[RMXP] SCRIPTING HELP - I NEED SOMEONE TO EXPLAIN ME
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I am trying to make a new in-battle skill window. This window I'm trying to make will not show the list of skills, instead the player needs to do something to execute the skill. To give a bit of idea,
I want to replace the default skill window to something new.
So if someone around here could give me a head start, I would like to know how to do this :
Create a new window
//do something
end
if (conditions in //do something is met)
//cast skill to target
end
Dont worry about the do something, I just want to know how would I cast a skill on actors, parties or enemies for that matter. And how would I link certain variables to certain skill, so that if --> variable == something, cast a skill (according to the value of variable).
Thank you for your help :3
# Make actor command window s1 = $data_system.words.attack s2 = $data_system.words.skill s3 = $data_system.words.guard s4 = $data_system.words.item @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4]) @actor_command_window.y = 160 @actor_command_window.back_opacity = 160 @actor_command_window.active = false @actor_command_window.visible = false
I want to replace the default skill window to something new.
So if someone around here could give me a head start, I would like to know how to do this :
Create a new window
//do something
end
if (conditions in //do something is met)
//cast skill to target
end
Dont worry about the do something, I just want to know how would I cast a skill on actors, parties or enemies for that matter. And how would I link certain variables to certain skill, so that if --> variable == something, cast a skill (according to the value of variable).
Thank you for your help :3
Creating a new window follows pretty much the same process as any of the default window classes, so if you look at the code for them you should get an idea of how to make your own.
As for casting skills manually, look at command_339 in Interpreter 7 (the Force Action command). That should hopefully give you some idea as to how to do what you're looking for.
As for casting skills manually, look at command_339 in Interpreter 7 (the Force Action command). That should hopefully give you some idea as to how to do what you're looking for.
author=Trihan
Creating a new window follows pretty much the same process as any of the default window classes, so if you look at the code for them you should get an idea of how to make your own.
As for casting skills manually, look at command_339 in Interpreter 7 (the Force Action command). That should hopefully give you some idea as to how to do what you're looking for.
I dont know what the symbol @parameters is. How about I upload a demo using another engine, to give you an idea of what I'm looking for, would you care to help Trihan?
@parameters is an array containing all of the choices you make in the dialog box for the event command. Each element corresponds to one of the drop-down boxes for which actor is using the action, who the target will be etc.
You can upload a demo if you like, but I don't know if I'll have a lot of time to help you with more than general advice.
You can upload a demo if you like, but I don't know if I'll have a lot of time to help you with more than general advice.
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