Change picture for MogHunter's Actor CM Script

Discussion in 'RGSS3 Script Requests' started by RoseofElandil, Apr 10, 2019.

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  1. RoseofElandil

    RoseofElandil Villager Member

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    Hello there, sorry to be asking this, but I was stuck on this issue for awhile...

    I'm using Moghunter's Actor Picture CM script, and it creates an actor image in the format of (Actor+Battler.id.png) in battles. I was wondering if there's someone kind enough to help me out by adding a function which can CHANGE the actor image mid-battle by, for example, flipping a switch. So for example normally I'd use Actor1.png for Actor1 which is Eric, but Eric casts a spell called "Transform" which will change his actor image to Actor2.png instead.

    (I initially wanted to add a swapping actor functionality to achieve this effect, but this seems incompatible with Moghunter scripts overall).

    Thank you for reading! Here's the code and the demo.

    Code:
    #==============================================================================
    # +++ MOG - ACTOR PICTURE CM  (v2.1) +++
    #==============================================================================
    # By Moghunter
    # https://atelierrgss.wordpress.com/
    #==============================================================================
    # Apresenta a imagem do personagem durante a seleção de comandos, com efeitos
    # animados.
    #==============================================================================
    # ● Definindo o nome das imagens dos battlers.
    #==============================================================================
    # 1 - As imagens devem ser gravadas na pasta
    #
    # GRAPHICS/PICTURES
    #
    # 2 - Nomeie os  arquivos de imagens da seguinte forma.
    #
    #
    # ACTOR + ID
    #
    # EG
    #
    # ACTOR1.png
    #
    #==============================================================================
    # ● Histórico (Version History)
    #==============================================================================
    # v2.1 - Melhoria na codificação.
    # v2.0 - Correção de não atualizar as imagens dos battlers quando se
    #        adiciona ou remove um battler no meio da batalha.
    #==============================================================================
    module MOG_ACTOR_PICTURE_CM
      #Posição da imagem do battler. (Para fazer ajustes)
      PICTURE_POSITION = [0, 0]
     
      #Definição da opacidade da imagem.
      PICTURE_OPACITY = 255
     
      #Velocidade de deslize
      SLIDE_SPEED = 40
     
      #Ativar o efeito da imagem respirando.
      BREATH_EFFECT = true
     
      #Definição da prioridade  da imagem na tela.
      PICTURE_PRIORITY_Z = 101
    end
    
    $imported = {} if $imported.nil?
    $imported[:actor_picture_cm] = true
    
    #===============================================================================
    # ■ Game Temp
    #===============================================================================
    class Game_Temp
     
      attr_accessor :bpicture_cm_need_refresh
     
      #--------------------------------------------------------------------------
      # ● Initialize
      #--------------------------------------------------------------------------
      alias mog_battler_cm_initialize initialize
      def initialize
          @bpicture_cm_need_refresh = false
          mog_battler_cm_initialize
      end
     
    end
    
    #===============================================================================
    # ■ Sprite_Battler_CM
    #===============================================================================
    class Sprite_Battler_CM < Sprite
      include MOG_ACTOR_PICTURE_CM
     
      #--------------------------------------------------------------------------
      # ● Initialize
      #--------------------------------------------------------------------------
      def initialize(viewport = nil,battler_id = -1)
          super(viewport)
          filename = "Actor" + battler_id.to_s
          self.bitmap = Cache.picture(filename) rescue nil
          self.bitmap = Cache.picture("") if self.bitmap == nil
          sc = (Graphics.width / 2)  - (self.bitmap.width / 2) + PICTURE_POSITION[0]
          @size = [self.bitmap.width + PICTURE_POSITION[0] ,sc]    
          self.visible = false ;  self.opacity = 0 ; self.z = PICTURE_PRIORITY_Z
          self.ox = 0 ; self.oy = self.bitmap.height ; self.x = -@size[0]
          self.y = (Graphics.height + 10) + PICTURE_POSITION[1] ; @cm_visible = false  
          @breach_effect = [1.0,0] ; @battler_id = battler_id  ; @active =  false
      end
     
      #--------------------------------------------------------------------------
      # ● Dispose
      #--------------------------------------------------------------------------
      def dispose
          super
          self.bitmap.dispose
      end
     
      #--------------------------------------------------------------------------
      # ● Update
      #--------------------------------------------------------------------------
      def update
          super
          update_slide
      end
     
      #--------------------------------------------------------------------------
      # ● Active Battler
      #--------------------------------------------------------------------------    
      def active_battler(battler_id)
          @active = @battler_id == battler_id ? true : false
          self.visible = true if @active ; @cm_visible = false if !@active
      end
     
      #--------------------------------------------------------------------------
      # ● Refresh Battler CM
      #--------------------------------------------------------------------------      
      def refresh_battler(cm_visible, battler_index)
          @cm_visible = cm_visible
          active_battler(battler_index)
      end
     
      #--------------------------------------------------------------------------
      # ● Update Slide
      #--------------------------------------------------------------------------
      def update_slide    
          if !@cm_visible
               self.x -= SLIDE_SPEED if self.x > -@size[0]
               self.opacity -= 25
               if self.x <= -@size[0] or self.opacity == 0
                  self.visible = false ; self.opacity = 0 ; self.x = -@size[0]
               end  
            else
               self.x += SLIDE_SPEED if self.x < @size[1]
               self.x = @size[1] if self.x > @size[1]
               self.opacity += 10 if self.opacity < PICTURE_OPACITY
               self.opacity = PICTURE_OPACITY if self.opacity > PICTURE_OPACITY
               update_breath_effect
          end        
          self.visible = false if can_force_hide?
      end
     
      #--------------------------------------------------------------------------
      # ● Can Force Hide
      #--------------------------------------------------------------------------
      def can_force_hide?
          return true if $game_temp.blitz_commands_phase if $imported[:mog_blitz_commands]
          return true if $game_temp.chain_action_phase if $imported[:mog_active_chain]
          return false
      end
         
      #--------------------------------------------------------------------------
      # ● Update Breath Effect
      #--------------------------------------------------------------------------  
      def update_breath_effect
          return if !BREATH_EFFECT
          @breach_effect[1] += 1
          case @breach_effect[1]
             when 0..30 ; @breach_effect[0] += 0.0004
             when 31..50 ; @breach_effect[0] -= 0.0004
             else ; @breach_effect[1] = 0 ; @breach_effect[0] = 1.truncate
          end
          self.zoom_y = @breach_effect[0]
      end
     
      #--------------------------------------------------------------------------
      # ● Force Hide
      #--------------------------------------------------------------------------  
      def force_hide
          @cm_visible = false ; self.visible = false ; self.x = -@size[0]
          self.opacity = 0
      end
     
    end
    
    #===============================================================================
    # ■ Spriteset_Battle
    #===============================================================================
    class Spriteset_Battle
     
      #--------------------------------------------------------------------------
      # ● Create Actors
      #--------------------------------------------------------------------------  
      alias mog_battler_cm_create_actors create_actors
      def create_actors
          mog_battler_cm_create_actors
          create_battler_pictures
      end
     
      #--------------------------------------------------------------------------
      # ● Dispose
      #--------------------------------------------------------------------------  
      alias mog_battler_cm_dispose dispose
      def dispose
          mog_battler_cm_dispose
          dispose_battler_cm
      end
    
      #--------------------------------------------------------------------------
      # ● Update
      #--------------------------------------------------------------------------  
      alias mog_battler_cm_update update
      def update
          mog_battler_cm_update
          update_battler_cm
      end  
    
      #--------------------------------------------------------------------------
      # ● Create Battler Pictures
      #--------------------------------------------------------------------------  
      def create_battler_pictures
          @battler_pictures = []
          for i in $game_party.battle_members
              @battler_pictures.push(Sprite_Battler_CM.new(nil,i.id))
          end  
      end  
     
      #--------------------------------------------------------------------------
      # ● Dispose Battler CM
      #--------------------------------------------------------------------------  
      def dispose_battler_cm
          return if @battler_pictures == nil
          @battler_pictures.each {|sprite| sprite.dispose if sprite != nil }
      end
     
      #--------------------------------------------------------------------------
      # ● Update Battler CM
      #--------------------------------------------------------------------------  
      def update_battler_cm
          refresh_battler_cm if $game_temp.bpicture_cm_need_refresh
          return if @battler_pictures == nil
          @battler_pictures.each {|sprite| sprite.update }
      end  
       
      #--------------------------------------------------------------------------
      # ● Update CM Pictures
      #--------------------------------------------------------------------------    
      def update_cm_picture(cm_visible, battler_index)
          return if @battler_pictures == nil
          @battler_pictures.each {|sprite| sprite.refresh_battler(cm_visible, battler_index) }
      end
     
      #--------------------------------------------------------------------------
      # ● CM Force Hide
      #--------------------------------------------------------------------------    
      def cm_force_hide
          return if @battler_pictures == nil
          @battler_pictures.each {|sprite| sprite.force_hide }
      end
       
      #--------------------------------------------------------------------------
      # ● Refresh Battler CM
      #--------------------------------------------------------------------------    
      def refresh_battler_cm
          $game_temp.bpicture_cm_need_refresh = false
          dispose_battler_cm ; create_battler_pictures
      end
     
    end
    
    #===============================================================================
    # ■ Scene_Battle
    #===============================================================================
    class Scene_Battle < Scene_Base
     
     if $imported["YEA-CommandEquip"]
     #--------------------------------------------------------------------------
     # * Command Equip
     #--------------------------------------------------------------------------  
      alias mog_yfcm_command_equip command_equip
      def command_equip
          @spriteset.cm_force_hide
          mog_yfcm_command_equip
      end
      end
     
      #--------------------------------------------------------------------------
      # ● Update
      #--------------------------------------------------------------------------      
      alias mog_cm_picture_update_basic update_basic
      def update_basic
          mog_cm_picture_update_basic
          update_picture_visible
      end
     
      #--------------------------------------------------------------------------
      # ● Update Battler CM Active
      #--------------------------------------------------------------------------    
      def update_picture_visible
          return if @actor_command_window.nil?
          cm_visible = can_cm_picture_visible?    
          cm_id = BattleManager.actor.id rescue -1
          @spriteset.update_cm_picture(cm_visible, cm_id)
      end
     
      #--------------------------------------------------------------------------
      # ● Can CM Picture Visible
      #--------------------------------------------------------------------------      
      def can_cm_picture_visible?
          if $imported[:mog_atb_system]
              return false if $game_system.atb_type != 0
              return false if $game_message.visible
              return false if $game_temp.battle_end
              return false if $game_temp.end_phase_duration[1] > 0
          end
          return false if $imported[:mog_active_chain] and $game_temp.active_chain
          return false if $imported[:mog_blitz_commands] and $game_temp.blitz_commands_phase
          return false if @party_command_window.active
          return false if BattleManager.actor.nil?
          return false if @actor_window.active
          return false if @enemy_window.active
          return true if @actor_command_window.active
          return true if @item_window.active
          return true if @skill_window.active
          return false
      end
     
    end
    
    #==============================================================================
    # ** Game Interpreter
    #==============================================================================
    class Game_Interpreter
     
     #--------------------------------------------------------------------------
     # ● Command_129
     #--------------------------------------------------------------------------
     alias mog_bpic_cm_command_129 command_129
     def command_129
         mog_bpic_cm_command_129
         $game_temp.bpicture_cm_need_refresh = true if SceneManager.scene_is?(Scene_Battle)
     end
     
     #--------------------------------------------------------------------------
     # ● Command 335
     #--------------------------------------------------------------------------
     alias mog_bpic_cm_command_335 command_335
     def command_335
         mog_bpic_cm_command_335
         $game_temp.bpicture_cm_need_refresh = true if SceneManager.scene_is?(Scene_Battle)
     end
     
    end
    
    #==============================================================================
    # ** Game Party
    #==============================================================================
    class Game_Party < Game_Unit
       
     #--------------------------------------------------------------------------
     # ● Swap Order
     #--------------------------------------------------------------------------
     alias mog_bpic_cm_swap_order swap_order
     def swap_order(index1, index2)
          mog_bpic_cm_swap_order(index1, index2)
          $game_temp.bpicture_cm_need_refresh = true if SceneManager.scene_is?(Scene_Battle)
     end
     
    end
    It can be found in the demo here:

    https://atelierrgss.wordpress.com/download-page-1/

    =========Edit:

    Hi,

    Sorry for posting again so quickly, but this is a post for the solution, so don't want anyone to miss this...

    After a few more intense Google searches, changing the battler images are in the BATTLE_HUD script, NOT the Actor Picture. What you'll need to do is call this script in the battle field:

    Code:
    battler_face_name(1,"Face_2")
    See Glasses' post in this link for further details:

    https://www.rpgmakercentral.com/topic/29730-need-help-with-atelier-rgsss-battle-hud-ex-modification/

    Thanks a lot :)
     
    Last edited: Apr 10, 2019
    #1
    Ebanyle likes this.
  2. RoseofElandil

    RoseofElandil Villager Member

    Messages:
    10
    Likes Received:
    4
    First Language:
    English
    Primarily Uses:
    RMVXA
    Hi,

    Sorry for posting again so quickly, but this is a post for the solution, so don't want anyone to miss this...

    After a few more intense Google searches, changing the battler images are in the BATTLE_HUD script, NOT the Actor Picture. What you'll need to do is call this script in the battle field:

    Code:
    battler_face_name(1,"Face_2")
    See Glasses' post in this link for further details:

    https://www.rpgmakercentral.com/topic/29730-need-help-with-atelier-rgsss-battle-hud-ex-modification/

    Thanks a lot :)
     
    #2
  3. Kes

    Kes Global Moderators Global Mod

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    What you can do for the future is to use the Edit button on your earlier post and put the additional info/comment there, rather than double post.

    If this has solved your query fully, please Report your post and ask for the thread to be closed.
    Thanks.
     
    #3
  4. ZirconStorms

    ZirconStorms VX & VX Ace Scripts Veteran

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    First Language:
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    Backup solution for someone not using the battle HUD script. Only tested this for less than 10 mins; if it's buggy let me know.

    Code:
    #==============================================================================
    # +++ MOG - ACTOR PICTURE CM  (v2.1) +++
    #==============================================================================
    # By Moghunter
    # https://atelierrgss.wordpress.com/
    #==============================================================================
    # Apresenta a imagem do personagem durante a seleção de comandos, com efeitos
    # animados.
    #==============================================================================
    # ● Definindo o nome das imagens dos battlers.
    #==============================================================================
    # 1 - As imagens devem ser gravadas na pasta
    #
    # GRAPHICS/PICTURES
    # 2 - Nomeie os  arquivos de imagens da seguinte forma.
    # ACTOR + ID
    # EG
    # ACTOR1.png
    #
    #==============================================================================
    # ● Histórico (Version History)
    #==============================================================================
    # v2.1 - Melhoria na codificação.
    # v2.0 - Correção de não atualizar as imagens dos battlers quando se
    #        adiciona ou remove um battler no meio da batalha.
    #==============================================================================
    # ● EDIT; Graphic will update mid-battle if TRANSFORMSWITCH has changed value.
    # When it's turned on, it will use graphics marked AltActor[n].
    # Transform edit by TV.Ghost (Credit if used.)
    #==============================================================================
    module MOG_ACTOR_PICTURE_CM
      #Posição da imagem do battler. (Para fazer ajustes)
      PICTURE_POSITION = [0, 0]
     
      #Definição da opacidade da imagem.
      PICTURE_OPACITY = 255
     
      #Velocidade de deslize
      SLIDE_SPEED = 40
     
      #Ativar o efeito da imagem respirando.
      BREATH_EFFECT = true
     
      #Definição da prioridade  da imagem na tela.
      PICTURE_PRIORITY_Z = 101
     
      TRANSFORMSWITCH = 1 #Switch number for using Alt Actor graphics.
    end
    
    $imported = {} if $imported.nil?
    $imported[:actor_picture_cm] = true
    
    #===============================================================================
    # ■ Game Temp
    #===============================================================================
    class Game_Temp
     
      attr_accessor :bpicture_cm_need_refresh
     
      #--------------------------------------------------------------------------
      # ● Initialize
      #--------------------------------------------------------------------------
      alias mog_battler_cm_initialize initialize
      def initialize
          @bpicture_cm_need_refresh = false
          mog_battler_cm_initialize
      end
     
    end
    
    #===============================================================================
    # ■ Sprite_Battler_CM
    #===============================================================================
    class Sprite_Battler_CM < Sprite
      include MOG_ACTOR_PICTURE_CM
     
      #--------------------------------------------------------------------------
      # ● Initialize
      #--------------------------------------------------------------------------
      def initialize(viewport = nil,battler_id = -1)
          super(viewport)
          @transformswitch = $game_switches[TRANSFORMSWITCH]
          if $game_switches[TRANSFORMSWITCH] == true
            filename = "AltActor" + battler_id.to_s
          else
            filename = "Actor" + battler_id.to_s
          end
          self.bitmap = Cache.picture(filename) rescue nil
          self.bitmap = Cache.picture("") if self.bitmap == nil
          sc = (Graphics.width / 2)  - (self.bitmap.width / 2) + PICTURE_POSITION[0]
          @size = [self.bitmap.width + PICTURE_POSITION[0] ,sc]     
          self.visible = false ;  self.opacity = 0 ; self.z = PICTURE_PRIORITY_Z
          self.ox = 0 ; self.oy = self.bitmap.height ; self.x = -@size[0]
          self.y = (Graphics.height + 10) + PICTURE_POSITION[1] ; @cm_visible = false   
          @breach_effect = [1.0,0] ; @battler_id = battler_id  ; @active =  false
        end
        
      #--------------------------------------------------------------------------
      # ● Dispose
      #--------------------------------------------------------------------------
      def dispose
          super
          self.bitmap.dispose
      end
     
      #--------------------------------------------------------------------------
      # ● Update
      #--------------------------------------------------------------------------
      def update
          super
          update_slide
      end
     
      #--------------------------------------------------------------------------
      # ● Active Battler
      #--------------------------------------------------------------------------     
      def active_battler(battler_id)
          @active = @battler_id == battler_id ? true : false
          self.visible = true if @active ; @cm_visible = false if !@active
          if @transformswitch != $game_switches[TRANSFORMSWITCH]
            return if self.bitmap == nil
            if $game_switches[TRANSFORMSWITCH] == true
              filename = "AltActor" + battler_id.to_s
            else
              filename = "Actor" + battler_id.to_s
            end
          end
      end
     
      #--------------------------------------------------------------------------
      # ● Refresh Battler CM
      #--------------------------------------------------------------------------       
      def refresh_battler(cm_visible, battler_index)
          @cm_visible = cm_visible
          active_battler(battler_index)
      end
     
      #--------------------------------------------------------------------------
      # ● Update Slide
      #--------------------------------------------------------------------------
      def update_slide
          if !@cm_visible
               self.x -= SLIDE_SPEED if self.x > -@size[0]
               self.opacity -= 25
               if self.x <= -@size[0] or self.opacity == 0
                  self.visible = false ; self.opacity = 0 ; self.x = -@size[0]
               end   
          else
               self.x += SLIDE_SPEED if self.x < @size[1]
               self.x = @size[1] if self.x > @size[1]
               self.opacity += 10 if self.opacity < PICTURE_OPACITY
               self.opacity = PICTURE_OPACITY if self.opacity > PICTURE_OPACITY
               update_breath_effect
          end         
          self.visible = false if can_force_hide?
      end
     
      #--------------------------------------------------------------------------
      # ● Can Force Hide
      #--------------------------------------------------------------------------
      def can_force_hide?
          return true if $game_temp.blitz_commands_phase if $imported[:mog_blitz_commands]
          return true if $game_temp.chain_action_phase if $imported[:mog_active_chain]
          return false
      end
          
      #--------------------------------------------------------------------------
      # ● Update Breath Effect
      #--------------------------------------------------------------------------   
      def update_breath_effect
          return if !BREATH_EFFECT
          @breach_effect[1] += 1
          case @breach_effect[1]
             when 0..30 ; @breach_effect[0] += 0.0004
             when 31..50 ; @breach_effect[0] -= 0.0004
             else ; @breach_effect[1] = 0 ; @breach_effect[0] = 1.truncate
          end
          self.zoom_y = @breach_effect[0]
      end
     
      #--------------------------------------------------------------------------
      # ● Force Hide
      #--------------------------------------------------------------------------   
      def force_hide
          @cm_visible = false ; self.visible = false ; self.x = -@size[0]
          self.opacity = 0
      end
     
    end
    
    #===============================================================================
    # ■ Spriteset_Battle
    #===============================================================================
    class Spriteset_Battle
     
      #--------------------------------------------------------------------------
      # ● Create Actors
      #--------------------------------------------------------------------------   
      alias mog_battler_cm_create_actors create_actors
      def create_actors
          mog_battler_cm_create_actors
          create_battler_pictures
      end
     
      #--------------------------------------------------------------------------
      # ● Dispose
      #--------------------------------------------------------------------------   
      alias mog_battler_cm_dispose dispose
      def dispose
          mog_battler_cm_dispose
          dispose_battler_cm
      end
    
      #--------------------------------------------------------------------------
      # ● Update
      #--------------------------------------------------------------------------   
      alias mog_battler_cm_update update
      def update
          mog_battler_cm_update
          update_battler_cm
      end   
    
      #--------------------------------------------------------------------------
      # ● Create Battler Pictures
      #--------------------------------------------------------------------------   
      def create_battler_pictures
          @battler_pictures = []
          for i in $game_party.battle_members
              @battler_pictures.push(Sprite_Battler_CM.new(nil,i.id))
          end   
      end   
     
      #--------------------------------------------------------------------------
      # ● Dispose Battler CM
      #--------------------------------------------------------------------------   
      def dispose_battler_cm
          return if @battler_pictures == nil
          @battler_pictures.each {|sprite| sprite.dispose if sprite != nil }
      end
     
      #--------------------------------------------------------------------------
      # ● Update Battler CM
      #--------------------------------------------------------------------------   
      def update_battler_cm
          refresh_battler_cm if $game_temp.bpicture_cm_need_refresh
          return if @battler_pictures == nil
          @battler_pictures.each {|sprite| sprite.update }
      end   
        
      #--------------------------------------------------------------------------
      # ● Update CM Pictures
      #--------------------------------------------------------------------------     
      def update_cm_picture(cm_visible, battler_index)
          return if @battler_pictures == nil
          @battler_pictures.each {|sprite| sprite.refresh_battler(cm_visible, battler_index) }
      end
     
      #--------------------------------------------------------------------------
      # ● CM Force Hide
      #--------------------------------------------------------------------------     
      def cm_force_hide
          return if @battler_pictures == nil
          @battler_pictures.each {|sprite| sprite.force_hide }
      end
        
      #--------------------------------------------------------------------------
      # ● Refresh Battler CM
      #--------------------------------------------------------------------------     
      def refresh_battler_cm
          $game_temp.bpicture_cm_need_refresh = false
          dispose_battler_cm ; create_battler_pictures
      end
     
    end
    
    #===============================================================================
    # ■ Scene_Battle
    #===============================================================================
    class Scene_Battle < Scene_Base
     
     if $imported["YEA-CommandEquip"]
     #--------------------------------------------------------------------------
     # * Command Equip
     #--------------------------------------------------------------------------   
      alias mog_yfcm_command_equip command_equip
      def command_equip
          @spriteset.cm_force_hide
          mog_yfcm_command_equip
      end
      end
     
      #--------------------------------------------------------------------------
      # ● Update
      #--------------------------------------------------------------------------       
      alias mog_cm_picture_update_basic update_basic
      def update_basic
          mog_cm_picture_update_basic
          update_picture_visible
      end
     
      #--------------------------------------------------------------------------
      # ● Update Battler CM Active
      #--------------------------------------------------------------------------     
      def update_picture_visible
          return if @actor_command_window.nil?
          cm_visible = can_cm_picture_visible?     
          cm_id = BattleManager.actor.id rescue -1
          @spriteset.update_cm_picture(cm_visible, cm_id)
      end
     
      #--------------------------------------------------------------------------
      # ● Can CM Picture Visible
      #--------------------------------------------------------------------------       
      def can_cm_picture_visible?
          if $imported[:mog_atb_system]
              return false if $game_system.atb_type != 0
              return false if $game_message.visible
              return false if $game_temp.battle_end
              return false if $game_temp.end_phase_duration[1] > 0
          end
          return false if $imported[:mog_active_chain] and $game_temp.active_chain
          return false if $imported[:mog_blitz_commands] and $game_temp.blitz_commands_phase
          return false if @party_command_window.active
          return false if BattleManager.actor.nil?
          return false if @actor_window.active
          return false if @enemy_window.active
          return true if @actor_command_window.active
          return true if @item_window.active
          return true if @skill_window.active
          return false
      end
     
    end
    
    #==============================================================================
    # ** Game Interpreter
    #==============================================================================
    class Game_Interpreter
     
     #--------------------------------------------------------------------------
     # ● Command_129
     #--------------------------------------------------------------------------
     alias mog_bpic_cm_command_129 command_129
     def command_129
         mog_bpic_cm_command_129
         $game_temp.bpicture_cm_need_refresh = true if SceneManager.scene_is?(Scene_Battle)
     end
     
     #--------------------------------------------------------------------------
     # ● Command 335
     #--------------------------------------------------------------------------
     alias mog_bpic_cm_command_335 command_335
     def command_335
         mog_bpic_cm_command_335
         $game_temp.bpicture_cm_need_refresh = true if SceneManager.scene_is?(Scene_Battle)
     end
     
    end
    
    #==============================================================================
    # ** Game Party
    #==============================================================================
    class Game_Party < Game_Unit
        
     #--------------------------------------------------------------------------
     # ● Swap Order
     #--------------------------------------------------------------------------
     alias mog_bpic_cm_swap_order swap_order
     def swap_order(index1, index2)
          mog_bpic_cm_swap_order(index1, index2)
          $game_temp.bpicture_cm_need_refresh = true if SceneManager.scene_is?(Scene_Battle)
     end
    end
     
    #4
    RoseofElandil likes this.
  5. RoseofElandil

    RoseofElandil Villager Member

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    Gotcha, let's close this thread then.
     
    #5
  6. Kes

    Kes Global Moderators Global Mod

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    This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

     
    #6
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