Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- class Scene_Status
- def next_actor() ; end
- def prev_actor() ; end
- def update_input()
- if Input.trigger?( Input::B )
- Sound.play_cancel()
- return_scene()
- #elsif Input.trigger?( Input::R )
- # Sound.play_cursor()
- # next_actor()
- #elsif Input.trigger?( Input::L )
- # Sound.play_cursor()
- # prev_actor()
- end
- end
- end
- class Scene_Equip
- def next_actor() ; end
- def prev_actor() ; end
- def update_command_selection()
- if Input.trigger?( Input::B )
- Sound.play_cancel
- return_scene()
- return
- end
- if Input.trigger?( Input::C )
- @command_window.highlight_sprite()
- case @command_window.get_current_command()
- when :equip
- Sound.play_decision()
- @command_window.active = false
- @equip_window.active = true
- when :optimize
- Sound.play_equip()
- CRIMEQMN.optimize_equip( @actor, @item_windows.inject([]) { |r,wn| r + wn.items } )
- @equip_window.refresh()
- @status_window.refresh()
- @item_windows.each { |win| win.refresh() }
- when :remove_all
- Sound.play_equip()
- for i in 0...EQUIP_TYPE_MAX ; @actor.change_equip( i, nil ) ; end
- @equip_window.refresh()
- @status_window.refresh()
- @item_windows.each { |win| win.refresh() }
- end
- #elsif Input.trigger?( Input::R )
- #Sound.play_cursor()
- #next_actor()
- #elsif Input.trigger?( Input::L )
- #Sound.play_cursor()
- #prev_actor()
- end
- end
- end
- class Scene_Skill
- def next_actor() ; end
- def prev_actor() ; end
- def update_skill_selection
- if Input.trigger?(Input::B)
- Sound.play_cancel
- return_scene
- #elsif Input.trigger?(Input::R)
- #Sound.play_cursor
- #next_actor
- #elsif Input.trigger?(Input::L)
- #Sound.play_cursor
- #prev_actor
- elsif Input.trigger?(Input::C)
- @skill = @skill_window.skill
- if @skill != nil
- @actor.last_skill_id = @skill.id
- end
- if @actor.skill_can_use?(@skill)
- Sound.play_decision
- determine_skill
- else
- Sound.play_buzzer
- end
- end
- end
- end
Advertisement
Add Comment
Please, Sign In to add comment