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.
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...
Assuming default battle system:
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