#==============================================================================
# Scene_AI_Triggers
#------------------------------------------------------------------------------
# This class processes handling of the scene where ally action triggers can be
# set up which is used by the Ally Trigger AI.
#==============================================================================
class Scene_AI_Triggers
#----------------------------------------------------------------------------
# Initialization
# tone - screen background tone
# index - actor party index
#----------------------------------------------------------------------------
def initialize(tone = Tone.new(0, 0, 0, 0), index = 0, command_index = 0)
# data
@tone, @index, @actor = tone, index, $BlizzABS.battlers[index].battler
# command window index
@command_index = command_index
# status effect names
@states = [BlizzABS::Cache::WORDNormalState]
(1...$data_states.size).each {|id| @states.push($data_states[id].name)}
# get all items possible IDs #kk20
@items = (1...$data_items.size).find_all {|id|
$game_party.item_number(id) > 0 && $data_items[id].occasion < 2}
# get all skill possible IDs #kk20
@skills = $BlizzABS.util.get_actor_skills(@actor)
end
#----------------------------------------------------------------------------
# main
# The main processing method.
#----------------------------------------------------------------------------
def main
# create spriteset
@spriteset = Spriteset_Map.new
# create viewport
@view = Viewport.new(0, 0, 640, 480)
# set screen tint
@view.tone = @tone
# create command window
@command_window = Window_Command.new(160, BlizzABS::Cache::CommandsAITrigger)
# command window coordinates
@command_window.x = 480
# command window initial index
@command_window.index = @command_index
# create trigger command window
@tcommand_window = Window_Command.new(160, BlizzABS::Cache::CommandsTrigger)
# trigger command window coordinates
@tcommand_window.x = 480
@tcommand_window.y = @command_window.height
# trigger command window no cursor
@tcommand_window.index = -1
# trigger command window not active
@tcommand_window.active = false
# create name window
@name_window = Window_Base.new(480, 416, 160, 64)
# create bitmap
@name_window.contents = Bitmap.new(@name_window.width - 32,
@name_window.height - 32)
# if using Dyna Edition scripts
if $fontface != nil
# set font name and size
@name_window.contents.font.name = $fontface
@name_window.contents.font.size = $fontsize
# if using PK Edition 2
elsif $defaultfonttype != nil
# set font name and size
@name_window.contents.font.name = $defaultfonttype
@name_window.contents.font.size = $defaultfontsize
end
# draw actor name
@name_window.draw_actor_name(@actor, 4, 0)
# update trigger command display
check_triggers
# creat triggers window
@triggers_window = Window_Triggers.new(@actor)
# transition
Graphics.transition
# loop
loop do
# update game screen
Graphics.update
# update input
Input.update
# update the scene
update
# stop if frame update
break if $scene != self
end
# freeze screen
Graphics.freeze
# delete command window
@command_window.dispose
# delete trigger command window
@tcommand_window.dispose
# delete triggers window
@triggers_window.dispose
# delete name window
@name_window.dispose
# delete spriteset
@spriteset.dispose
# delete viewport
@view.dispose
end
#----------------------------------------------------------------------------
# check_triggers
# Checks unusable commands in the trigger command window.
#----------------------------------------------------------------------------
def check_triggers
# refresh commands
@tcommand_window.refresh
# if ordering cannot be done
if @actor.triggers.size < 2
# disable ordering commands
@tcommand_window.disable_item(4) #Move UP
@tcommand_window.disable_item(5) #Move Down
# if no triggers
if @actor.triggers.size == 0
# disable edit and delete
@tcommand_window.disable_item(0) #Edit
@tcommand_window.disable_item(2) #Delete
@tcommand_window.disable_item(3) #Copy
end
end
end
#----------------------------------------------------------------------------
# check_edits
# Checks unusable commands in the edit trigger command window.
#----------------------------------------------------------------------------
def check_edits
# refresh commands
@ecommand_window.refresh
# if ordering cannot be done
if @edit_window.trigger.action_type != BlizzABS::TRGSkill &&
@edit_window.trigger.action_type != BlizzABS::TRGItem
# disable skill/item selection command
@ecommand_window.disable_item(5) #Action
else #kk20
if @edit_window.trigger.action_type == BlizzABS::TRGSkill
if @skills.size == 0
@ecommand_window.disable_item(5)
@edit_window.trigger.action_type = 0
end
else
if @items.size == 0
@ecommand_window.disable_item(5)
@edit_window.trigger.action_type = 0
end
end
end
# if probability activator
if @edit_window.trigger.activator == BlizzABS::TRGProbability
# disable condition selection command
@ecommand_window.disable_item(1) #Condition
# disable comparison operator selection command
@ecommand_window.disable_item(2) #Comparison
# disable target selection command
@ecommand_window.disable_item(6) #target type
end
# if state condition or location condition
if @edit_window.trigger.condition == BlizzABS::TRGState ||
@edit_window.trigger.condition == BlizzABS::TRGLocation
# disable comparison operator selection command
@ecommand_window.disable_item(2) #Comparison
end
end
#----------------------------------------------------------------------------
# update
# The update processing method.
#----------------------------------------------------------------------------
def update
# updates path finder
$BlizzABS.AI.update
# if command window is active
if @command_window.active
# update command
update_command
# if trigger command window is active
elsif @tcommand_window.active
# update trigger command
update_trigger_command
# if triggers window is active
elsif @triggers_window.active
# update triggers
update_triggers
# if edit command window exists
elsif @edit_trigger_window != nil
# update edit trigger
update_edit_trigger
# if edit command window exists
elsif @ecommand_window != nil
# update edit command
update_edit_command
end
end
#----------------------------------------------------------------------------
# update_command
# The command window update processing method.
#----------------------------------------------------------------------------
def update_command
# update command window
@command_window.update
# if B is pressed
if Input.trigger?(Input::B)
# play cancel sound
$game_system.se_play($data_system.cancel_se)
# create map scene
$scene = Scene_Map.new
# if C is pressed
elsif Input.trigger?(Input::C)
# which option
case @command_window.index
when 0 # Triggers
# play sound
$game_system.se_play($data_system.decision_se)
# deactivate command window
@command_window.active = false
# activate trigger command window
@tcommand_window.active = true
# set cursor
@tcommand_window.index = 0
when 1 # Next
# play sound
$game_system.se_play($data_system.decision_se)
# get all AI actors
battlers = $BlizzABS.battlers
# set next index
@index = (@index + 1) % battlers.size
# if battler not valid
while battlers[@index].battler == nil
# try to find one that is
@index = (@index + 1) % battlers.size
end
# create hotkey assignment scene with the current screen tint
$scene = Scene_AI_Triggers.new(@view.tone, @index, @command_window.index)
when 2 # Previous
# play sound
$game_system.se_play($data_system.decision_se)
# get all AI actors
battlers = $BlizzABS.battlers
# set next index
@index = (@index + battlers.size - 1) % battlers.size
# if battler not valid
while battlers[@index].battler == nil
# try to find one that is
@index = (@index + battlers.size - 1) % battlers.size
end
# create hotkey assignment scene with the current screen tint
$scene = Scene_AI_Triggers.new(@view.tone, @index, @command_window.index)
when 3 # Exit
# play sound
$game_system.se_play($data_system.decision_se)
# create map scene
$scene = Scene_Map.new
end
# if R is pressed
elsif Input.trigger?(Input::R)
# play sound
$game_system.se_play($data_system.decision_se)
# get all AI actors
battlers = $BlizzABS.battlers
# set next index
@index = (@index + 1) % battlers.size
# if battler not valid
while battlers[@index].battler == nil
# try to find one that is
@index = (@index + 1) % battlers.size
end
# create hotkey assignment scene with the current screen tint
$scene = Scene_AI_Triggers.new(@view.tone, @index, @command_window.index)
# if L is pressed
elsif Input.trigger?(Input::L)
# play sound
$game_system.se_play($data_system.decision_se)
# get all AI actors
battlers = $BlizzABS.battlers
# set next index
@index = (@index + battlers.size - 1) % battlers.size
# if battler not valid
while battlers[@index].battler == nil
# try to find one that is
@index = (@index + battlers.size - 1) % battlers.size
end
# create hotkey assignment scene with the current screen tint
$scene = Scene_AI_Triggers.new(@view.tone, @index, @command_window.index)
end
end
#----------------------------------------------------------------------------
# update_trigger_command
# The trigger command window update processing method.
#----------------------------------------------------------------------------
def update_trigger_command
# update command window
@tcommand_window.update
# if B is pressed
if Input.trigger?(Input::B)
# play cancel sound
$game_system.se_play($data_system.cancel_se)
# deactivate command window
@command_window.active = true
# activate behavior window
@tcommand_window.active = false
# set triggers index
@tcommand_window.index = -1
# if C is pressed
elsif Input.trigger?(Input::C)
# which option
case @tcommand_window.index
when 0, 2, 3 #Edit, delete, copy
# if no triggers
if @actor.triggers.size == 0
# play buzzer sound
$game_system.se_play($data_system.buzzer_se)
# exit method
return
end
# play sound
$game_system.se_play($data_system.decision_se)
# deactivate trigger command window
@tcommand_window.active = false
# activate triggers window
@triggers_window.active = true
# set cursor
@triggers_window.index = 0
when 1 #Add
# play sound
$game_system.se_play($data_system.decision_se)
# deactivate trigger command window
@tcommand_window.active = false
# create edit command window
@ecommand_window = Window_Command.new(160, BlizzABS::Cache::CommandsEdit)
# set coordinates
@ecommand_window.x = @tcommand_window.x
@ecommand_window.y = @tcommand_window.y
@ecommand_window.z += 100
# set cursor
@ecommand_window.index = 0
# set active
@ecommand_window.active = true
# create editing window
@edit_window = Window_EditTrigger.new
# check edit window display
check_edits
when 4, 5 #Move up/Down
# if not enough triggers for ordering
if @actor.triggers.size < 2
# play buzzer sound
$game_system.se_play($data_system.buzzer_se)
# exit method
return
end
# play sound
$game_system.se_play($data_system.decision_se)
# deactivate trigger command window
@tcommand_window.active = false
# activate triggers window
@triggers_window.active = true
# set cursor
@triggers_window.index = 0
when 6 #Exit
# play sound
$game_system.se_play($data_system.decision_se)
# deactivate trigger command window
@tcommand_window.active = false
# activate command window
@command_window.active = true
# set triggers index
@tcommand_window.index = -1
end
end
end
#----------------------------------------------------------------------------
# update_triggers
# The triggers window update processing method.
#----------------------------------------------------------------------------
def update_triggers
# update triggers window
@triggers_window.update
# if B is pressed
if Input.trigger?(Input::B)
# play cancel sound
$game_system.se_play($data_system.cancel_se)
# activate trigger command window
@tcommand_window.active = true
# deactivate triggers window
@triggers_window.active = false
# remove cursor
@triggers_window.index = -1
# if C is pressed
elsif Input.trigger?(Input::C)
# update specific action
case @tcommand_window.index
when 0
# play sound
$game_system.se_play($data_system.decision_se)
# deactivate trigger command window
@triggers_window.active = false
# create edit command window
@ecommand_window = Window_Command.new(160, BlizzABS::Cache::CommandsEdit)
# set coordinates
@ecommand_window.x = @tcommand_window.x
@ecommand_window.y = @tcommand_window.y
@ecommand_window.z = @tcommand_window.z + 100
# set cursor
@ecommand_window.index = 0
# set active
@ecommand_window.active = true
# create editing window
@edit_window = Window_EditTrigger.new(
@actor.triggers[@triggers_window.index].clone)
# check edit window display
check_edits
when 2
# play sound
$game_system.se_play($data_system.decision_se)
# delete that trigger
@actor.triggers.delete_at(@triggers_window.index)
# refresh the display
@triggers_window.refresh
# refresh trigger command window display
check_triggers
# if no more triggers
if @actor.triggers.size == 0
# activate trigger command window
@tcommand_window.active = true
# deactivate triggers window
@triggers_window.active = false
# set cursor
@triggers_window.index = -1
# if last item in the list was deleted
elsif @triggers_window.index == @actor.triggers.size
# set to new last item
@triggers_window.index -= 1
end
when 3
# play sound
$game_system.se_play($data_system.decision_se)
# copy that trigger
@actor.triggers.insert(@triggers_window.index,
@actor.triggers[@triggers_window.index])
# refresh the display
@triggers_window.refresh
# refresh trigger command window display
check_triggers
when 4
# if first item selected
if @triggers_window.index == 0
# play buzzer sound
$game_system.se_play($data_system.buzzer_se)
else
# play sound
$game_system.se_play($data_system.decision_se)
# swap those triggers
@actor.triggers[@triggers_window.index],
@actor.triggers[@triggers_window.index - 1] =
@actor.triggers[@triggers_window.index - 1],
@actor.triggers[@triggers_window.index]
# refresh display
@triggers_window.draw_item(@triggers_window.index)
@triggers_window.index -= 1
@triggers_window.draw_item(@triggers_window.index)
end
when 5
# if last item selected
if @triggers_window.index == @actor.triggers.size - 1
# play buzzer sound
$game_system.se_play($data_system.buzzer_se)
else
# play sound
$game_system.se_play($data_system.decision_se)
# swap those triggers
@actor.triggers[@triggers_window.index],
@actor.triggers[@triggers_window.index + 1] =
@actor.triggers[@triggers_window.index + 1],
@actor.triggers[@triggers_window.index]
# refresh display
@triggers_window.draw_item(@triggers_window.index)
@triggers_window.index += 1
@triggers_window.draw_item(@triggers_window.index)
end
end
end
end
#----------------------------------------------------------------------------
# update_edit_command
# The edit command window update processing method.
#----------------------------------------------------------------------------
def update_edit_command
# update triggers window
@ecommand_window.update
# if B is pressed
if Input.trigger?(Input::B)
# play cancel sound
$game_system.se_play($data_system.cancel_se)
# if adding a new trigger
if @tcommand_window.index == 1
# activate trigger command window
@tcommand_window.active = true
else
# activate triggers window
@triggers_window.active = true
end
# delete edit command window
@ecommand_window.dispose
# delete edit window
@edit_window.dispose
# clear variables
@ecommand_window = @edit_window = nil
# if C is pressed
elsif Input.trigger?(Input::C)
# update specific action
case @ecommand_window.index
when 0 #activator
# play sound
$game_system.se_play($data_system.decision_se)
# create edit trigger window
create_edit_trigger_window(BlizzABS::Cache::TRGActivators,
@edit_window.trigger.activator)
when 1 # Condition
# if probability activator
if @edit_window.trigger.activator == BlizzABS::TRGProbability
# play sound
$game_system.se_play($data_system.buzzer_se)
# exit method
return
end
# possible commands
commands = [$data_system.words.hp, $data_system.words.sp,
BlizzABS::Cache::WORDState]
# if not activated by party leader
if @edit_window.trigger.activator != BlizzABS::TRGLeader
# add location
commands.push(BlizzABS::Cache::WORDLocation)
end
# play sound
$game_system.se_play($data_system.decision_se)
# create edit trigger window
create_edit_trigger_window(commands,
@edit_window.trigger.condition)
when 2 #comparison
# if probability activator or state condition or location condition
if @edit_window.trigger.activator == BlizzABS::TRGProbability ||
@edit_window.trigger.condition == BlizzABS::TRGState ||
@edit_window.trigger.condition == BlizzABS::TRGLocation
# play sound
$game_system.se_play($data_system.buzzer_se)
# exit method
return
end
# play sound
$game_system.se_play($data_system.decision_se)
# create edit trigger window
create_edit_trigger_window(BlizzABS::Cache::TRGComparators,
@edit_window.trigger.comparator)
when 3 #value
# play sound
$game_system.se_play($data_system.decision_se)
# if condition is state
if @edit_window.trigger.condition == BlizzABS::TRGState
# create edit trigger window
create_edit_trigger_window(@states, @edit_window.trigger.value)
# if location condition
elsif @edit_window.trigger.condition == BlizzABS::TRGLocation
# create edit trigger window
create_edit_trigger_window(BlizzABS::Cache::TRGLocations,
@edit_window.trigger.value)
else
# create a list of states
@edit_trigger_window = Window_TriggerValue.new(0, 100,
@edit_window.trigger.value)
end
when 4 #action type
# attack and defend commands by default
commands = [$data_system.words.attack, $data_system.words.guard]
# add skill command if any skills available
commands.push($data_system.words.skill) if @skills.size > 0
# add item command if any items available
commands.push($data_system.words.item) if @items.size > 0
# play sound
$game_system.se_play($data_system.decision_se)
# create edit trigger window
create_edit_trigger_window(commands,
@edit_window.trigger.action_type)
when 5 # Action
commands = []
# if skill action
if @edit_window.trigger.action_type == BlizzABS::TRGSkill
# get all skill names
@skills.each {|id| commands.push($data_skills[id].name)}
# index for selection
index = @skills.index(@edit_window.trigger.action_data)
index = 0 if index.nil? #kk20
# if item action
elsif @edit_window.trigger.action_type == BlizzABS::TRGItem
# get all item names
@items.each {|id| commands.push($data_items[id].name)}
# index for selection
index = @items.index(@edit_window.trigger.action_data)
index = 0 if index.nil? #kk20
else
# play sound
$game_system.se_play($data_system.buzzer_se)
# exit method
return
end
# play sound
$game_system.se_play($data_system.decision_se)
# create edit trigger window
create_edit_trigger_window(commands, index)
when 6 #target type
# if probability activator
if @edit_window.trigger.activator == BlizzABS::TRGProbability
# play sound
$game_system.se_play($data_system.buzzer_se)
# exit method
return
end
# play sound
$game_system.se_play($data_system.decision_se)
# create edit trigger window
create_edit_trigger_window(BlizzABS::Cache::TRGTargets,
@edit_window.trigger.target)
when 7
# play sound
$game_system.se_play($data_system.decision_se)
# if adding new trigger
if @tcommand_window.index == 1
# add new trigger
@actor.triggers.push(@edit_window.trigger)
# refresh display
@triggers_window.refresh
# set index to last position
@triggers_window.index = @actor.triggers.size - 1
# set mode to edit
@tcommand_window.index = 0
# refresh triggers command window
check_triggers
else
# replace old trigger
@actor.triggers[@triggers_window.index] = @edit_window.trigger
# redraw display
@triggers_window.draw_item(@triggers_window.index)
end
# set triggers window active
@triggers_window.active = true
# delete edit command window
@ecommand_window.dispose
# delete edit window
@edit_window.dispose
# clear variables
@ecommand_window = @edit_window = nil
when 8
# play sound
$game_system.se_play($data_system.decision_se)
# if adding a new trigger
if @tcommand_window.index == 1
# activate trigger command window
@tcommand_window.active = true
else
# activate triggers window
@triggers_window.active = true
end
# delete edit command window
@ecommand_window.dispose
# delete edit window
@edit_window.dispose
# clear variables
@ecommand_window = @edit_window = nil
end
end
end
#----------------------------------------------------------------------------
# create_edit_trigger_window
# commands - window command list
# index - selection index
# Creates and sets up an edit trigger window.
#----------------------------------------------------------------------------
def create_edit_trigger_window(commands, index = 0)
# deactivate trigger command window
@ecommand_window.active = false
# create edit trigger window
@edit_trigger_window = Window_Command.new(320, commands)
# set edit trigger coordinates
@edit_trigger_window.height = 480 if @edit_trigger_window.height > 480
@edit_trigger_window.x = 160
@edit_trigger_window.y = 240 - @edit_trigger_window.height / 2
@edit_trigger_window.z = @ecommand_window.z + 100
# set edit trigger window active
@edit_trigger_window.active = true
# set edit trigger window cursor
@edit_trigger_window.index = index
puts index
puts commands
puts @edit_trigger_window.oy
puts '---'
end
#----------------------------------------------------------------------------
# update_edit_trigger
# The edit trigger window update processing method.
#----------------------------------------------------------------------------
def update_edit_trigger
# update triggers window
@edit_trigger_window.update
# if B is pressed
if Input.trigger?(Input::B)
# play cancel sound
$game_system.se_play($data_system.cancel_se)
# return to edit command window
return_to_edit_command_window
# if C is pressed
elsif Input.trigger?(Input::C)
# update specific action
case @ecommand_window.index
when 0 #activator
# play sound
$game_system.se_play($data_system.decision_se)
# store old activator value
old = @edit_window.trigger.activator
# set new value for activator
@edit_window.trigger.activator = @edit_trigger_window.index
# if probability activator
if @edit_window.trigger.activator == BlizzABS::TRGProbability
# set value to 100 #kk20
@edit_window.trigger.value = 100 if [BlizzABS::TRGState,BlizzABS::TRGLocation].include?(@edit_window.trigger.condition)
# set condition to HP
@edit_window.trigger.condition = BlizzABS::TRGHP
# set comparison operator to equal
@edit_window.trigger.comparator = BlizzABS::TRGEqual
# set target to default
@edit_window.trigger.target = BlizzABS::TRGTargetDefault
# if party leader activator and location condition
elsif @edit_window.trigger.activator == BlizzABS::TRGLeader &&
@edit_window.trigger.condition == BlizzABS::TRGLocation
# set condition to HP
@edit_window.trigger.condition = BlizzABS::TRGHP
end
# refresh trigger display #kk20
@edit_window.refresh
# return to edit command window
return_to_edit_command_window
when 1 #condition
# save old trigger #kk20
old = @edit_window.trigger.condition
# play sound #kk20
$game_system.se_play($data_system.decision_se)
# set new value for trigger #kk20
@edit_window.trigger.condition = @edit_trigger_window.index
# if state condition
if @edit_window.trigger.condition == BlizzABS::TRGState
# set comparison operator to equal
@edit_window.trigger.comparator = BlizzABS::TRGEqual
# set state to normal #kk20
@edit_window.trigger.value = 0 if old != BlizzABS::TRGState
# if location condition
elsif @edit_window.trigger.condition == BlizzABS::TRGLocation
# set comparison operator to equal
@edit_window.trigger.comparator = BlizzABS::TRGEqual
# set default value to Closest #kk20
@edit_window.trigger.value = 0 if old != BlizzABS::TRGLocation
else #kk20
# set value to 100 #kk20
@edit_window.trigger.value = 100 if [BlizzABS::TRGState, BlizzABS::TRGLocation].include?(old)
end
# refresh trigger display
@edit_window.refresh
# return to edit command window
return_to_edit_command_window
when 2 #comparison
# play sound
$game_system.se_play($data_system.decision_se)
# set new value for trigger
@edit_window.trigger.comparator = @edit_trigger_window.index
# refresh trigger display
@edit_window.refresh
# return to edit command window
return_to_edit_command_window
when 3 #value
# play sound
$game_system.se_play($data_system.decision_se)
# if condition is state or location
if @edit_window.trigger.condition == BlizzABS::TRGState ||
@edit_window.trigger.condition == BlizzABS::TRGLocation
# set to index
@edit_window.trigger.value = @edit_trigger_window.index
else
# set to selected value
@edit_window.trigger.value = @edit_trigger_window.number
end
# refresh trigger display
@edit_window.refresh
# return to edit command window
return_to_edit_command_window
when 4 #action type
# play sound
$game_system.se_play($data_system.decision_se)
# temporary variables
old, new = @edit_window.trigger.action_type, @edit_trigger_window.index
# if not skills availabled and selected skill action type
if @skills.size == 0 && new == BlizzABS::TRGSkill
# it is actually item action type #kk20
new = BlizzABS::TRGItem
end
# if wasn't skill action type until now
if old != BlizzABS::TRGSkill && new == BlizzABS::TRGSkill
# set first available skill
@edit_window.trigger.action_data = @skills[0]
# if wasn't item action type until now
elsif old != BlizzABS::TRGItem && new == BlizzABS::TRGItem
# set first available item
@edit_window.trigger.action_data = @items[0]
end
# set new value for trigger #kk20
@edit_window.trigger.action_type = new
# refresh trigger display
@edit_window.refresh
# return to edit command window
return_to_edit_command_window
when 6 #target type
# play sound
$game_system.se_play($data_system.decision_se)
# set new value for trigger
@edit_window.trigger.target = @edit_trigger_window.index
# refresh trigger display
@edit_window.refresh
# return to edit command window
return_to_edit_command_window
when 5 #action
# play sound
$game_system.se_play($data_system.decision_se)
# if skill action type
if @edit_window.trigger.action_type == BlizzABS::TRGSkill
# set skill ID
@edit_window.trigger.action_data = @skills[@edit_trigger_window.index]
# if item action type
elsif @edit_window.trigger.action_type == BlizzABS::TRGItem
# set item ID
@edit_window.trigger.action_data = @items[@edit_trigger_window.index]
end
# refresh trigger display
@edit_window.refresh
# return to edit command window
return_to_edit_command_window
end
end
end
#----------------------------------------------------------------------------
# return_to_edit_command_window
# Sets everything up so the edit command window is active again.
#----------------------------------------------------------------------------
def return_to_edit_command_window
# activate trigger command window
@ecommand_window.active = true
# delete edit trigger window
@edit_trigger_window.dispose
# clear variables
@edit_trigger_window = nil
# check edit window display
check_edits
end
end