Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- #==============================================================================|
- # ** Script Info |
- #------------------------------------------------------------------------------|
- # * Script Name |
- # DoubleX RMVXA Clear Addon to Yanfly Engine Ace - Ace Battle Engine |
- #------------------------------------------------------------------------------|
- # * Functions |
- # Lets users clear previously inputted skills/items when inputting actions |
- #------------------------------------------------------------------------------|
- # * Terms Of Use |
- # You shall: |
- # 1. Follow the terms of use of Yanfly Engine Ace - Ace Battle Engine |
- # 2. Keep this script's Script Info part's contents intact |
- # You shalln't claim that this script's written by anyone other than |
- # DoubleX, his aliases, Yanfly, or his/her aliases |
- # None of the above applies to Yanfly or his/her aliases |
- #------------------------------------------------------------------------------|
- # * Prerequisites |
- # Scripts: |
- # 1. Yanfly Engine Ace - Ace Battle Engine |
- # Abilities: |
- # 1. Little RGSS3 scripting proficiency to fully utilize this script |
- #------------------------------------------------------------------------------|
- # * Instructions |
- # 1. Open the script editor and put this script into an open slot between |
- # Yanfly Engine Ace - Ace Battle Engine and Main, save to take effect. |
- #------------------------------------------------------------------------------|
- # * Links |
- # Script Usage 101: |
- # 1. forums.rpgmakerweb.com/index.php?/topic/32752-rmvxa-script-usage-101/ |
- # 2. rpgmakervxace.net/topic/27475-rmvxa-script-usage-101/ |
- # This script: |
- # 1. http://pastebin.com/CbL0KMrd |
- # Mentioned Patreon Supporters: |
- # https://www.patreon.com/posts/71738797 |
- #------------------------------------------------------------------------------|
- # * Authors |
- # DoubleX: |
- # 1. This script |
- # Yanfly: |
- # 1. Yanfly Engine Ace - Ace Battle Engine |
- #------------------------------------------------------------------------------|
- # * Changelog |
- # v1.01a(GMT 0800 26-7-2015): |
- # 1. Added CLEAR_NIL_SE and CLEAR_NIL_SE_VAR_ID |
- # v1.00a(GMT 1300 22-7-2015): |
- # 1. 1st version of this script finished |
- #==============================================================================|
- ($doublex_rmvxa ||= {})[:YEA_BattleEngine_Clear] = "v1.01a"
- #==============================================================================|
- # ** Script Configurations |
- # You only need to edit this part as it's about what this script does |
- #------------------------------------------------------------------------------|
- module DoubleX_RMVXA
- module YEA_BattleEngine_Clear
- # Sets the key triggering the skill/item clearance command
- # It must return a symbol and should return an existing keymap symbol
- # A custom keymap binding script might help here
- # If CLEAR_KEY_VAR_ID is a natural number, the value of variable with id
- # CLEAR_KEY_VAR_ID will be used instead
- CLEAR_KEY = :SHIFT
- CLEAR_KEY_VAR_ID = 0
- # Sets the se played when triggering the skill/item clearance command
- # "file", volume and pitch is its filename, volume and pitch respectively
- # It must return a RPG::AudioFile and should return a RPG::SE
- # If CLEAR_SE_VAR_ID is a natural number, the value of variable with id
- # CLEAR_SE_VAR_ID will be used instead
- CLEAR_SE = RPG::SE.new("file", volume, pitch)
- CLEAR_SE_VAR_ID = 0
- # Sets the se played when trying to clear an empty action slot
- # "file", volume and pitch is its filename, volume and pitch respectively
- # It must return a RPG::AudioFile and should return a RPG::SE
- # If CLEAR_NIL_SE_VAR_ID is a natural number, the value of variable with id
- # CLEAR_NIL_SE_VAR_ID will be used instead
- CLEAR_NIL_SE = RPG::SE.new("file", volume, pitch)
- CLEAR_NIL_SE_VAR_ID = 0
- #==============================================================================|
- #==============================================================================|
- # ** Script Implementations |
- # You need not edit this part as it's about how this script works |
- #------------------------------------------------------------------------------|
- # * Script Support Info: |
- # 1. Prerequisites |
- # - Basic knowledge to Yanfly Engine Ace - Ace Battle Engine |
- # - Some RGSS3 scripting proficiency to fully comprehend this script |
- # 2. Method documentation |
- # - The 1st part informs which version rewritten, aliased or created this|
- # method |
- # - The 2nd part informs whether the method's rewritten, aliased or new |
- # - The 3rd part describes why this method's rewritten/aliased for |
- # rewritten/aliased methods or what the method does for new methods |
- # - The 4th part describes what the arguments of the method are |
- # - The 5th part describes how this method works for new methods only, |
- # and describes the parts added, removed or rewritten for rewritten or |
- # aliased methods only |
- # Example: |
- # #--------------------------------------------------------------------------| |
- # # (Version X+; Rewrite/Alias/New)Why rewrite/alias/What this method does | |
- # #--------------------------------------------------------------------------| |
- # # *argv: What these variables are |
- # # &argb: What this block is |
- # def def_name(*argv, &argb) |
- # # Added/Removed/Rewritten to does something/How this method works |
- # def_name_code |
- # # |
- # end # def_name |
- #------------------------------------------------------------------------------|
- #--------------------------------------------------------------------------|
- # Returns the current keymap of the key triggering the clear command |
- #--------------------------------------------------------------------------|
- def self.clear_key
- # Checks if the selected variable's used instead of a fixed value
- CLEAR_KEY_VAR_ID > 0 ? $game_variables[CLEAR_KEY_VAR_ID] : CLEAR_KEY
- #
- end # clear_key
- #--------------------------------------------------------------------------|
- # Returns the current se played when triggering the clear command |
- #--------------------------------------------------------------------------|
- def self.clear_se
- # Checks if the selected variable's used instead of a fixed value
- CLEAR_SE_VAR_ID > 0 ? $game_variables[CLEAR_SE_VAR_ID] : CLEAR_SE
- #
- end # clear_se
- #--------------------------------------------------------------------------|
- # (v1.01a+)Returns the current se played when clearing empty action slots |
- #--------------------------------------------------------------------------|
- def self.clear_nil_se
- # Checks if the selected variable's used instead of a fixed value
- return $game_variables[CLEAR_NIL_SE_VAR_ID] if CLEAR_NIL_SE_VAR_ID > 0
- CLEAR_NIL_SE
- #
- end # clear_nil_se
- end # YEA_BattleEngine_Clear
- end # DoubleX_RMVXA
- if $imported["YEA-BattleEngine"]
- #------------------------------------------------------------------------------|
- # * (Edit)Adds the clear command handler |
- #------------------------------------------------------------------------------|
- class Window_ActorCommand < Window_Command
- #----------------------------------------------------------------------------|
- # (Alias)Processes the new clear command handler |
- #----------------------------------------------------------------------------|
- alias process_handling_clear process_handling
- def process_handling
- # Calls clear_cur_act upon pressing the key with keymap clear_key
- if open? && active
- if Input.trigger?(DoubleX_RMVXA::YEA_BattleEngine_Clear.clear_key)
- return call_handler(:clear)
- end
- end
- #
- process_handling_clear
- end # process_handling
- end # Window_ActorCommand
- #------------------------------------------------------------------------------|
- # * (Edit)Adds the clear command handler and handling method |
- #------------------------------------------------------------------------------|
- class Scene_Battle < Scene_Base
- #----------------------------------------------------------------------------|
- # (Alias)Adds the new command that clears the currently selected action slot|
- #----------------------------------------------------------------------------|
- alias create_actor_command_window_clear create_actor_command_window
- def create_actor_command_window
- create_actor_command_window_clear
- # Added to call clear_cur_act upon pressing the key with keymap clear_key
- @actor_command_window.set_handler(:clear, method(:clear_cur_act))
- #
- end # create_actor_command_window
- #----------------------------------------------------------------------------|
- # (New)Clears the currently selected actor's currently selected action slot |
- #----------------------------------------------------------------------------|
- def clear_cur_act
- # Redraws the currently selected actor's part of the status window as well
- return unless (actor = BattleManager.actor) && actor.input
- item = actor.input.item
- actor.input.clear
- if item
- DoubleX_RMVXA::YEA_BattleEngine_Clear.clear_se.play
- else
- DoubleX_RMVXA::YEA_BattleEngine_Clear.clear_nil_se.play
- end
- @status_window.draw_item(actor.index)
- #
- end # clear_cur_act
- end # Scene_Battle
- #------------------------------------------------------------------------------|
- else
- # Informs users that they didn't place YEA-BattleEngine above this script
- msgbox("To use DoubleX RMVXA Unison Addon to Yanfly Engine Ace - Ace " +
- "Battle Engine, put it below:\n" +
- "Yanfly Engine Ace - Ace Battle Engine\nbut above Main")
- end
- #==============================================================================|
Add Comment
Please, Sign In to add comment