I need help again sorry...I made it so when click on skill go to another command window in it's place with choices, technique, defensive magic, offensive magic, soul rage, chaos rage and everything to do with window works fine you can move the rectangle cursor and select things but it's not reading the scene battle code I wrote for it
here's the code for the commands, I made the scene battle for the skillcommand use update_phase6 and I added the update_phase6 in scene battle 1 and I added the correct code in places for @skillcommand.active = true and visible ect but I can't seem to get it to read the scene_battle please help
#==============================================================================
# CrossCommand
#
# Blazingamer
# -----------------------------------------
# Makes a pretty command window in a shape of a cross like in Wild Arms
#==============================================================================
class CrossCommand < Window_Selectable2
def initialize
super(320 - 128, 160 - 128, 256, 256)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@commands = ["attack", "magic","defend","items","run away"]
@item_max = 5
draw_item(0, 32,32,"Attack")
draw_item(1, 32,0, "Magic")
draw_item(2, 64,32,"Defend")
draw_item(3, 0,32, "Items")
draw_item(4, 32,64, $game_temp.battle_can_escape ? "Run" : "Run cancel")
self.active = false
self.visible = false
self.index = 0
end
def draw_item(index, x, y, icon)
bitmap = RPG::Cache.icon(icon)
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 32, 32))
end
def update_cursor_rect
if index == 3
self.cursor_rect.set(0, 32, 32, 32)
elsif index == 2
self.cursor_rect.set(64, 32, 32, 32)
elsif index == 1
self.cursor_rect.set(32,0,32,32)
elsif index == 4
self.cursor_rect.set(32,64,32,32)
else
self.cursor_rect.set(32,32,32,32)
end
if Input.press?(Input::LEFT)
@index = 3
elsif Input.press?(Input::RIGHT)
@index = 2
elsif Input.press?(Input::UP)
@index = 1
elsif Input.press?(Input::DOWN)
@index = 4
else
@index = 0
end
end
end
#-------------------------------------------------------------------------#
# Start Scene_Battle
#-------------------------------------------------------------------------#
class Scene_Battle
def update_phase3_basic_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
phase3_prior_actor
return
end
if Input.trigger?(Input::C)
case @actor_command_window.index
when 0
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
start_enemy_select
when 1
$game_system.se_play($data_system.decision_se)
@skillcommand.active = true
@skillcommand.visible = true
@actor_command_window.active = false
@actor_command_window.visible = false
update_phase6
when 2
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
phase3_next_actor
when 3
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 2
start_item_select
when 4
sg_update2_escape_check
end
return
end
end
def sg_update2_escape_check
if $game_temp.battle_can_escape == false
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
update_phase2_escape
end
end
#-------------------------------------------------------------------------#
# Start SkillCommand
# Nortos
#-------------------------------------------------------------------------#
class Window_SkillCommand < Window_Selectable2
def initialize
super(320 - 128, 160 - 128, 256, 256)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@commands = ["attack", "offensive magic","defensive magic","soul drive","chaos drive"]
@item_max = 5
draw_item(0, 32,32,"Attack")
draw_item(1, 32,0, "offensive magic")
draw_item(2, 64,32,"defensive magic")
draw_item(3, 0,32, "soul drive")
draw_item(4, 32,64, "chaos drive")
self.index = 0
end
def draw_item(index, x, y, icon)
bitmap = RPG::Cache.icon(icon)
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 32, 32))
end
def update_cursor_rect
if index == 3
self.cursor_rect.set(0, 32, 32, 32)
elsif index == 2
self.cursor_rect.set(64, 32, 32, 32)
elsif index == 1
self.cursor_rect.set(32,0,32,32)
elsif index == 4
self.cursor_rect.set(32,64,32,32)
else
self.cursor_rect.set(32,32,32,32)
end
if Input.press?(Input::LEFT)
@index = 3
elsif Input.press?(Input::RIGHT)
@index = 2
elsif Input.press?(Input::UP)
@index = 1
elsif Input.press?(Input::DOWN)
@index = 4
else
@index = 0
end
end
end
class Scene_Battle
def update_phase6
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
start_phase3
end
if Input.trigger?(Input::C)
case @skillcommand.index
when 0
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
start_enemy_select
when 1
$game_system.se_play($data_system.decision_se)
when 2
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
phase3_next_actor
when 3
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 8
start_chaos_select
when 4
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 3
start_rage_select
end
end
end
end