About This File
ok.. i have a newer version done... there's still alot that i'm gonna do before it is finished.. i just don't feel like doin it all right now.. but anyway... here's the main part with the double weapons and two attacks.. you no longer have to do anything special.... all you have to do is just put in the script...
also of note is that you can equip a shield or a sword in either hand... you can also equip two shields... when two shields are equipped, attack is disabled... anyway.. just put this right above main... and hope that you don't have alot of stuff modded that i did.. it's not far enough along yet to where i'm gonna put in alias's.. some stuff is aliased already though.. i don't remember...
#=================================
# class Game_Actor mod's... -Midge-
#=================================
# This is where the meat of the script takes place...
# there is alot to be accounted for here too..
# i had to make sure that all the stat stuff was being
# from all the right things... in fact i think most of the
# original class has been modded here... not sure on that
# and too lazy to check and see... let's hope that you haven't
# made any forgetable changes to this before...
#=================================
class Game_Actor < Game_Battler
attr_accessor :weapon_type
attr_accessor :armor_type
attr_accessor :sec_attack
alias double_weapons_initialize initialize
def initialize(actor_id)
double_weapons_initialize(actor_id)
@weapon_type = $data_weapons[@weapon_id]
@armor_type = $data_armors[@armor1_id]
@sec_attack = nil
end
def animation3_id
weapon = $data_weapons[@armor1_id]
return (weapon != nil ? weapon.animation1_id : 0)
end
def animation4_id
weapon = $data_weapons[@armor1_id]
return (weapon != nil ? weapon.animation2_id : 0)
end
def two_shields
if (self.weapon_type.is_a?(RPG::Armor) and self.armor_type.is_a?(RPG::Armor)) and
(self.weapon_id != 0 and self.armor1_id != 0)
return true
else
return false
end
end
def two_weapons
if (self.weapon_type.is_a?(RPG::Weapon) and self.armor_type.is_a?(RPG::Weapon)) and
(self.weapon_id != 0 and self.armor1_id != 0)
return true
else
return false
end
end
def equip(equip_type, id, item = RPG::Armor)
case equip_type
when 0
if @weapon_id == 0
if item.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
self.weapon_type = $data_weapons[id]
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
elsif item.is_a?(RPG::Armor)
if id == 0 or $game_party.weapon_number(id) > 0
self.weapon_type = $data_armors[id]
@weapon_id = id
$game_party.lose_armor(id, 1)
end
end
end
if item == nil
if self.weapon_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
@weapon_id = id
end
elsif self.weapon_type.is_a?(RPG::Armor)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_armor(@weapon_id, 1)
@weapon_id = id
end
end
end
if item.is_a?(RPG::Weapon)
if self.weapon_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
self.weapon_type = $data_weapons[id]
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
elsif self.weapon_type.is_a?(RPG::Armor)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_armor(@weapon_id, 1)
self.weapon_type = $data_weapons[id]
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
end
elsif item.is_a?(RPG::Armor)
if self.weapon_type.is_a?(RPG::Armor)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_armor(@weapon_id, 1)
self.weapon_type = $data_armors[id]
@weapon_id = id
$game_party.lose_armor(id, 1)
end
elsif self.weapon_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
self.weapon_type = $data_armors[id]
@weapon_id = id
$game_party.lose_armor(id, 1)
end
end
end
when 1
if @armor1_id == 0
if item.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
self.armor_type = $data_weapons[id]
@armor1_id = id
$game_party.lose_weapon(id, 1)
end
elsif item.is_a?(RPG::Armor)
if id == 0 or $game_party.armor_number(id) > 0
self.armor_type = $data_armors[id]
@armor1_id = id
$game_party.lose_armor(id, 1)
end
end
end
if item == nil
if self.armor_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@armor1_id, 1)
@armor1_id = id
end
elsif self.armor_type.is_a?(RPG::Armor)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_armor(@armor1_id, 1)
@armor1_id = id
end
end
end
if item.is_a?(RPG::Weapon)
if self.armor_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@armor1_id, 1)
self.armor_type = $data_weapons[id]
@armor1_id = id
$game_party.lose_weapon(id, 1)
end
elsif self.armor_type.is_a?(RPG::Armor)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_armor(@armor1_id, 1)
self.armor_type = $data_weapons[id]
@armor1_id = id
$game_party.lose_weapon(id, 1)
end
end
elsif item.is_a?(RPG::Armor)
if self.armor_type.is_a?(RPG::Armor)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_armor(@armor1_id, 1)
self.armor_type = $data_armors[id]
@armor1_id = id
$game_party.lose_armor(id, 1)
end
elsif self.armor_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_weapon(@armor1_id, 1)
self.armor_type = $data_armors[id]
@armor1_id = id
$game_party.lose_armor(id, 1)
end
end
end
when 2
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor2_id], $data_armors[id])
$game_party.gain_armor(@armor2_id, 1)
@armor2_id = id
$game_party.lose_armor(id, 1)
end
when 3
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor3_id], $data_armors[id])
$game_party.gain_armor(@armor3_id, 1)
@armor3_id = id
$game_party.lose_armor(id, 1)
end
when 4
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor4_id], $data_armors[id])
$game_party.gain_armor(@armor4_id, 1)
@armor4_id = id
$game_party.lose_armor(id, 1)
end
end
end
def element_rate(element_id)
table = [0,200,150,100,50,0,-100]
result = table[$data_classes[@class_id].element_ranks[element_id]]
if self.armor_type.is_a?(RPG::Weapon)
for i in [@armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil and armor.guard_element_set.include?(element_id)
result /= 2
end
end
else
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil and armor.guard_element_set.include?(element_id)
result /= 2
end
end
end
for i in @states
if $data_states[i].guard_element_set.include?(element_id)
result /= 2
end
end
return result
end
def state_guard?(state_id)
if self.armor_type.is_a?(RPG::Weapon)
for i in [@armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
else
return false
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
return false
end
end
def element_set
n = []
unless self.weapon_type.is_a?(RPG::Armor)
weapon = $data_weapons[@weapon_id]
n += weapon != nil ? weapon.element_set : []
end
unless self.armor_type.is_a?(RPG::Armor)
weapon2 = $data_weapons[@armor1_id]
n += weapon2 != nil ? weapon2.element_set : []
end
n.flatten!
n.uniq!
return n
end
def plus_state_set
n = []
unless self.weapon_type.is_a?(RPG::Armor)
weapon = $data_weapons[@weapon_id]
n += weapon != nil ? weapon.plus_state_set : []
end
unless self.armor_type.is_a?(RPG::Armor)
weapon2 = $data_weapons[@armor1_id]
n += weapon2 != nil ? weapon2.plus_state_set : []
end
n.flatten!
n.uniq!
return n
end
def minus_state_set
n = []
unless self.weapon_type.is_a?(RPG::Armor)
weapon = $data_weapons[@weapon_id]
n += weapon != nil ? weapon.minus_state_set : []
end
unless self.armor_type.is_a?(RPG::Armor)
weapon2 = $data_weapons[@armor1_id]
n += weapon2 != nil ? weapon2.minus_state_set : []
end
n.flatten!
n.uniq!
return n
end
def base_str
n = $data_actors[@actor_id].parameters[2, @level]
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.str_plus : 0
n += armor1 != nil ? armor1.str_plus : 0
n += armor2 != nil ? armor2.str_plus : 0
n += armor3 != nil ? armor3.str_plus : 0
n += armor4 != nil ? armor4.str_plus : 0
return [[n, 1].max, 999].min
end
def base_dex
n = $data_actors[@actor_id].parameters[3, @level]
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.dex_plus : 0
n += armor1 != nil ? armor1.dex_plus : 0
n += armor2 != nil ? armor2.dex_plus : 0
n += armor3 != nil ? armor3.dex_plus : 0
n += armor4 != nil ? armor4.dex_plus : 0
return [[n, 1].max, 999].min
end
def base_agi
n = $data_actors[@actor_id].parameters[4, @level]
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.agi_plus : 0
n += armor1 != nil ? armor1.agi_plus : 0
n += armor2 != nil ? armor2.agi_plus : 0
n += armor3 != nil ? armor3.agi_plus : 0
n += armor4 != nil ? armor4.agi_plus : 0
return [[n, 1].max, 999].min
end
def base_int
n = $data_actors[@actor_id].parameters[5, @level]
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.int_plus : 0
n += armor1 != nil ? armor1.int_plus : 0
n += armor2 != nil ? armor2.int_plus : 0
n += armor3 != nil ? armor3.int_plus : 0
n += armor4 != nil ? armor4.int_plus : 0
return [[n, 1].max, 999].min
end
def base_atk
n = 0
unless self.weapon_type.is_a?(RPG::Armor)
weapon = $data_weapons[@weapon_id]
n += weapon != nil ? weapon.atk : 0
end
unless self.armor_type.is_a?(RPG::Armor)
weapon2 = $data_weapons[@armor1_id]
n += weapon2 != nil ? weapon2.atk : 0
end
return n
end
def base_pdef
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
pdef1 = weapon != nil ? weapon.pdef : 0
pdef2 = armor1 != nil ? armor1.pdef : 0
pdef3 = armor2 != nil ? armor2.pdef : 0
pdef4 = armor3 != nil ? armor3.pdef : 0
pdef5 = armor4 != nil ? armor4.pdef : 0
return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
end
def base_mdef
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
mdef1 = weapon != nil ? weapon.mdef : 0
mdef2 = armor1 != nil ? armor1.mdef : 0
mdef3 = armor2 != nil ? armor2.mdef : 0
mdef4 = armor3 != nil ? armor3.mdef : 0
mdef5 = armor4 != nil ? armor4.mdef : 0
return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
end
def base_eva
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
eva1 = armor1 != nil ? armor1.eva : 0
eva2 = armor2 != nil ? armor2.eva : 0
eva3 = armor3 != nil ? armor3.eva : 0
eva4 = armor4 != nil ? armor4.eva : 0
return eva1 + eva2 + eva3 + eva4
end
end
#=================================
# end -O- Game_Actor changes -Midge-
#=================================
#=================================
# class Window_EquipRight mods... -Midge-
#=================================
# this is just so that it will display the right stuff that
# you have equipped in the two hands...
#=================================
class Window_EquipRight < Window_Selectable
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
if @actor.weapon_type.is_a?(RPG::Weapon)
@data[0] = $data_weapons[@actor.weapon_id]
elsif @actor.weapon_type.is_a?(RPG::Armor)
@data[0] = $data_armors[@actor.weapon_id]
end
if @actor.armor_type.is_a?(RPG::Weapon)
@data[1] = $data_weapons[@actor.armor1_id]
elsif @actor.armor_type.is_a?(RPG::Armor)
@data[1] = $data_armors[@actor.armor1_id]
end
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
self.contents.font.color = system_color
self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
draw_item_name(@data[0], 92, 32 * 0)
draw_item_name(@data[1], 92, 32 * 1)
draw_item_name(@data[2], 92, 32 * 2)
draw_item_name(@data[3], 92, 32 * 3)
draw_item_name(@data[4], 92, 32 * 4)
end
end
#=================================
# End -O- Window_EquipRight Mods... -Midge-
#=================================
#=================================
# class Window_EquipItem mods... -Midge-
#=================================
# basically i just made it so that both the weapons and
# sheilds would be displayed in the weapon and shield
# hands... both of them... so you can equip either in
# either hand... anyway.. its all cool and stuff...
#=================================
class Window_EquipItem < Window_Selectable
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
if @equip_type == 0
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == 0
@data.push($data_armors[i])
end
end
end
end
if @equip_type != 0
if @equip_type == 1
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
end
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == @equip_type-1
@data.push($data_armors[i])
end
end
end
end
@data.push(nil)
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $defaultfonttype
self.contents.font.size = $defaultfontsize
for i in 0...@item_max-1
draw_item(i)
end
end
end
#=================================
# End -O- Window_EquipItem mod's... -Midge-
#=================================
class Scene_Equip
def refresh
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
item1 = @right_window.item
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
end
if @right_window.active
@left_window.set_new_parameters(nil, nil, nil)
end
if @item_window.active
item2 = @item_window.item
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id, item2)
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id, item1)
@actor.hp = last_hp
@actor.sp = last_sp
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.equip_se)
item = @item_window.item
@actor.equip(@right_window.index, item == nil ? 0 : item.id, item)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
@right_window.refresh
@item_window.refresh
return
end
end
def update
@left_window.update
@right_window.update
@item_window.update
@item_window1.refresh
@item_window2.refresh
refresh
if @right_window.active
update_right
return
end
if @item_window.active
update_item
return
end
end
end
class Scene_Battle
def update_phase3_basic_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
phase3_prior_actor
return
end
if @active_battler.two_shields
@actor_command_window.disable_item(0)
else
@actor_command_window.enable_item(0)
end
if Input.trigger?(Input::C)
case @actor_command_window.index
when 0
if @active_battler.two_shields
$game_system.se_play($data_system.buzzer_se)
return
end
if @active_battler.two_weapons == true
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 4
else
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
$game_system.se_play($data_system.decision_se)
start_enemy_select
when 1
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 1
start_skill_select
when 2
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
phase3_next_actor
when 3
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 2
start_item_select
end
return
end
end
def make_basic_action_result
if @active_battler.current_action.basic == 0
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
if @active_battler.is_a?(Game_Enemy)
if @active_battler.restriction == 3
target = $game_troop.random_target_enemy
elsif @active_battler.restriction == 2
target = $game_party.random_target_actor
else
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
end
end
if @active_battler.is_a?(Game_Actor)
if @active_battler.armor_type.is_a?(RPG::Weapon)
@animation1_id = @active_battler.animation3_id
@animation2_id = @active_battler.animation4_id
end
if @active_battler.restriction == 3
target = $game_party.random_target_actor
elsif @active_battler.restriction == 2
target = $game_troop.random_target_enemy
else
index = @active_battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
end
end
@target_battlers = [target]
for target in @target_battlers
target.attack_effect(@active_battler)
end
return
end
if @active_battler.current_action.basic == 1
@help_window.set_text($data_system.words.guard, 1)
return
end
if @active_battler.is_a?(Game_Enemy) and @active_battler.current_action.basic == 2
@help_window.set_text("逃げる", 1)
@active_battler.escape
return
end
if @active_battler.current_action.basic == 3
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end
if @active_battler.current_action.basic == 4
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
@animation3_id = @active_battler.animation3_id
@animation4_id = @active_battler.animation4_id
if @active_battler.is_a?(Game_Actor)
if @active_battler.restriction == 3
target = $game_party.random_target_actor
elsif @active_battler.restriction == 2
target = $game_troop.random_target_enemy
else
index = @active_battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
end
end
@target_battlers = [target]
for target in @target_battlers
target.attack_effect(@active_battler)
end
return
end
end
def update_phase4_step4
if @active_battler.is_a?(Game_Actor)
if @active_battler.two_weapons == true && @active_battler.sec_attack == 0
for target in @target_battlers
target.animation_id = @animation4_id
target.animation_hit = (target.damage != "Miss")
@phase4_step = 5
return
end
end
end
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
@wait_count = 8
@phase4_step = 5
end
def update_phase4_step5
@help_window.visible = false
@status_window.refresh
if @active_battler.is_a?(Game_Actor)
if @active_battler.current_action.basic == 4
if @active_battler.two_weapons == true && @active_battler.sec_attack == nil
@active_battler.sec_attack = 0
@phase4_step = 3
return
else
@active_battler.sec_attack = nil
end
end
end
for target in @target_battlers
if target.damage != nil
target.damage_pop = true
end
end
@phase4_step = 6
end
end
class Window_Command
def enable_item(index)
draw_item(index, normal_color)
end
end
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