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Chucksaint

vlue formation bonus and yanfly party system

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Hi guys, :)
I have 2 questions:

1) I'm using vlue formation bonus and yanfly party system, I was wondering if it's possible to combine them into one scene OR If after actor index in formation bonus could be added a new command to yanfly party system scene. As for a command in party system to formation.

2) Is there any way to change battle formation via actor command in battle? (it can pass turn or not)

I hope you can help
thanks in advance :)

Edited by Chucksaint

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1) Encountered this very same problem. My scripting knowledge is for the birds, but from what I was able to gather they are not compatible, because A: they both overwrite the same default party scene, and B: when you stack up a party, let's say you have 8 characters present in the entire party, with your config set to a 4 member party, when you access the Formation grid, the other 4 inactive characters appear on the formation grid.

 

 

They seem incompatible, and I gave up my efforts to run both. Having said all that, my scripting knowledge is terrible.

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I still haven't lost hope lololol

 

Even if there aren't any commands, i still have a problem with updating sprites in formation bonus after changing party in scene party bahh .

 

It's a little frustrating cuz I like them both  (and I've already costumized 60% of each scene). I'ts my fault for noticing sooner 

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Using the code that Sixth provided and some modifications of my own...

 

Tada.

Spoiler

class Scene_Party 
  def command_formation1   
    SceneManager.call(Scene_Formation)  
  end
end
module YEA
  module PARTY
    COMMANDS =[          # The order at which the menu items are shown.
    # [:command,  "Display"],
      [ :change,  "Change",],
      [ :remove,  "Remove",],
      [ :revert,  "Revert",],
      [ :formation1,  "Battle Formation",],
      [ :finish,  "Finish",],
    ] # Do not remove this.
  end
end
class Scene_Party < Scene_MenuBase
  alias formation1_command create_command_window  
  def create_command_window    
    formation1_command    
    @command_window.set_handler(:formation1, method(:command_formation1))
  end
end
class Window_PartyMenuCommand < Window_Command
  def make_command_list
    for command in YEA::PARTY::COMMANDS
      case command[0]
      when :change, :remove, :revert, :formation1
        add_command(command[1], command[0])
      when :finish
        add_command(command[1], command[0], enable_cancel?)
      else; next
      end
    end
  end
end

 

the script order I have is 

vlue formation

yanfly party

formation command

 

There are two lines that need to be changed in vlue's formation script.

the instructions is in Sixth's post for the script.

basically...

# Search for the first two lines like this in the script:     
members.each do |actor| 
# And replace both of them with this:     
battle_members.each do |actor| 

 

And the battle command

Spoiler

module R2
  module BATTLEFORM
    ENABLE_PARTY_BATTLEFORM = true      # Enables battleform in Party Window.
  end # BATTLEFORM
end # R2

#==============================================================================
# ■ Window_PartyCommand
#==============================================================================

class Window_PartyCommand < Window_Command
  
  #--------------------------------------------------------------------------
  # alias method: make_command_list
  #--------------------------------------------------------------------------
  alias window_partycommand_cab2 make_command_list
  def make_command_list
    window_partycommand_cab2
    add_battleform_command if R2::BATTLEFORM::ENABLE_PARTY_BATTLEFORM
  end
  
  #--------------------------------------------------------------------------
  # new method: add_autobattle_command
  #--------------------------------------------------------------------------
  def add_battleform_command
    add_command("Battle Formation", :battleform)  
  end
  
end # Window_PartyCommand

#==============================================================================
# ■ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
  
  #--------------------------------------------------------------------------
  # alias method: create_party_command_window
  #--------------------------------------------------------------------------
  alias create_party_command_window_cab2 create_party_command_window
  def create_party_command_window
    create_party_command_window_cab2
    @party_command_window.set_handler(:battleform, method(:command_battleform))
  end
  
  #--------------------------------------------------------------------------
  # new method: command_aautobattle
  #--------------------------------------------------------------------------
  def command_battleform
    SceneManager.call(Scene_Formation) 
  end
  
end

 


 

Edited by roninator2

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WOoooaa niiiiceeee , only 2 thing down. also 1 command in formation

 

IDK if it happens to you but when I change formation  in party if I go to formation doesn't update... I have to put manually each member on "slot" to have a formation...

See?  Am I doing something wrong? 😮

Quote

699229489_SemTtulo2.png.c1cd6f9842522c5d4a0f11943339f5d5.png

I leave my base script here to compare

Quote



#==============================================================================
# ** Cache
#==============================================================================
module Cache

  #--------------------------------------------------------------------------
  # * Hud
  #--------------------------------------------------------------------------
  def self.battle_hud(filename)
      load_bitmap("Graphics/Huds/Battle/", filename)
  end

end
#==============================================================================
  #Formation Bonus v1.4
#----------#
#Features: Rearrange actors by rows and make formations, granting bonuses
#           based on what row and formation the actors are in.
#
#Usage:    Plug and play, customize as needed.
#
#----------#
#-- Script by: V.M of D.T
#
#- Questions or comments can be:
#    posted on the thread for the script
#    given by email: sumptuaryspade@live.ca
#    provided on facebook: http://www.facebook.com/DaimoniousTailsGames
#   All my other scripts and projects can be found here: http://daimonioustails.weebly.com/
#
#--- Free to use in any project, commercial or non-commercial, with credit given
# - - Though a donation's always a nice way to say thank you~ (I also accept actual thank you's)
 
#Location for actor sprites in battle (3x3 grid only right now):
FORMATION_ROWS = 3
FORMATION_COLS = 3
#Set a number of locations equal to rows * cols
      FORMATION_LOCATIONS = [
  [375,230],[425,230],[475,230],
  [395,260],[445,260],[495,260],
    [415,280],[465,280],[515,280],
    [435,300],[485,300],[535,300]]
  


FORMATION_SX = 20

#If true only skills with the <RANGE> tag can be used in the back row
FORMATION_USE_RANGE = false
 
#Icon to be displayed as formation slot in the Formation Changing Scene.
FORMATION_ICON = 430
#Change in damage given/recieved based on row position:
#Front row, middle row, back row
FORMATION_ROW_ATK = [1.0, 0.8, 0.5]
FORMATION_ROW_DEF = [1.0, 0.8, 0.5]
FORMATION_ROW_MAT = [1.0, 1.0, 1.0]
FORMATION_ROW_MDF = [1.0, 1.0, 1.0]
FORMATION_ROW_TGR = [2.0, 1.0, 0.5]
 
#The special Formations actors can be placed in:
# id => { :name => "name of formation", :slots = [slots to be filled], ... }
#   Slot ids are:
#    0,1,2
#     3,4,5
#      6,7,8
#  Stat options are: :hp, :mp, :atk, :def, :mat, :mdf, :agi, :luk
#  Formation bonuses apply to all actors.
# Example:
#  1 => { :name => "Back Row", :slots => [2,5,8], :hp => 20, :mp => 5,}
FORMATION_BONUS = { 0 => {},
1 => { :name => "Caution!", :slots => [2,5,6], :hp => 10, :mdf => 10,},
2 => { :name => "Retreat!", :slots => [3,6,7], :mat => 10, :def => 10,},
3 => { :name => "Charge!", :slots => [0,4,5], :atk => 10,},
4 => { :name => "Surround!", :slots => [1,4,7], :mdf => 10, :agi => 10,},
5 => { :name => "Pierce!", :slots => [1,4,5], :atk => 10, :mat => 10, :luk => 10,},
6 => { :name => "Pierce!", :slots => [5,7,8], :atk => 10, :mat => 10, :luk => 10,},
7 => { :name => "'X' Marks the Way!", :slots => [0,2,5], :hp => 5, :mp => 5, :atk => 5, :mat => 5,},
8 => { :name => "Tactical!", :slots => [3,4,6], :hp => 5, :mp => 5, :atk => 5, :def => 5, :mat => 5, :mdf => 5, :agi => 5, :luk => 5,},
9 => { :name => "One Liner", :slots => [3,4,5], :hp => 20,}
}

class Game_Actor < Game_Battler
  attr_accessor :formation_slot
  alias formation_init initialize
  alias formation_param param
  alias formation_scm skill_conditions_met?
  def initialize(actor_id)
    formation_init(actor_id)
    @formation_slot = -1
  end
  def screen_x
    FORMATION_LOCATIONS[@formation_slot][0]
  end
  def screen_y
    FORMATION_LOCATIONS[@formation_slot][1]
  end
  def front_row?
    array = []
    FORMATION_ROWS.times do |i|
      array.push(FORMATION_COLS * i)
    end
    array.include?(@formation_slot)
  end
  def middle_row?
    !front_row? && !back_row?
  end
  def back_row?
    array = []
    FORMATION_ROWS.times do |i|
      array.push(FORMATION_COLS * i + FORMATION_COLS - 1)
    end
    array.include?(@formation_slot)
  end
  def param(param_id)
    sym = [:hp,:mp,:atk,:def,:mat,:mdf,:agi,:luk]
    value = formation_param(param_id)
    if $game_party.short_form[sym[param_id]]
      value *= ($game_party.short_form[sym[param_id]] * 0.01 + 1)
    end
    [[value, param_max(param_id)].min, param_min(param_id)].max.to_i
  end
  def skill_conditions_met?(skill)
    formation_scm(skill) && check_range(skill)
  end
  def check_range(skill)
    return true unless FORMATION_USE_RANGE
    if back_row? && !skill.note.include?("<RANGE>")
      return false
    else
      return true
    end
  end
  def attack_usable?
    if FORMATION_USE_RANGE && back_row? 
      if equips[0] 
        return false if !equips[0].note.include?("<RANGE>")
      else
        return false
      end
    end
    usable?($data_skills[attack_skill_id])
  end
end
 
class Game_Enemy < Game_Battler
  def front_row?
    true
  end
  def middle_row?
    false
  end
  def back_row?
    false
  end
end
 
class Game_Battler
  def tgr
    return sparam(0) * FORMATION_ROW_TGR[2] if back_row?
    return sparam(0) * FORMATION_ROW_TGR[1] if middle_row?
    return sparam(0) * FORMATION_ROW_TGR[0]
  end
  def make_damage_value(user, item)
    value = item.damage.eval(user, self, $game_variables)
    value *= item_element_rate(user, item)
    value *= pdr if item.physical?
    value *= mdr if item.magical?
    value *= rec if item.damage.recover?
    value *= row_defense if item.physical? && !item.damage.recover?
    value *= row_attack(user) if item.physical? && !item.damage.recover?
    value *= row_magic_attack(user) if item.magical? && !item.damage.recover?
    value *= row_magic_defense if item.magical? && !item.damage.recover?
    value = apply_critical(value, user) if @result.critical
#    value = apply_critical(value) if @result.critical
    value = apply_variance(value, item.damage.variance)
    value = apply_guard(value)
    @result.make_damage(value.to_i, item)
  end
  def row_defense
    return FORMATION_ROW_DEF[1] if middle_row?
    return FORMATION_ROW_DEF[2] if back_row?
    return FORMATION_ROW_DEF[0]
  end
  def row_attack(user)
    return FORMATION_ROW_ATK[2] if user.back_row?
    return FORMATION_ROW_ATK[1] if user.middle_row?
    return FORMATION_ROW_ATK[0]
  end
  def row_magic_defense
    return FORMATION_ROW_MDF[1] if middle_row?
    return FORMATION_ROW_MDF[2] if back_row?
    return FORMATION_ROW_MDF[0]
  end
  def row_magic_attack(user)
    return FORMATION_ROW_MAT[2] if user.back_row?
    return FORMATION_ROW_MAT[1] if user.middle_row?
    return FORMATION_ROW_MAT[0]
  end
end
 
class Game_Party
  attr_accessor  :formation_id
  def first_available_slot
  end
  def formation_slot(id)
    battle_members.each do |actor|
   return actor if actor.formation_slot == id
    end
    return nil
  end
  def formation_name
    return current_formation[:name] if current_formation
    return "-----"
  end
  def setup_starting_members
    @actors = $data_system.party_members.clone
    iter = 0
 battle_members.each do |actor|
   actor.formation_slot = iter
      iter += 1
    end
    current_formation
  end
  def current_formation
    FORMATION_BONUS.each do |sym, form|
      next if sym == 0
      valid = true
      form[:slots].each do |val|
        valid = false unless formation_slot(val)
      end
      next unless valid
      @formation_id = sym
      return FORMATION_BONUS[sym]
    end
    @formation_id = 0
    return nil
  end
  def short_form
    @formation_id = 0 unless @formation_id
    FORMATION_BONUS[@formation_id]
  end
  def add_actor(actor_id)
    return if @actors.include?(actor_id)
    @actors.push(actor_id)
    (FORMATION_ROWS * FORMATION_COLS).times do |i|
      if formation_slot(i).nil?
        $game_actors[actor_id].formation_slot = i
        break
      end
    end
    $game_player.refresh
    $game_map.need_refresh = true
  end
  def remove_actor(actor_id)
    return unless @actors.include?(actor_id)
    @actors.delete(actor_id)
    $game_actors[actor_id].formation_slot = -1
    $game_player.refresh
    $game_map.need_refresh = true
  end
end
 ###################
 

####################
class Scene_Formation < Scene_MenuBase
  def start
    super
    @help_window = Window_Help.new(1)
    @list_window = Window_FormList.new
    @list_window.set_handler(:ok, method(:list_ok))
    @list_window.set_handler(:cancel, method(:list_cancel))
    @bonus_window = Window_FormBonus.new
    @form_window = Window_Formation.new
    @form_window.set_handler(:ok, method(:form_ok))
    @form_window.set_handler(:cancel, method(:form_cancel))
    @stat_window = Window_FormStat.new
    @list_window.select(0)
    @list_window.activate
  end

  
  def update
    super
    if @list_window.active
      @stat_window.set_actor(@list_window.current_item)
#aaa
    elsif @form_window.active
      if @form_window.current_item
        @stat_window.set_actor(@form_window.current_item)
      else
        @stat_window.set_actor(@list_window.current_item)
      end
    end
  end
  def list_ok
    @form_window.select(@list_window.current_item.formation_slot)
    @form_window.activate
  end
  def list_cancel
  #  SceneManager.return
  SceneManager.call(Scene_Menu)
    end
    def list_cancela
   # SceneManager.return
   SceneManager.call(Scene_Menu)
  end
  def form_ok
    index = @form_window.current_index
    actor = @list_window.current_item
    if $game_party.formation_slot(index)
      $game_party.formation_slot(index).formation_slot = actor.formation_slot
    end
    actor.formation_slot = index
    @form_window.refresh
    @bonus_window.refresh
    @stat_window.refresh
    form_cancel
  end
  def form_cancel
    @form_window.select(-1)
    @list_window.activate
  end
end
 
class Window_FormList < Window_Selectable
  def initialize
    super(0,48,Graphics.width/5*2,(Graphics.height-48)/2) #48
    
                                     #ADD FACE

    refresh
  end
  
  def item_max
    $game_party.battle_members.size
  end
  def draw_item(index)
    actor = $game_party.battle_members[index]
    rect = item_rect(index)
    draw_text(rect, actor.name)
    draw_text(rect, "Lvl   ",2)
    draw_text(rect, actor.level,2)
end

  def current_item
    return $game_party.battle_members[@index] if @index >= 0

    return nil
 end
  
    def command_formation
    SceneManager.call(Scene_Formation)
  end
  

  
end
 
class Window_FormBonus < Window_Base
  def initialize
    super(Graphics.width/5*2,48+(Graphics.height-48)/3*2,Graphics.width/5*3+3,(Graphics.height-48)/3+2)
    refresh
  end

  
  
  
  def refresh
    contents.clear
    change_color(system_color)
    return unless $game_party.current_formation
    change_color(normal_color)
    form = $game_party.current_formation
    xx = 6;yy = line_height;iter = 1
    form.each do |key, val|
      next unless [:hp,:mp,:atk,:def,:mat,:mdf,:agi,:luk].include?(key)
      case key
      when :hp
        text = sprintf("%s %+d%", Vocab::hp, val.to_s)
      when :mp
        text = sprintf("%s %+d%", Vocab::mp, val.to_s)
      when :atk
        text = sprintf("%s %+d%", Vocab::param(2), val.to_s)
      when :def
        text = sprintf("%s %+d%", Vocab::param(3), val.to_s)
      when :mat
        text = sprintf("%s %+d%", Vocab::param(4), val.to_s)
      when :mdf
        text = sprintf("%s %+d%", Vocab::param(5), val.to_s)
      when :agi
        text = sprintf("%s %+d%", Vocab::param(6), val.to_s)
      when :luk
        text = sprintf("%s %+d%", Vocab::param(7), val.to_s)
      end
      draw_text(xx,yy,contents.width/3,line_height,text)
      xx += contents.width/3
      if iter % 3 == 0
        xx = 5; yy += line_height
      end
      iter += 1
    end
  end
end
 
class Window_Formation < Window_Selectable
  def initialize
    super(Graphics.width/5*2,48,Graphics.width/5*3+3,(Graphics.height-48)/3*2)
    refresh
  end
  def refresh
    contents.clear
    xx = FORMATION_SX;yy = contents.height/3;iter = 0
    FORMATION_ROWS.times do
      FORMATION_COLS.times do
        draw_icon(FORMATION_ICON,xx,yy,$game_party.formation_slot(iter))
        if $game_party.formation_slot(iter)
          draw_actor_graphic($game_party.formation_slot(iter),xx-4,yy-16)
        end
        xx += 50
        iter += 1
      end
      xx -= FORMATION_COLS * 50
      yy += 30;xx += 10
    end
    change_color(system_color)
    draw_text(0,0,contents.width,line_height,"Formation: ")
    change_color(normal_color)
    draw_text(106,0,contents.width,line_height,$game_party.formation_name)
  end
  def item_rect(index)
    xx = FORMATION_SX;yy = contents.height/3
    xx += index % col_max * 50
    xx += 10 * (index / col_max).to_i
    yy += 30 * (index / col_max).to_i
    Rect.new(xx,yy,24,24)
  end
  def col_max; FORMATION_COLS; end
  def row_max; FORMATION_ROWS; end
  def item_max; FORMATION_COLS * FORMATION_ROWS; end
  def current_item
    $game_party.formation_slot(@index) ? $game_party.formation_slot(@index) : nil
  end
  def current_index
    @index
  end
  def draw_actor_graphic(actor,x,y)
    new_bitmap = Cache.character(actor.character_name)
    next_bitmap = new_bitmap.clone
    xx = actor.character_index % 4 * new_bitmap.width/4
    yy = actor.character_index / 4 * new_bitmap.height/2
    next_bitmap.blt(0,0,next_bitmap,Rect.new(xx,yy,next_bitmap.width/4,next_bitmap.height/2))
    contents.blt(x,y,next_bitmap,Rect.new(0,next_bitmap.height/8,next_bitmap.width/12,next_bitmap.height/8))
  end
end
 
class Window_FormStat < Window_Base
  def initialize
    super(0,48+(Graphics.height-48)/2,Graphics.width/5*2,(Graphics.height-48)/2)
    refresh
  end
  def refresh
    contents.clear
    change_color(system_color)
    draw_text(0,line_height,contents.width,line_height,"Class:")
    draw_text(0,line_height*2,contents.width/2,line_height,Vocab::hp)
    draw_text(contents.width/2,line_height*2,contents.width/2,line_height,Vocab::mp)
    draw_text(0,line_height*3,contents.width/2,line_height,Vocab::param(2))
    draw_text(contents.width/2,line_height*3,contents.width/2,line_height,Vocab::param(3))
    draw_text(0,line_height*4,contents.width/2,line_height,Vocab::param(4))
    draw_text(contents.width/2,line_height*4,contents.width/2,line_height,Vocab::param(5))
    draw_text(0,line_height*5,contents.width/2,line_height,Vocab::param(6))
    draw_text(contents.width/2,line_height*5,contents.width/2,line_height,Vocab::param(7))
    contents.fill_rect(contents.width/2-2,line_height*2.5,1,line_height*3,Color.new(155,155,155))
    return unless @actor
    change_color(normal_color)
    draw_actor_graphic(@actor,contents.width/2,32)
    draw_text(0,line_height,contents.width,line_height,@actor.class.name,2)
    draw_text(0,line_height*2,contents.width/2,line_height,@actor.mhp,2)
    draw_text(contents.width/2,line_height*2,contents.width/2,line_height,@actor.mmp,2)
    draw_text(0,line_height*3,contents.width/2,line_height,@actor.atk,2)
    draw_text(contents.width/2,line_height*3,contents.width/2,line_height,@actor.def,2)
    draw_text(0,line_height*4,contents.width/2,line_height,@actor.mat,2)
    draw_text(contents.width/2,line_height*4,contents.width/2,line_height,@actor.mdf,2)
    draw_text(0,line_height*5,contents.width/2,line_height,@actor.agi,2)
    draw_text(contents.width/2,line_height*5,contents.width/2,line_height,@actor.luk,2)
  end
  def set_actor(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
end
 



class Scene_Menu
  def command_formation
    SceneManager.call(Scene_Formation)
  end
  
end
 
class Window_MenuCommand
  def formation_enabled
    true
  end
end


 

Thank youu 

Edited by Chucksaint

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You should put that into a spoiler so I don't have to scroll down 10 miles.

 

The missing sprite does not happen to me. It works fine.

I don't however have a battle script to show the sprites on the battle screen.

What battle script are you using?

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10 hours ago, roninator2 said:

You should put that into a spoiler so I don't have to scroll down 10 miles.

 

The missing sprite does not happen to me. It works fine.

I don't however have a battle script to show the sprites on the battle screen.

What battle script are you using?

I made that but maybe it was too late,sorry  xD

 

TSBS. but in battle is all fixed, Is in Scene_Formation that is the problem (I think)

Battle is good so is party_scene. Only in Scene_formation that has that error 

Edited by Chucksaint

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I know what the problem is. It's in TSBS script. 

It's late and I'm going to bed.

I'll look more tomorrow. This part is beyond my skill. But I will try

 

What it is doing is loading the actor graphic file expecting there to be a full sprite sheet, while TSBS is using the file as if it had a $ to specify a single sprite sheet. So instead of 4x2 sprites it's 1x1. The script loads the sprite sheet and takes the small sheet and puts the small pixel in thinking that the size it is.

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I had a thought and turns out it works.

 

I change one line in Vlue Formation and it works.

Spoiler

# patch to fix Vlue formation with Theo SBS 1.4
# TSBS must be above Vlue Formations
# This script must be below Vlue Formations
class Window_Formation < Window_Selectable
  def draw_actor_graphic(actor,x,y)
    new_bitmap = Cache.character(actor.character_name)
    next_bitmap = new_bitmap.clone
    xx = actor.character_index % 4 * new_bitmap.width/4
    yy = actor.character_index / 4 * new_bitmap.height/2
    next_bitmap.blt(0,0,next_bitmap,Rect.new(xx,yy,next_bitmap.width/4,next_bitmap.height/2))
    # facing down
    contents.blt(x,y,next_bitmap,Rect.new(0,0,next_bitmap.width/3,next_bitmap.height/4))
    # facing left
#~     contents.blt(x,y,next_bitmap,Rect.new(0,next_bitmap.height/4,next_bitmap.width/3,next_bitmap.height/4))
  end
end

 

 

Edited by roninator2

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YAAAAY minus 1 problem.

Great fix @roninator2!!

 

as for command in scene_formation I will see if i can find anything on the forums..

 

Last problem is that when I use battle max members variable it doesn't update party alas the scene_formation.

Can it be done to auto assign battle members in empty space? (I think that will solve it)

 

thank you so much for your support!! 

 

 

 

EDIT1

UPDATE

So I changed the position of scripts and it looks normal o.o #overkill

 

I know that it's a long shot but is there any way to change formation mid battle via actor command?

Edited by Chucksaint

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That just needs to have the party changed to actor.

Spoiler

module R2
  module BATTLEFORM
    ENABLE_ACTOR_BATTLEFORM = true      # Enables battleform in Party Window.
  end # BATTLEFORM
end # R2

#==============================================================================
# ■ Window_PartyCommand
#==============================================================================

class Window_ActorCommand < Window_Command
  
  #--------------------------------------------------------------------------
  # alias method: make_command_list
  #--------------------------------------------------------------------------
  alias window_actorcommand_cab2 make_command_list
  def make_command_list
    window_actorcommand_cab2
    add_battleform_command if R2::BATTLEFORM::ENABLE_ACTOR_BATTLEFORM
  end
  
  #--------------------------------------------------------------------------
  # new method: add_autobattle_command
  #--------------------------------------------------------------------------
  def add_battleform_command
    add_command("Battle Formation", :battleform)  
  end
  
end # Window_PartyCommand

#==============================================================================
# ■ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
  
  #--------------------------------------------------------------------------
  # alias method: create_party_command_window
  #--------------------------------------------------------------------------
  alias create_actor_command_window_cab2 create_actor_command_window
  def create_actor_command_window
    create_actor_command_window_cab2
    @actor_command_window.set_handler(:battleform, method(:command_battleform_actor))
  end
  
  #--------------------------------------------------------------------------
  # new method: command_aautobattle
  #--------------------------------------------------------------------------
  def command_battleform_actor
    SceneManager.call(Scene_Formation) 
  end
  
end

 

 

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