Bigace360 38 Report post Posted April 24, 2012 Okay so this was the problem that I had written last time, but the site wanted to be a dick and delete everything I wrote by sending me to that error page and not saving anything. I wrote this in notepad just in case that happens again. Anyways, besides my angry rant, here's the problem I'm having. As the title says I need help displaying the enemies condition for skills. I have the Ability name down, however in order to get the RGSS to output the conditions for said abilities to work, I'm at a lose. This is what I have so far: class Window_BestiaryStatus < Window_Base def draw_enemy_abilities(enemy, x, y) self.contents.font.color, self.contents.font.size = normal_color, 16 ([email="0...@enemy.actions.size).each"]0...@enemy.actions.size).each[/email] do |i| if @enemy.actions[i].kind == 0 case @enemy.actions[i].basic when 0 then self.contents.draw_text_bordered_2(x, y+(18*i), self.width, 24, 'Attack',0) when 1 then self.contents.draw_text_bordered_2(x, y+(18*i), self.width, 24, 'Defend',0) when 2 then self.contents.draw_text_bordered_2(x, y+(18*i), self.width, 24, 'Escape',0) when 3 then self.contents.draw_text_bordered_2(x, y+(18*i), self.width, 24, 'Do Nothing',0) end elsif @enemy.actions[i].kind = 1 ability = $data_skills[@enemy.actions[i].skill_id].name self.contents.draw_text_bordered_2(x, y+(18*i), self.width, 24, ability,0) end end end end Well as you can see this would only output the enemies actions and not the conditions to go with it. All I can find that related to conditions is this stuff from Game_Enemy : class Game_Enemy < Game_Battler def make_action self.current_action.clear return unless self.movable? available_actions = [] rating_max = 0 for action in self.actions n = get_battle_turn a = action.condition_turn_a b = action.condition_turn_b next if (b == 0 and n != a) or (b > 0 and (n < 1 or n < a or n % b != a % b)) next if self.hp * 100.0 / self.maxhp > action.condition_hp next if $game_party.max_level < action.condition_level switch_id = action.condition_switch_id next if switch_id > 0 and $game_switches[switch_id] == false next if action.kind == 1 and not skill_can_use?(action.skill_id) and Enemy_Dont_Skip_Action available_actions.push << action rating_max = [rating_max, action.rating].max end end end Beyond this point, I have no clue, I'm probably blind and don't see or maybe it requires some skill. Other then that this and the 3 other errors is whats keep from releasing this script. So if anyone can help figure this help that would be great. If you need anymore info I'll try to add what I can. Share this post Link to post Share on other sites
Moonpearl 32 Report post Posted April 24, 2012 Look RMXP's help for the RPG::Enemy::Action class, it says it all. There are all those condition variables, you just need to retrieve them. Share this post Link to post Share on other sites
Bigace360 38 Report post Posted April 24, 2012 Ya thats all of them in that second code, they're located in Game_Enemy. I checked both of them before posting, just in case I missed something. Share this post Link to post Share on other sites
Moonpearl 32 Report post Posted April 24, 2012 Well then you know everything, don't you? What did I miss in your question? Share this post Link to post Share on other sites
Bigace360 38 Report post Posted April 25, 2012 Well as you can see in this image from the latest version of my script, all I'm trying to do is output the condition that goes with the action, if there was no condition output nothing. That was all I was asking. Share this post Link to post Share on other sites
ForeverZer0 44 Report post Posted April 25, 2012 (edited) First, this: module RPG class Troop class Page class Condition def initialize @turn_valid = false @enemy_valid = false @actor_valid = false @switch_valid = false @turn_a = 0 @turn_b = 0 @enemy_index = 0 @enemy_hp = 50 @actor_id = 1 @actor_hp = 50 @switch_id = 1 end attr_accessor :turn_valid attr_accessor :enemy_valid attr_accessor :actor_valid attr_accessor :switch_valid attr_accessor :turn_a attr_accessor :turn_b attr_accessor :enemy_index attr_accessor :enemy_hp attr_accessor :actor_id attr_accessor :actor_hp attr_accessor :switch_id end end end end Now look at "make_action" in Game_Enemy, and "setup_battle_event" in Scene_Battle 1. Its not actually overly difficult, but very tedious. You need to "translate" all the numerical formulas into plain English. Yes, that sucks. Edited April 25, 2012 by ForeverZer0 Share this post Link to post Share on other sites