_COMMANDS::CONFIRM_COMMANDS
          next unless YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS.include?(command)
          called_method = YEA::BATTLE_COMMANDS::CUSTOM_CONFIRM_COMMANDS[command][3]
          @party_command_window.set_handler(command, method(called_method))
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: process_confirm_compatibility_commands
      #--------------------------------------------------------------------------
      def process_confirm_compatibility_commands
        #---
        if $imported["YEA-CombatLogDisplay"]
          @confirm_command_window.set_handler(:combatlog, method(:open_combatlog))
        end
        #---
      end
      
      #--------------------------------------------------------------------------
      # new method: start_confirm_command_selection
      #--------------------------------------------------------------------------
      def start_confirm_command_selection
        if $imported["YEA-BattleEngine"]
          @status_window.show
          redraw_current_status
          @status_aid_window.hide
        end
        @status_window.unselect
        @actor_command_window.hide
        @confirm_command_window.setup
      end
      
      #--------------------------------------------------------------------------
      # new method: on_confirm_cancel
      #--------------------------------------------------------------------------
      def on_confirm_cancel
        @confirm_command_window.hide unless @confirm_command_window.nil?
        @actor_command_window.show
        @actor_command_window.setup(BattleManager.actor)
        @status_window.select(BattleManager.actor.index)
        prior_command unless BattleManager.actor.inputable?
      end
      
      #--------------------------------------------------------------------------
      # alias method: next_command
      #--------------------------------------------------------------------------
      alias scene_battle_next_command_bcl next_command
      def next_command
        if prompt_next_actor?
          scene_battle_next_command_bcl
        elsif YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW
          start_confirm_command_selection
        else
          turn_start
        end
      end
      
      #--------------------------------------------------------------------------
      # new method: prompt_next_actor?
      #--------------------------------------------------------------------------
      def prompt_next_actor?
        index = @status_window.index
        last_index = $game_party.battle_members.size - 1
        for member in $game_party.battle_members.reverse
          break if member.inputable?
          last_index -= 1
        end
        if index >= last_index
          actor = $game_party.battle_members[index]
          return true if prompt_ftb_action?(actor)
          return true if actor.next_command_valid?
          return false if YEA::BATTLE_COMMANDS::USE_CONFIRM_WINDOW
        end
        return true
      end
      
      #--------------------------------------------------------------------------
      # new method: prompt_ftb_action?
      #--------------------------------------------------------------------------
      def prompt_ftb_action?(actor)
        return false unless $imported["YEA-BattleEngine"]
        return false unless $imported["YEA-BattleSystem-FTB"]
        return false unless BattleManager.btype?(:ftb)
        return actor.current_action.valid?
      end
      
      #--------------------------------------------------------------------------
      # new method: command_execute
      #--------------------------------------------------------------------------
      def command_execute
        @confirm_command_window.close
        turn_start
      end
      
      #--------------------------------------------------------------------------
      # new method: command_name1
      #--------------------------------------------------------------------------
      def command_name1
        # Do nothing.
      end
      
      #--------------------------------------------------------------------------
      # new method: command_name2
      #--------------------------------------------------------------------------
      def command_name2
        # Do nothing.
      end
      
    end # Scene_Battle
    
    #==============================================================================
    # 
    # ▼ End of File
    # 
    #==============================================================================
    ссылку на такентай щас дам
    вот ссылка на сам асе такентай
    http://rpgex.sakura.ne.jp/home/
    Последний раз редактировалось Темный; 01.04.2012 в 02:57.



  6. #676
    Маститый Аватар для Andrew
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    По умолчанию

    НЕ НЕ НЕ, только не такентай, только не боёвки. Не люблю в них возиться. Насчёт своей идеи есть, но в чужих не.


  7. #677
    Маститый Аватар для Элрик
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    По умолчанию

    Можно ли как-нибудь сделать, чтобы в Эйсе можно было установить некоторые характеристики на 0? Сейчас вот пробую допилить одну старую идею, в которой у определенных персонажей часть характеристик равна 0, но другие выше. К примеру МР, Интеллект равны 0, а НР и Защита/Сила имеют высокое значение.

  8. #678
    Маститый Аватар для Andrew
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    По умолчанию

    Во первых в асе у меня нет интелекта, во вторых, что мешает задать значение 0 для всех уровней?
    Безымянный.png


  9. #679
    Маститый Аватар для Элрик
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    По умолчанию

    Не ставится - сразу на единицу сбрасывается когда на другую плашку переходишь или жмешь "Ок". Я б не спрашивал, если бы все было так легко.

  10. #680
    Маститый Аватар для Andrew
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    По умолчанию

    Не ставится - сразу на единицу сбрасывается когда на другую плашку переходишь или жмешь "Ок".
    У меня всё прекрасно ставится(мп). А вот с остальными харами не пашет. Сейчас напишу скрипт, который заменит все характеристики с еденицой на ноль, но тогда могут быть баги с побегом и атакой, так как там может уножаться на этот параметр.


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