The 2.0 version, to be exact, alongside the RPG Tankentai SBS + ATB, and the script only seems to be half working. It WILL grey out the battle commands, but the battle commands will still be selectable and usable even though I'm trying to disable them, and I saw this thread here: http://www.rpgmakervx.net/index.php?showtopic=40144 of a person using the exact same script, and same battle system to success. I figited around with the position of the Command Disabling script on the list, whether it be above or below certain battle system things, but I didn't move the SBS or ATB scripts.
PLEASE help. This is taking way too much of my time and I want to figure this out.
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Group: +Gold Member
Posts: 1,525
Type: Scripter
RM Skill: Undisclosed
I'm assuming that you're using this version of the Tankentai
Anyway, I've edited Jens009's code, just inserting their buzzer into the Tankentai's processing, so it works fine Just make sure that this code is after the SBS
Code
CODE
#============================================ # Deactivate Battle Commands # By Jens009 # Version: 2.0 # Release Date: August 5, 2008 # Description: Deactivate Battle Commands Using a Script Switch # Log: # - Major Change in Coding # Instead of deleting the actual command, it just blackens it and plays # buzzer when selected # How to use: # Use a call script. # Deactivating, attack, skill, guard or item: # $game_troop.no_attack = true/false # $game_troop.no_skill = true/false # $game_troop.no_guard = true/false # $game_troop.no_item = true/false # $game_troop.no_attack = true/false # Setting it to true disables the battle command # Author\'s Notes: # 2 methods aliased. # jens009_command_deactivate_initialize initialize # jens009_deactivate_commands_setup setup # 1 method directly edited # update_actor_command_selection #================================================
alias jens009_command_deactivate_initialize initialize
def initialize @no_attack = false @no_skill = false @no_guard = false @no_item = false jens009_command_deactivate_initialize end end
#============================================== # End Game_Troop Edit # Start Window_Actor_Command Edit #=============================================== class Window_ActorCommand < Window_Command alias jens009_deactivate_commands_setup setup # Modify Setup def setup(actor) jens009_deactivate_commands_setup(actor) draw_item(0, false) if $game_troop.no_attack # Deactive attack draw_item(1, false) if $game_troop.no_skill # Deactive skill draw_item(2, false) if $game_troop.no_guard # Deactive guard draw_item(3, false) if $game_troop.no_item # Deactive item end # End method
end # END CLASS #============================================ # End Window_ActorCommand Edit #=========================================== #==================================== # Start Scene_Battle edit # Method Edited: update_actor_command_selection # Play buzzer when deactivated. #==================================== class Scene_Battle #-------------------------------------------------------------------------- # ● コマンド更新 ※再定義 #-------------------------------------------------------------------------- def update_actor_command_selection return reset_command unless commanding? if Input.trigger?(Input::B) Input.update Sound.play_decision start_party_command elsif Input.trigger?(Input::C) Input.update case @actor_command_window.index when 0 # Attack return Sound.play_buzzer if $game_troop.no_attack Sound.play_decision @commander.action.set_attack start_target_enemy_selection when 1 # Skill return Sound.play_buzzer if $game_troop.no_skill Sound.play_decision $in_select = true start_skill_selection when 2 # Guard return Sound.play_buzzer if $game_troop.no_guard Sound.play_decision @commander.action.set_guard end_command when 3 # Item return Sound.play_buzzer if $game_troop.no_item Sound.play_decision $in_select = true start_item_selection end # →キーでコマンドキャラ送り elsif Input.trigger?(Input::RIGHT) next_commander # ←キーでコマンドキャラ戻し elsif Input.trigger?(Input::LEFT) back_commander end end end # END CLASS
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Absolutely fantastic. Works perfectly, but... I need the same thing done with the 'No Run' command, also. I hope you don't find it too much to ask that I want the 'no run addon' script done this way, too :S I tried to see if I could do it myself but it failed. Don't worry, I didn't mess anything up permanently. I made sure to re-copy and paste this script back. The script you just made worked perfectly, but I just need to get the 'no run' version to work, too. Sorry >.<
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