IceDragon200

Remove L/R

Nov 15th, 2011
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Ruby 2.19 KB | None | 0 0
  1. class Scene_Status
  2.  
  3.   def next_actor() ; end
  4.   def prev_actor() ; end
  5.  
  6.   def update_input()
  7.     if Input.trigger?( Input::B )
  8.       Sound.play_cancel()
  9.       return_scene()
  10.     #elsif Input.trigger?( Input::R )
  11.     #  Sound.play_cursor()
  12.     #  next_actor()
  13.     #elsif Input.trigger?( Input::L )
  14.     #  Sound.play_cursor()
  15.     #  prev_actor()
  16.     end
  17.   end
  18.  
  19. end
  20.  
  21. class Scene_Equip
  22.   def next_actor() ; end
  23.   def prev_actor() ; end
  24.  
  25.   def update_command_selection()
  26.     if Input.trigger?( Input::B )
  27.       Sound.play_cancel
  28.       return_scene()
  29.       return
  30.     end
  31.     if Input.trigger?( Input::C )
  32.       @command_window.highlight_sprite()
  33.       case @command_window.get_current_command()
  34.       when :equip
  35.         Sound.play_decision()
  36.         @command_window.active = false
  37.         @equip_window.active = true
  38.       when :optimize
  39.         Sound.play_equip()
  40.         CRIMEQMN.optimize_equip( @actor, @item_windows.inject([]) { |r,wn| r + wn.items } )
  41.         @equip_window.refresh()
  42.         @status_window.refresh()
  43.         @item_windows.each { |win| win.refresh() }
  44.       when :remove_all
  45.         Sound.play_equip()
  46.         for i in 0...EQUIP_TYPE_MAX ; @actor.change_equip( i, nil ) ; end
  47.         @equip_window.refresh()
  48.         @status_window.refresh()
  49.         @item_windows.each { |win| win.refresh() }
  50.       end
  51.     #elsif Input.trigger?( Input::R )
  52.       #Sound.play_cursor()
  53.       #next_actor()
  54.     #elsif Input.trigger?( Input::L )
  55.       #Sound.play_cursor()
  56.       #prev_actor()  
  57.     end
  58.   end
  59.  
  60. end
  61.  
  62. class Scene_Skill
  63.   def next_actor() ; end
  64.   def prev_actor() ; end
  65.  
  66.   def update_skill_selection
  67.     if Input.trigger?(Input::B)
  68.       Sound.play_cancel
  69.       return_scene
  70.     #elsif Input.trigger?(Input::R)
  71.       #Sound.play_cursor
  72.       #next_actor
  73.     #elsif Input.trigger?(Input::L)
  74.       #Sound.play_cursor
  75.       #prev_actor
  76.     elsif Input.trigger?(Input::C)
  77.       @skill = @skill_window.skill
  78.       if @skill != nil
  79.         @actor.last_skill_id = @skill.id
  80.       end
  81.       if @actor.skill_can_use?(@skill)
  82.         Sound.play_decision
  83.         determine_skill
  84.       else
  85.         Sound.play_buzzer
  86.       end
  87.     end
  88.   end
  89.  
  90. end
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