[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,
# 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
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
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.
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?
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
@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.
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