Este script hace que cada personaje tenga sus propios comandos. En realidad, lo que hace es cambiar el nombre de los comandos para cada personaje. xD
Script:
# ** Individual Commands
#==============================================================================
# Vash (rmxp.org)
# 2006-08-24 (Date Reposted)
#------------------------------------------------------------------------------
# * Instructions:
# Change the "Attack1" and "Skills1" (same for the others) to
# whatever you want (corresponding to the class' id), if you have more than 4
# classes, you can add {'CLASS_ID'=>5,'Attack'=>'Attack5'} and as much as you
# need...
#==============================================================================
#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
Attack_command_names = [
{'CLASS_ID'=>1,'Attack'=>'Attack1'}, # Change "Attack1" to what you want.
{'CLASS_ID'=>2,'Attack'=>'Attack2'},
{'CLASS_ID'=>3,'Attack'=>'Attack3'},
{'CLASS_ID'=>4,'Attack'=>'Attack4'} # Only the last one doesn't have a , .
]
Skills_command_names = [
{'CLASS_ID'=>1,'Skills'=>'Skills1'}, # Change "Skills1" to what you want.
{'CLASS_ID'=>2,'Skills'=>'Skills2'},
{'CLASS_ID'=>3,'Skills'=>'Skills3'},
{'CLASS_ID'=>4,'Skills'=>'Skills4'} # Only the last one doesn't have a , .
]
end
#==============================================================================
# ** Window_Command
#==============================================================================
class Window_Command
def set_command_name(index,name)
@commands[index] = name
refresh
end
end
#==============================================================================
# ** Scene_Battle (Attack)
#==============================================================================
class Scene_Battle
alias diverse_attack_commands_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
diverse_attack_commands_phase3_setup_command_window
return if @active_battler.nil?
Attack_command_names.each do |names|
if names['CLASS_ID'] == @active_battler.class_id
# The number represents each command 0:attack, 1:skills, 3:defend, and 4:items
@actor_command_window.set_command_name(0,names['Attack'])
break
end
end
end
end
#==============================================================================
# ** Scene_Battle (Skills)
#==============================================================================
class Scene_Battle
alias diverse_skills_commands_phase3_setup_command_window phase3_setup_command_window
def phase3_setup_command_window
diverse_skills_commands_phase3_setup_command_window
return if @active_battler.nil?
Skills_command_names.each do |names|
if names['CLASS_ID'] == @active_battler.class_id
# The number represents each command 0:attack, 1:skills, 3:defend, and 4:items
@actor_command_window.set_command_name(1,names['Skills'])
break
end
end
end
end
Instrucciones:
:flecha: Pega el script sobre Main.
:flecha: Edita al comienzo del script 'Attack1', etc con los nombres de los comandos tal y como quieras que salgan en tu juego.
:flecha: El script, por defecto, está preparado para 4 clases diferentes, pero se pueden añadir más, poniendo una coma al final de la última correspondiente y añadiendo una nueva lÃnea como esta:
:flecha: También podrÃa cambiarse el nombre de objetos y defensa por el mismo sistema, pero no creo que sea necesario.
Crédito:
Script creado por Vash.