Chaos Project

RPG Maker => General Discussion => Topic started by: GrimTrigger on October 20, 2012, 10:23:46 pm

Title: Disabling items in combat
Post by: GrimTrigger on October 20, 2012, 10:23:46 pm
So as part of my tournament arc for my game, I need participants to fight one on one matches. What I would like to have happen is find a way to disable the use of items in combat, so that it's based only on fighting strength. Is there a way to do this, as the DISABLE MENU doesn't affect battles from what I can tell.

Thanks in advance.

~Grim.
Title: Re: Disabling items in combat
Post by: R.A.V.S.O on October 20, 2012, 10:35:19 pm
Well I'm not sure how to pull of the disable menu option... but I know of an alternative...

in here http://forum.chaos-project.com/index.php/topic,3444.0.html

there's this item storage script made by Game_Guy that let's you dump your entire inventory in a chest...
you could probably make a forced event where the player drops it's inventory, proceeds to fight, then gets his/her items
back afterwards...
Title: Re: Disabling items in combat
Post by: KK20 on October 20, 2012, 11:02:59 pm
Assuming default battle system:
Spoiler: ShowHide
class Game_System
  attr_accessor :disable_items_in_battle
  alias init_disable_items initialize
  def initialize
    init_disable_items
    @disable_items_in_battle = false
  end
end

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Start Pre-Battle Phase
  #--------------------------------------------------------------------------
  alias disable_item_command start_phase1
  def start_phase1
    @actor_command_window.disable_item(3) if $game_system.disable_items_in_battle
    disable_item_command
  end
  #--------------------------------------------------------------------------
  # * Frame Update (actor command phase : basic command)
  #--------------------------------------------------------------------------
  def update_phase3_basic_command
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Go to command input for previous actor
      phase3_prior_actor
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Branch by actor command window cursor position
      case @actor_command_window.index
      when 0  # attack
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
        # Start enemy selection
        start_enemy_select
      when 1  # skill
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 1
        # Start skill selection
        start_skill_select
      when 2  # guard
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        # Go to command input for next actor
        phase3_next_actor
      when 3  # item
        if $game_system.disable_items_in_battle
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        # Play decision SE
        $game_system.se_play($data_system.decision_se)
        # Set action
        @active_battler.current_action.kind = 2
        # Start item selection
        start_item_select
      end
      return
    end
  end
end

Call:
$game_system.disable_items_in_battle=
true/false