Enemy command talk scripts

LvdvE

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Hi !

1/ Here, I have a problem with the Tsukihime script "command: enemy talk" : https://forums.rpgmakerweb.com/index.php?threads/command-enemy-talk.11895/
I also installed the script "command manager" : http://himeworks.com/2013/02/19/command-manager/
which is required beforehand, because "command: enemy talk" is a addon of "command manager". The thing is that during a fight scene, the command "talk" is displayed but it has overwritten or replaced the default commands, like "attack", etc.
When the "command: enemy talk" script is installed, I can no longer use the basic commands of a fight scene, but I would just like to have the command "talk" which is added in addition to the basic commands.
EDIT : I just understood, you had to manually add the basic commands like this :

2/ A subsidiary point :
Otherwise, I discovered another script in the genre that is interesting : Euphoria's Enemy interaction script : https://forums.rpgmakerweb.com/index.php?posts/308136/

I would like to combine the use of these two scripts which are complementary, the second seems insufficient to me because I don't want the enemy to just make a small answer, a dedicated event page is much better, but on the other hand the fact of being able to give objects to enemies is a very interesting mechanism. So, So, all I need to do is keep in the Euphoria's script the "give" command.
But I've realized that the "give" command in the Euphoria script conflicts with Tsukihime's "Actor Inventory" script. That is, even though I have many items, the "give" command only offers an empty list of items. And I was careful that this was key items.
 
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Kes

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[move]RGSSx Script Support[/move]
 

LvdvE

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Hello, anyone interested in this problem ?
 

Roninator2

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Hello, anyone interested in this problem ?
That's a bit of a rude statement. If someone wants to take the time to look into your issue then someone will help.
We are not paid professionals here to solve all problems.
Everyone is basically here on their own free time.

You could ask a scripter in the commissions thread to make what you want and pay them money, or
you can just wait and see if someone will help.

For pushing your topic at the top of the thread you can just say *BUMP*.
In order to keep it alive, but as the forums rules say, you can only do this once every 72 hours.
 

LvdvE

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That's a bit of a rude statement. If someone wants to take the time to look into your issue then someone will help.
We are not paid professionals here to solve all problems.
Everyone is basically here on their own free time.

You could ask a scripter in the commissions thread to make what you want and pay them money, or
you can just wait and see if someone will help.

For pushing your topic at the top of the thread you can just say *BUMP*.
In order to keep it alive, but as the forums rules say, you can only do this once every 72 hours.
Sorry if I gave that rude impression, I did not think so (English is not my native language). I just wanted to replace * BUMP * with a sentence, which seemed to me better ...
Anyway, thanks for your advice which I take note.
 
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LvdvE

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LvdvE

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LvdvE

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Andar

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there are reasons why you don't get an answer, and one of them is that your original post is extremely confusing and jumbled together.

The minimum you need is to state what you want as a final result, and preferably some screenshots of how you're using the scripts at the moment - instead your text is jumping around in focus without telling how you did what you made and how you configured which script and so on.

An additional problem is that most scripters moved on to javascript for MV, so not a lot of people still work with RGSSx - but if your topic had been more clear you would have gotten at least some help in the months.
But there is simply nothing to do or check here, because you gave nothing but links to scripts without even bothering to show how you used them. As said above no one gets paid for helping you here - if you want someone to help you need to give the information required to help you. No one has the time to experiment with old scripts, creating new projects to even see what you're talking about. You are the one who needs to give that info to make it easier for people to check on your mistakes to help you.
 

LvdvE

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there are reasons why you don't get an answer, and one of them is that your original post is extremely confusing and jumbled together.

The minimum you need is to state what you want as a final result, and preferably some screenshots of how you're using the scripts at the moment - instead your text is jumping around in focus without telling how you did what you made and how you configured which script and so on.

An additional problem is that most scripters moved on to javascript for MV, so not a lot of people still work with RGSSx - but if your topic had been more clear you would have gotten at least some help in the months.
But there is simply nothing to do or check here, because you gave nothing but links to scripts without even bothering to show how you used them. As said above no one gets paid for helping you here - if you want someone to help you need to give the information required to help you. No one has the time to experiment with old scripts, creating new projects to even see what you're talking about. You are the one who needs to give that info to make it easier for people to check on your mistakes to help you.
Thank you for your remarks !
 

Roninator2

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This is partially working.

It has one problem.
When you select an item to give and then have a second actor select to give a different item the second item selected by the second actor will be used for the first actor as well.

*EDIT - just learned that the default script does this anyways

Code:
class Window_BattleItemGive < Window_ItemList
 
  def make_item_list
    @data = @actor.all_items.select {|item| include?(item) }
    @data.push(nil) if include?(nil)
  end
 
  def include?(item)
    @actor ? @actor.usable?(item) : false
  end

end

class Scene_Battle < Scene_Base

  def command_give
    BattleManager.actor.input.set_give
    @give_item_window.actor = BattleManager.actor
    @give_item_window.refresh
    @give_item_window.show.activate
    if $imported["YEA-BattleEngine"]
      @status_window.hide
      @actor_command_window.hide
      @status_aid_window.show
    end
  end

end
 
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LvdvE

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Thank you for your help, I'll see what it gives, but where do I have to put this piece of code? After the script "Actor Inventory" and Euphoria's script?
 

LvdvE

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Ok, it works fine, but you have to be careful to have this script in addition to "Actor Inventory": https://himeworks.com/redirect.php?type=script&name=Actor_Inventory_Scenes

After, the only detail to settle it would be the position or the order of the command "give", for me it appears by default first like this:


I would like it to be after basic commands, but I do not know how to change that.
 

Roninator2

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Not too hard to do.
Code:
class Window_ActorCommand < Window_Command
 
  #ALIAS - MAKE_COMMAND_LIST
  alias euphoria_interact_windowactorcommand_makecommandlist_29 make_command_list
  def make_command_list
    return unless @actor
    euphoria_interact_windowactorcommand_makecommandlist_29
    add_interact_commands      # <- swap this to this position in the script. Line 729
  end   

  #NEW - ADD_INTERACT_COMMANDS
  def add_interact_commands
    if $game_troop.any_talk_members?
      add_command("Talk", :talkcommand, $game_troop.any_talk_members?)
    end
    if $game_troop.any_give_members?
      add_command("Give", :givecommand, $game_troop.any_give_members?)
    end
  end
   
end
 

LvdvE

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Thank you very much !
 

LvdvE

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Hello, I don't know if it is better to make a new thread although it is in the continuity of it.
Rominator2 gave me the solution to resolve the incompatibility between the script "Actor inventory" and the command "give". But I realized that the problem persisted in the more general case (out of combat) where I use the function to select item (so no item appears during the selection). Can someone help me, please ?
 

Roninator2

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Can you give a little more detail? I'm not sure what you need changed.
How are you you using this outside of combat? Do you want no item to appear or do you want an item to appear?
Or are we talking about the commands outside of combat. I didn't test that to see how it functioned, but I'm not sure how you are doing that?
 

LvdvE

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Can you give a little more detail? I'm not sure what you need changed.
How are you you using this outside of combat? Do you want no item to appear or do you want an item to appear?
Or are we talking about the commands outside of combat. I didn't test that to see how it functioned, but I'm not sure how you are doing that?
Thank you for your help.
In fact, the "give" command (in combat) uses a basic command to select key items. However this basic command when I want to use it out of combat, so by means of event, it does not work, the items do not display. In addition, I also use the "Advanced select items" script: https://forums.rpgmakerweb.com/index.php?threads/advanced-select-item.19710/
But I know that the problem does not come from it, the problem is with the basic command "select key item". And it is an incompatibility with the script "Actor inventory" from Hime.
In short, you previously allowed me to resolve the incompatibility only when I use the "give" command in combat, but not in all cases where I use "select key item".
I hope I have been clear.
 

Roninator2

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How do you have the event setup? The Enemy talk and Enemy Interaction are used in battle, not on the field map.
 

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