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VTS-Elemental Charge Field - More than 8 Elements Tweak

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Hello! 🙂

 

Lately, I've been trying to make what I thought would be a really simple edit to Ventwig's VTS-Elemental Charge Field script, but I haven't had any luck on my own. I'm hoping someone with a better idea of what they're doing than myself could help me out here.

 

In summery, the script allows you to create multipliers that apply to each element. By default, the script allows up to 8 elements to be used, but I'm hoping to increase that to 20. I'm not actually using the visual HUD aspect of the script, everything happens behind the scenes, so no worries about making everything fit.

 

Additionally, I have been trying to get this working myself, without much luck. Here's my current copy of the script, in case it proves helpful in any way:

 

Spoiler

#============================================================================
#VTS-Elemental Charge Fields (with Charge Skill Evolution)
#By Ventwig
#Version 1.21 - Mar 22 2014
#For RPGMaker VX Ace
#Thanks Selchar and Tsukihime for the help!
#=============================================================================
# Description:
# This script adds an extra dynamic to elements for both players and enemies
# alike. When a skill of an element is used, its "charge" will raise, and,
# if desired, the opposing element's "charge" will drop. That charge counts
# as a damage multiplier, and it can even nullify or drain damage of a certain
# element if its charge drops low enough.
# The new Charge Skill Evolution feature (from Tales of The Abyss's Field
# of Fonons Change) allows a skill to change into a more powerful form 
# under certain conditions based on the fields.
#==============================================================================
# Compatability:
# I'd say it's pretty high!
# It works with Battle Symphony, and YEA because it's only an add-on to battles,
# so have fun!
#===============================================================================
# Instructions: Put in materials, above main. You need to set the elements/icons!
#==============================================================================
# Please give Credit to Ventwig if you would like to use one of my scripts!
# Use it commericial or non-commercial, and feel free to tell me if you're using
# it commercially!
# You may edit my scripts, just don't claim as your own!
#===============================================================================
#Spirit System / Wisp System

#===============================================================================
# How to Change Charge Value (Skill Notetags)
#===============================================================================
# <charge_value x>
# x = amount to increase charge (make a negative to decrease) (number)
# If you want to make certain skills worth more in charge fields, this notetag
# lets you make some skills strengthen fields better. Negatives weaken fields.
# These override the default for said skill.
#===============================================================================
# How to Set up a Charge Skill Evolution (Skill Notetags)
#===============================================================================
# If you do not like the CSE idea, simply do not use these notetags
#===============================================================================
# <evolution_element x>
# x = element id (the number)
# Set the element ID for the CSE. This means that this element will 
# need the specidic value (or default if you use that) in order to CSE.
# Please be careful and don't set it to an element without a Charge Field,
# as that will have no effect.
#
# <evolution_charge x>
# x = required charge value 
# Set a number for the CSE. This means that the element (specified using
# the notetag above or using the default setting) will need a value equal to or
# greater than x in order to FOFChange.
#
# <evolution_skill x>
# x = skill id (the number)
# Set the skill to CSE into. Simple enough, if the conditions are met,
# then this skill will be used instead.
#*******************************************************************************
# IT IS IMPERATIVE to make sure the MP/TP costs are equal to/less than the 
# original skill. This script does not check for that and will bug if 
# the player doesn't have enough MP to use the new skill.
#===============================================================================

module VTS_ECF
  #This means whether or not elements across from each other will "oppose"
  #each other. If set to true, using a fire attack will raise fire charge
  #and lower ice. False will just raise fire.
  #True/False Def:True
  COUNTER_CHARGE = false
 
  #The default amount an attack will raise/lower the fields
  #Def: 10
  CHARGE_VALUE = 0
 
  #The ID number of the desired elements. In "Terms" in the database, there's
  #the area where you can edit elements. The ID is the number beside them.
  #Def: 3,4,5,8,6,7,9,10 (Fire,Ice,Thunder,Wind,Water,Stone,Light,Dark)
  #NOTE:If you are using opposing elements, then the opposing pairs are:
  # 1/2 and 3/4 (so on), 1/2 will not alter 3/4, 3/4 will not alter 1/2.
  
  ELE1 = 4
  ELE2 = 5
  ELE3 = 6
  ELE4 = 7
  #========
  # Don't want 8 elements? Simply change the number to "nil" w/o brackets!
  # (min 4 elements, max 8)
  #=======
  ELE5 = 10
  ELE6 = 11
  ELE7 = 8
  ELE8 = 9
  ELE9 = 13
  ELE10 = 14
  ELE11 = 15
  ELE12 = 16
  ELE13 = 17
  ELE14 = 18
  ELE15 = 19
  ELE16 = 20
  ELE17 = 21
  ELE18 = 22
  ELE19 = 12
  ELE20 = 23
  #How wide the window should be.
  #Recommended
  #4 elements: 100
  #6 elements: 160
  #8 elements: 200
  WIDTH = 0 #220
 
  #The icon numbers for the elements. These are in sync with the numbers
  #for element id above, so just shove in the icons you want!
  #Def: 96,97,98,101,99,100,102,103
  EIC1 = 96
  EIC2 = 97
  EIC3 = 98
  EIC4 = 100
  EIC5 = 99
  EIC6 = 101
  EIC7 = 102
  EIC8 = 103
  ELE9 = 9
  ELE10 = 9
  ELE11 = 9
  ELE12 = 9
  ELE13 = 9
  ELE14 = 9
  ELE15 = 9
  ELE16 = 9
  ELE17 = 9
  ELE18 = 9
  ELE19 = 9
  ELE20 = 9
 
  #The icon showing "opposing elements", acting as the connector between them.
  #Put 0 if you don't want one (like if you don't use opposing elements)
  #Def:115
  LIC = 0
 
  #The X and Y placement of the window. Easy enough.
  #Def: Graphics.width - 200, 0
  #I recommend keeping X like this, making the number equal to width. Y can be whatever.
  X = Graphics.width - 100
  Y = 0
  
  #=============================================================================
  #Charge Skill Evolution
  #=============================================================================
  DEF_CSE_ELEMENT = 3 
  #If an element is not set to a skill with a CSE,
  #this is the element ID it will be given
  
  DEF_CSE_CHARGE = 120
  #If no charge amount is specified for a skill with a
  #CSE, this is the required amount
  
  CSE_TEXT = "Wisp Charge!" 
  #The text said when announcing the new change
  
  CSE_TEXT_SKILL = false 
  #Display the skill name after the text above? True/false
  #(It shows the traditional (Eric used FIREAGA! Afterwards)
end
#############################################################################
 
class Game_Battler < Game_BattlerBase
  def make_damage_value(user, item)
    value = item.damage.eval(user, self, $game_variables)
    value *= item_element_rate(user, item)
    value *= pdr if item.physical?
    value *= mdr if item.magical?
    value *= rec if item.damage.recover?
    value = value*$vts_elechrg1/100 if item.damage.element_id == VTS_ECF::ELE1
    value = value*$vts_elechrg2/100 if item.damage.element_id == VTS_ECF::ELE2
    value = value*$vts_elechrg3/100 if item.damage.element_id == VTS_ECF::ELE3
    value = value*$vts_elechrg4/100 if item.damage.element_id == VTS_ECF::ELE4
    if $vts_elechrg5 != nil
      value = value*$vts_elechrg5/100 if item.damage.element_id == VTS_ECF::ELE5
    end
    if $vts_elechrg6 != nil
      value = value*$vts_elechrg6/100 if item.damage.element_id == VTS_ECF::ELE6
    end
    if $vts_elechrg7 != nil
      value = value*$vts_elechrg7/100 if item.damage.element_id == VTS_ECF::ELE7
    end
    if $vts_elechrg8 != nil
      value = value*$vts_elechrg8/100 if item.damage.element_id == VTS_ECF::ELE8
    end
     if $vts_elechrg9 != nil
      value = value*$vts_elechrg9/100 if item.damage.element_id == VTS_ECF::ELE9
    end
        if $vts_elechrg10 != nil
      value = value*$vts_elechrg10/100 if item.damage.element_id == VTS_ECF::ELE10
    end
        if $vts_elechrg11 != nil
      value = value*$vts_elechrg11/100 if item.damage.element_id == VTS_ECF::ELE11
    end
        if $vts_elechrg12 != nil
      value = value*$vts_elechrg12/100 if item.damage.element_id == VTS_ECF::ELE12
    end
        if $vts_elechrg13 != nil
      value = value*$vts_elechrg13/100 if item.damage.element_id == VTS_ECF::ELE13
    end
        if $vts_elechrg14 != nil
      value = value*$vts_elechrg14/100 if item.damage.element_id == VTS_ECF::ELE14
    end
        if $vts_elechrg15 != nil
      value = value*$vts_elechrg15/100 if item.damage.element_id == VTS_ECF::ELE15
    end
        if $vts_elechrg16 != nil
      value = value*$vts_elechrg16/100 if item.damage.element_id == VTS_ECF::ELE16
    end
        if $vts_elechrg17 != nil
      value = value*$vts_elechrg17/100 if item.damage.element_id == VTS_ECF::ELE17
    end
        if $vts_elechrg18 != nil
      value = value*$vts_elechrg18/100 if item.damage.element_id == VTS_ECF::ELE18
    end
        if $vts_elechrg19 != nil
      value = value*$vts_elechrg19/100 if item.damage.element_id == VTS_ECF::ELE19
    end
        if $vts_elechrg20 != nil
      value = value*$vts_elechrg20/100 if item.damage.element_id == VTS_ECF::ELE20
    end
    
    
    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
end
 
class Window_ElementCharge < Window_Base
  def initialize(x,y,width,height)
    super
    self.z = 0
    draw_elements
    set_values
    draw_value
  end
  def set_values
    @val1 = $vts_elechrg1
    @val2 = $vts_elechrg2
    @val3 = $vts_elechrg3
    @val4 = $vts_elechrg4
    @val5 = $vts_elechrg5 if $vts_elechrg5 != nil
    @val6 = $vts_elechrg6 if $vts_elechrg6 != nil
    @val7 = $vts_elechrg7 if $vts_elechrg7 != nil
    @val8 = $vts_elechrg8 if $vts_elechrg8 != nil
    @val9 = $vts_elechrg9 if $vts_elechrg9 != nil
    @val10 = $vts_elechrg10 if $vts_elechrg10 != nil
    @val11 = $vts_elechrg11 if $vts_elechrg11 != nil
    @val12 = $vts_elechrg12 if $vts_elechrg12 != nil
    @val13 = $vts_elechrg13 if $vts_elechrg13 != nil
    @val14 = $vts_elechrg14 if $vts_elechrg14 != nil
    @val15 = $vts_elechrg15 if $vts_elechrg15 != nil
    @val16 = $vts_elechrg16 if $vts_elechrg16 != nil
    @val17 = $vts_elechrg17 if $vts_elechrg17 != nil
    @val18 = $vts_elechrg18 if $vts_elechrg18 != nil
    @val19 = $vts_elechrg19 if $vts_elechrg19 != nil
    @val20 = $vts_elechrg20 if $vts_elechrg20 != nil
    
  end
  def draw_elements
    draw_icon(VTS_ECF::EIC1,0,0,enabled=true) #Fire
    draw_icon(VTS_ECF::EIC2,0,93,enabled=true) #Ice
    draw_icon(VTS_ECF::EIC3,50,0,enabled=true) #Thunder
    draw_icon(VTS_ECF::EIC4,50,93,enabled=true) #Wind
    draw_icon(VTS_ECF::LIC,0,50,enabled=true) #
    draw_icon(VTS_ECF::LIC,50,50,enabled=true) #
    
    draw_icon(VTS_ECF::EIC5,100,0,enabled=true) if $vts_elechrg5 != nil
    draw_icon(VTS_ECF::EIC6,100,93,enabled=true) if $vts_elechrg6 != nil
    draw_icon(VTS_ECF::EIC7,150,0,enabled=true) if $vts_elechrg7 != nil
    draw_icon(VTS_ECF::EIC8,150,93,enabled=true) if $vts_elechrg8 != nil
    draw_icon(VTS_ECF::LIC,100,50,enabled=true) if $vts_elechrg6 != nil
    draw_icon(VTS_ECF::LIC,150,50,enabled=true) if $vts_elechrg8 != nil
    
  end
  def draw_value
    draw_text(0,20,40,32,@val1)
    draw_text(0,70,40,32,@val2)
    draw_text(45,20,40,32,@val3)
    draw_text(45,70,40,32,@val4)
    draw_text(100,20,40,32,@val5)if $vts_elechrg5 != nil
    draw_text(100,70,40,32,@val6)if $vts_elechrg6 != nil
    draw_text(145,20,40,32,@val7)if $vts_elechrg7 != nil
    draw_text(145,70,40,32,@val8)if $vts_elechrg8 != nil
  end
 
  def refresh
    contents.clear
    draw_elements
    set_values
    draw_value
  end
 
  def update
    refresh if $vts_elechrg1 != @val1
    refresh if $vts_elechrg2 != @val2
    refresh if $vts_elechrg3 != @val3
    refresh if $vts_elechrg4 != @val4
    refresh if $vts_elechrg5 != @val5 and $vts_elechrg5 != nil
    refresh if $vts_elechrg6 != @val6 and $vts_elechrg6 != nil
    refresh if $vts_elechrg7 != @val7 and $vts_elechrg7 != nil
    refresh if $vts_elechrg8 != @val8 and $vts_elechrg8 != nil
    refresh if $vts_elechrg9 != @val9
    refresh if $vts_elechrg10 != @val10
    refresh if $vts_elechrg11 != @val11
    refresh if $vts_elechrg12 != @val12
    refresh if $vts_elechrg13 != @val13
    refresh if $vts_elechrg14 != @val14
    refresh if $vts_elechrg15 != @val15
    refresh if $vts_elechrg16 != @val16
    refresh if $vts_elechrg17 != @val17
    refresh if $vts_elechrg18 != @val18
    refresh if $vts_elechrg19 != @val19
    refresh if $vts_elechrg20 != @val20
  end
end
 
class Scene_Battle < Scene_Base
  alias ele_charge_start start
  def start
    ele_charge_start
    $vts_elechrg1 = 100
    $vts_elechrg2 = 100
    $vts_elechrg3 = 100
    $vts_elechrg4 = 100
    $vts_elechrg5 = 100 if VTS_ECF::ELE5 != nil
    $vts_elechrg6 = 100 if VTS_ECF::ELE6 != nil
    $vts_elechrg7 = 100 if VTS_ECF::ELE7 != nil
    $vts_elechrg8 = 100 if VTS_ECF::ELE8 != nil
    $vts_elechrg9 = 100 if VTS_ECF::ELE9 != nil
    $vts_elechrg10 = 100 if VTS_ECF::ELE10 != nil
    $vts_elechrg11 = 100 if VTS_ECF::ELE11 != nil
    $vts_elechrg12 = 100 if VTS_ECF::ELE12 != nil
    $vts_elechrg13 = 100 if VTS_ECF::ELE13 != nil
    $vts_elechrg14 = 100 if VTS_ECF::ELE14 != nil
    $vts_elechrg15 = 100 if VTS_ECF::ELE15 != nil
    $vts_elechrg16 = 100 if VTS_ECF::ELE16 != nil
    $vts_elechrg17 = 100 if VTS_ECF::ELE17 != nil
    $vts_elechrg18 = 100 if VTS_ECF::ELE18 != nil
    $vts_elechrg19 = 100 if VTS_ECF::ELE19 != nil
    $vts_elechrg20 = 100 if VTS_ECF::ELE20 != nil
  end
  alias element_charge_create_all_windows create_all_windows
  def create_all_windows
    element_charge_create_all_windows
    create_element_window
  end  
 
  def create_element_window
    @element_window = Window_ElementCharge.new(VTS_ECF::X,VTS_ECF::Y,VTS_ECF::WIDTH,150)
  end
 
  alias element_charge_use_item use_item
  def use_item
    item = @subject.current_action.item
    if item.is_a?(RPG::Skill)
      @charge_element = item.damage.element_id
      adjust_element_charge(@charge_element, item)
    end
    element_charge_use_item
  end
###
  def adjust_element_charge(element, skill)
    if element == VTS_ECF::ELE1
      $vts_elechrg1 += skill.charge_value
      if VTS_ECF::COUNTER_CHARGE
        $vts_elechrg2 -= skill.charge_value
      end
    end
    if element == VTS_ECF::ELE2
      $vts_elechrg2 += skill.charge_value
      if VTS_ECF::COUNTER_CHARGE
        $vts_elechrg1 -= skill.charge_value
      end
    end
    if element == VTS_ECF::ELE3
      $vts_elechrg3 += skill.charge_value
      if VTS_ECF::COUNTER_CHARGE
        $vts_elechrg4 -= skill.charge_value
      end
    end
    if element == VTS_ECF::ELE4
      $vts_elechrg4 += skill.charge_value
      if VTS_ECF::COUNTER_CHARGE
        $vts_elechrg3 -= skill.charge_value
      end
    end
    if $vts_elechrg5 != nil
      if element == VTS_ECF::ELE5 
        $vts_elechrg5 += skill.charge_value
        if VTS_ECF::COUNTER_CHARGE
          $vts_elechrg6 -= skill.charge_value
        end
      end
    end
    if $vts_elechrg5 != nil
      if element == VTS_ECF::ELE6
        $vts_elechrg6 += skill.charge_value
        if VTS_ECF::COUNTER_CHARGE
          $vts_elechrg5 -= skill.charge_value
        end
      end
    end
    if $vts_elechrg5 != nil
      if element == VTS_ECF::ELE7
        $vts_elechrg7 +=skill.charge_value
        if VTS_ECF::COUNTER_CHARGE
          $vts_elechrg8 -= skill.charge_value
        end
      end
    end
    if $vts_elechrg5 != nil
      if element == VTS_ECF::ELE8
        $vts_elechrg8 += skill.charge_value
        if VTS_ECF::COUNTER_CHARGE
          $vts_elechrg7 -= skill.charge_value
        end
      end
      end
      
#New elements 9-20

      if $vts_elechrg5 != nil
      if element == VTS_ECF::ELE9
        $vts_elechrg9 += skill.charge_value
        if VTS_ECF::COUNTER_CHARGE
          $vts_elechrg10 -= skill.charge_value
        end
      end
      end
      
        if $vts_elechrg5 != nil
      if element == VTS_ECF::ELE10
        $vts_elechrg10 +=skill.charge_value
        if VTS_ECF::COUNTER_CHARGE
          $vts_elechrg9 -= skill.charge_value
        end
      end
    end    
    if $vts_elechrg5 != nil
      if element == VTS_ECF::ELE11
        $vts_elechrg11 +=skill.charge_value
        if VTS_ECF::COUNTER_CHARGE
          $vts_elechrg8 -= skill.charge_value
        end
      end
    end    
    if $vts_elechrg5 != nil
      if element == VTS_ECF::ELE12
        $vts_elechrg12 +=skill.charge_value
        if VTS_ECF::COUNTER_CHARGE
          $vts_elechrg8 -= skill.charge_value
        end
      end
    end    
    if $vts_elechrg5 != nil
      if element == VTS_ECF::ELE13
        $vts_elechrg13 +=skill.charge_value
        if VTS_ECF::COUNTER_CHARGE
          $vts_elechrg8 -= skill.charge_value
        end
      end
    end    
    if $vts_elechrg5 != nil
      if element == VTS_ECF::ELE14
        $vts_elechrg14 +=skill.charge_value
        if VTS_ECF::COUNTER_CHARGE
          $vts_elechrg8 -= skill.charge_value
        end
      end
    end   
    if $vts_elechrg5 != nil
      if element == VTS_ECF::ELE15
        $vts_elechrg15 +=skill.charge_value
        if VTS_ECF::COUNTER_CHARGE
          $vts_elechrg8 -= skill.charge_value
        end
      end
    end  
    if $vts_elechrg5 != nil
      if element == VTS_ECF::ELE16
        $vts_elechrg16 +=skill.charge_value
        if VTS_ECF::COUNTER_CHARGE
          $vts_elechrg8 -= skill.charge_value
        end
      end
    end   
    if $vts_elechrg5 != nil
      if element == VTS_ECF::ELE17
        $vts_elechrg17 +=skill.charge_value
        if VTS_ECF::COUNTER_CHARGE
          $vts_elechrg8 -= skill.charge_value
        end
      end
    end   
    if $vts_elechrg5 != nil
      if element == VTS_ECF::ELE18
        $vts_elechrg18 +=skill.charge_value
        if VTS_ECF::COUNTER_CHARGE
          $vts_elechrg8 -= skill.charge_value
        end
      end
    end    
    if $vts_elechrg5 != nil
      if element == VTS_ECF::ELE19
        $vts_elechrg19 +=skill.charge_value
        if VTS_ECF::COUNTER_CHARGE
          $vts_elechrg8 -= skill.charge_value
        end
      end
    end   
    if $vts_elechrg5 != nil
      if element == VTS_ECF::ELE20
        $vts_elechrg20 +=skill.charge_value
        if VTS_ECF::COUNTER_CHARGE
          $vts_elechrg8 -= skill.charge_value
        end
      end
    end
 
    
    end
  end

#===============================================================================
#FOF CHANGE
#===============================================================================

module RPG
  class BaseItem 
    def fofc_element
      if @fofc_element.nil?
        if @note =~ /<evolution_element (.*)>/i
          @fofc_element= $1.to_i
        else
          @fofc_element = VTS_ECF::DEF_CSE_ELEMENT
        end
      end
      @fofc_element
    end
    
    def fofc_charge
      if @fofc_charge.nil?
        if @note =~ /<evolution_charge (.*)>/i
          @fofc_charge= $1.to_i
        else
          @fofc_charge = VTS_ECF::DEF_CSE_CHARGE
        end
      end
      @fofc_charge
    end
    def fofc_skill
      if @fofc_skill.nil?
        if @note =~ /<evolution_skill (.*)>/i
          @fofc_skill= $1.to_i
        else
          @fofc_skill = 0 
        end
      end
      @fofc_skill
    end
    def charge_value
      if @charge_value.nil?
        if @note =~ /<charge_value (.*)>/i
          @charge_value= $1.to_i
        else
          @charge_value = VTS_ECF::CHARGE_VALUE
        end
      end
      @charge_value
    end
  end
end

class Game_Action
  attr_accessor :old_skill
end

class Game_Battler < Game_BattlerBase
  def get_new_skill
    return unless current_action.item.is_a?(RPG::Skill)

    quest_skill = current_action.item
    
    if quest_skill.fofc_skill != 0
      if quest_skill.fofc_element == VTS_ECF::ELE1
        if $vts_elechrg1 >= quest_skill.fofc_charge
            current_action.set_skill(quest_skill.fofc_skill)
            current_action.old_skill = quest_skill 
            $vts_elechrg1 = 100
        end
      end
      if quest_skill.fofc_element == VTS_ECF::ELE2
        if $vts_elechrg2 >= quest_skill.fofc_charge
            current_action.set_skill(quest_skill.fofc_skill)
            current_action.old_skill = quest_skill 
            $vts_elechrg1 = 100
        end
      end
      if quest_skill.fofc_element == VTS_ECF::ELE3
        if $vts_elechrg3 >= quest_skill.fofc_charge
            current_action.set_skill(quest_skill.fofc_skill)
            current_action.old_skill = quest_skill 
            $vts_elechrg1 = 100
        end
      end
      if quest_skill.fofc_element == VTS_ECF::ELE10
        if $vts_elechrg10 >= quest_skill.fofc_charge
            current_action.set_skill(quest_skill.fofc_skill)
            current_action.old_skill = quest_skill 
            $vts_elechrg1 = 100
        end
      end
    end
  end
end # Game_Battler

class Window_BattleLog < Window_Selectable #$#CRASHES DJINN System! No knwon side effects from disabling it :)
 #$# alias vts_fofchange_display_use_item display_use_item
 # def display_use_item(subject, item)
  #  if item.is_a?(RPG::Skill)
  #    if subject.current_action.old_skill != nil
   #     name = subject.name
  #      change_text = VTS_ECF::CSE_TEXT
  #      skill_name = item.name + '!'
   #     use_name = subject.current_action.old_skill.message1
   #     old_skill_text = name + use_name
   #     add_text(old_skill_text)
    #    wait
    #    if VTS_ECF::CSE_TEXT_SKILL == true
   #       new_skill_text = change_text + skill_name
   #       else
   #       new_skill_text = change_text
   #     end
   #     add_text(new_skill_text)
  #      wait
  #    end
 #   end    
 #   vts_fofchange_display_use_item(subject, item)
 #   subject.current_action.old_skill = nil
 # end
end

class Scene_Battle < Scene_Base
  alias scene_battle_use_item_new use_item
  def use_item
    @subject.get_new_skill
    scene_battle_use_item_new
  end
  
end # Scene_Battle

 

 

Please let me know if you have any questions.

 

Thank you! 

Edited by Vis_Mage

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