Double Weapons Script PDF Print E-mail
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Written by makeamidget   

Here's the main part with the double weapons and two attacks.. you no longer have to do anything special.... all you have to do is just put in the script...

Also of note is that you can equip a shield or a sword in either hand... you can also equip two shields... when two shields are equipped, attack is disabled... anyway.. just put this right above main... and hope that you don't have a lot of stuff modded that i did.. it's not far enough along yet to where i'm gonna put in alias's.. some stuff is aliased already though.. i don't remember...

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Screenshot

Double Weapons Script Screenshot

#=================================
# class Game_Actor mod's... -Midge-
#=================================
# This is where the meat of the script takes place...
# there is alot to be accounted for here too..
# i had to make sure that all the stat stuff was being
# from all the right things... in fact i think most of the
# original class has been modded here... not sure on that
# and too lazy to check and see... let's hope that you haven't
# made any forgetable changes to this before...
#=================================
class Game_Actor < Game_Battler

attr_accessor :weapon_type
attr_accessor :armor_type
attr_accessor :sec_attack

alias double_weapons_initialize initialize

def initialize(actor_id)
double_weapons_initialize(actor_id)
@weapon_type = $data_weapons[@weapon_id]
@armor_type = $data_armors[@armor1_id]
@sec_attack = nil
end

def animation3_id
weapon = $data_weapons[@armor1_id]
return (weapon != nil ? weapon.animation1_id : 0)
end

def animation4_id
weapon = $data_weapons[@armor1_id]
return (weapon != nil ? weapon.animation2_id : 0)
end

def two_shields
if (self.weapon_type.is_a?(RPG::Armor) and self.armor_type.is_a?(RPG::Armor)) and
(self.weapon_id != 0 and self.armor1_id != 0)
return true
else
return false
end
end

def two_weapons
if (self.weapon_type.is_a?(RPG::Weapon) and self.armor_type.is_a?(RPG::Weapon)) and
(self.weapon_id != 0 and self.armor1_id != 0)
return true
else
return false
end
end

def equip(equip_type, id, item = RPG::Armor)
case equip_type

when 0

if @weapon_id == 0
if item.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
self.weapon_type = $data_weapons[id]
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
elsif item.is_a?(RPG::Armor)
if id == 0 or $game_party.weapon_number(id) > 0
self.weapon_type = $data_armors[id]
@weapon_id = id
$game_party.lose_armor(id, 1)
end
end
end

if item == nil
if self.weapon_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
@weapon_id = id
end
elsif self.weapon_type.is_a?(RPG::Armor)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_armor(@weapon_id, 1)
@weapon_id = id
end
end
end

if item.is_a?(RPG::Weapon)
if self.weapon_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
self.weapon_type = $data_weapons[id]
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
elsif self.weapon_type.is_a?(RPG::Armor)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_armor(@weapon_id, 1)
self.weapon_type = $data_weapons[id]
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
end

elsif item.is_a?(RPG::Armor)
if self.weapon_type.is_a?(RPG::Armor)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_armor(@weapon_id, 1)
self.weapon_type = $data_armors[id]
@weapon_id = id
$game_party.lose_armor(id, 1)
end
elsif self.weapon_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
self.weapon_type = $data_armors[id]
@weapon_id = id
$game_party.lose_armor(id, 1)
end
end
end

when 1

if @armor1_id == 0
if item.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
self.armor_type = $data_weapons[id]
@armor1_id = id
$game_party.lose_weapon(id, 1)
end
elsif item.is_a?(RPG::Armor)
if id == 0 or $game_party.armor_number(id) > 0
self.armor_type = $data_armors[id]
@armor1_id = id
$game_party.lose_armor(id, 1)
end
end
end

if item == nil
if self.armor_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@armor1_id, 1)
@armor1_id = id
end
elsif self.armor_type.is_a?(RPG::Armor)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_armor(@armor1_id, 1)
@armor1_id = id
end
end
end

if item.is_a?(RPG::Weapon)
if self.armor_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@armor1_id, 1)
self.armor_type = $data_weapons[id]
@armor1_id = id
$game_party.lose_weapon(id, 1)
end
elsif self.armor_type.is_a?(RPG::Armor)
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_armor(@armor1_id, 1)
self.armor_type = $data_weapons[id]
@armor1_id = id
$game_party.lose_weapon(id, 1)
end
end

elsif item.is_a?(RPG::Armor)
if self.armor_type.is_a?(RPG::Armor)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_armor(@armor1_id, 1)
self.armor_type = $data_armors[id]
@armor1_id = id
$game_party.lose_armor(id, 1)
end
elsif self.armor_type.is_a?(RPG::Weapon)
if id == 0 or $game_party.armor_number(id) > 0
$game_party.gain_weapon(@armor1_id, 1)
self.armor_type = $data_armors[id]
@armor1_id = id
$game_party.lose_armor(id, 1)
end
end
end

when 2
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor2_id], $data_armors[id])
$game_party.gain_armor(@armor2_id, 1)
@armor2_id = id
$game_party.lose_armor(id, 1)
end
when 3
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor3_id], $data_armors[id])
$game_party.gain_armor(@armor3_id, 1)
@armor3_id = id
$game_party.lose_armor(id, 1)
end
when 4
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor4_id], $data_armors[id])
$game_party.gain_armor(@armor4_id, 1)
@armor4_id = id
$game_party.lose_armor(id, 1)
end
end
end

def element_rate(element_id)
table = [0,200,150,100,50,0,-100]
result = table[$data_classes[@class_id].element_ranks[element_id]]
if self.armor_type.is_a?(RPG::Weapon)
for i in [@armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil and armor.guard_element_set.include?(element_id)
result /= 2
end
end
else
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil and armor.guard_element_set.include?(element_id)
result /= 2
end
end
end
for i in @states
if $data_states[i].guard_element_set.include?(element_id)
result /= 2
end
end
return result
end

def state_guard?(state_id)
if self.armor_type.is_a?(RPG::Weapon)
for i in [@armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
else
return false
for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
armor = $data_armors[i]
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
return false
end
end

def element_set
n = []
unless self.weapon_type.is_a?(RPG::Armor)
weapon = $data_weapons[@weapon_id]
n += weapon != nil ? weapon.element_set : []
end
unless self.armor_type.is_a?(RPG::Armor)
weapon2 = $data_weapons[@armor1_id]
n += weapon2 != nil ? weapon2.element_set : []
end
n.flatten!
n.uniq!
return n
end


def plus_state_set
n = []
unless self.weapon_type.is_a?(RPG::Armor)
weapon = $data_weapons[@weapon_id]
n += weapon != nil ? weapon.plus_state_set : []
end
unless self.armor_type.is_a?(RPG::Armor)
weapon2 = $data_weapons[@armor1_id]
n += weapon2 != nil ? weapon2.plus_state_set : []
end
n.flatten!
n.uniq!
return n
end

def minus_state_set
n = []
unless self.weapon_type.is_a?(RPG::Armor)
weapon = $data_weapons[@weapon_id]
n += weapon != nil ? weapon.minus_state_set : []
end
unless self.armor_type.is_a?(RPG::Armor)
weapon2 = $data_weapons[@armor1_id]
n += weapon2 != nil ? weapon2.minus_state_set : []
end
n.flatten!
n.uniq!
return n
end

def base_str
n = $data_actors[@actor_id].parameters[2, @level]
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.str_plus : 0
n += armor1 != nil ? armor1.str_plus : 0
n += armor2 != nil ? armor2.str_plus : 0
n += armor3 != nil ? armor3.str_plus : 0
n += armor4 != nil ? armor4.str_plus : 0
return [[n, 1].max, 999].min
end

def base_dex
n = $data_actors[@actor_id].parameters[3, @level]
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.dex_plus : 0
n += armor1 != nil ? armor1.dex_plus : 0
n += armor2 != nil ? armor2.dex_plus : 0
n += armor3 != nil ? armor3.dex_plus : 0
n += armor4 != nil ? armor4.dex_plus : 0
return [[n, 1].max, 999].min
end

def base_agi
n = $data_actors[@actor_id].parameters[4, @level]
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.agi_plus : 0
n += armor1 != nil ? armor1.agi_plus : 0
n += armor2 != nil ? armor2.agi_plus : 0
n += armor3 != nil ? armor3.agi_plus : 0
n += armor4 != nil ? armor4.agi_plus : 0
return [[n, 1].max, 999].min
end

def base_int
n = $data_actors[@actor_id].parameters[5, @level]
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.int_plus : 0
n += armor1 != nil ? armor1.int_plus : 0
n += armor2 != nil ? armor2.int_plus : 0
n += armor3 != nil ? armor3.int_plus : 0
n += armor4 != nil ? armor4.int_plus : 0
return [[n, 1].max, 999].min
end

def base_atk
n = 0
unless self.weapon_type.is_a?(RPG::Armor)
weapon = $data_weapons[@weapon_id]
n += weapon != nil ? weapon.atk : 0
end
unless self.armor_type.is_a?(RPG::Armor)
weapon2 = $data_weapons[@armor1_id]
n += weapon2 != nil ? weapon2.atk : 0
end
return n
end

def base_pdef
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
pdef1 = weapon != nil ? weapon.pdef : 0
pdef2 = armor1 != nil ? armor1.pdef : 0
pdef3 = armor2 != nil ? armor2.pdef : 0
pdef4 = armor3 != nil ? armor3.pdef : 0
pdef5 = armor4 != nil ? armor4.pdef : 0
return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
end

def base_mdef
if self.weapon_type.is_a?(RPG::Weapon)
weapon = $data_weapons[@weapon_id]
elsif self.weapon_type.is_a?(RPG::Armor)
weapon = $data_armors[@armor1_id]
end
if self.armor_type.is_a?(RPG::Armor)
armor1 = $data_armors[@armor1_id]
elsif self.armor_type.is_a?(RPG::Weapon)
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
mdef1 = weapon != nil ? weapon.mdef : 0
mdef2 = armor1 != nil ? armor1.mdef : 0
mdef3 = armor2 != nil ? armor2.mdef : 0
mdef4 = armor3 != nil ? armor3.mdef : 0
mdef5 = armor4 != nil ? armor4.mdef : 0
return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
end

def base_eva
armor1 = $data_armors[@armor1_id]
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
eva1 = armor1 != nil ? armor1.eva : 0
eva2 = armor2 != nil ? armor2.eva : 0
eva3 = armor3 != nil ? armor3.eva : 0
eva4 = armor4 != nil ? armor4.eva : 0
return eva1 + eva2 + eva3 + eva4
end

end
#=================================
# end -O- Game_Actor changes -Midge-
#=================================


#=================================
# class Window_EquipRight mods... -Midge-
#=================================
# this is just so that it will display the right stuff that
# you have equipped in the two hands...
#=================================

class Window_EquipRight < Window_Selectable
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
if @actor.weapon_type.is_a?(RPG::Weapon)
@data[0] = $data_weapons[@actor.weapon_id]
elsif @actor.weapon_type.is_a?(RPG::Armor)
@data[0] = $data_armors[@actor.weapon_id]
end
if @actor.armor_type.is_a?(RPG::Weapon)
@data[1] = $data_weapons[@actor.armor1_id]
elsif @actor.armor_type.is_a?(RPG::Armor)
@data[1] = $data_armors[@actor.armor1_id]
end
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
self.contents.font.color = system_color
self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
draw_item_name(@data[0], 92, 32 * 0)
draw_item_name(@data[1], 92, 32 * 1)
draw_item_name(@data[2], 92, 32 * 2)
draw_item_name(@data[3], 92, 32 * 3)
draw_item_name(@data[4], 92, 32 * 4)
end
end
#=================================
# End -O- Window_EquipRight Mods... -Midge-
#=================================


#=================================
# class Window_EquipItem mods... -Midge-
#=================================
# basically i just made it so that both the weapons and
# sheilds would be displayed in the weapon and shield
# hands... both of them... so you can equip either in
# either hand... anyway.. its all cool and stuff...
#=================================

class Window_EquipItem < Window_Selectable

def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
if @equip_type == 0
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == 0
@data.push($data_armors[i])
end
end
end
end
if @equip_type != 0
if @equip_type == 1
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
end
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == @equip_type-1
@data.push($data_armors[i])
end
end
end
end

@data.push(nil)
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $defaultfonttype
self.contents.font.size = $defaultfontsize
for i in 0...@item_max-1
draw_item(i)
end
end

end
#=================================
# End -O- Window_EquipItem mod's... -Midge-
#=================================


class Scene_Equip

def refresh
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
item1 = @right_window.item
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
end
if @right_window.active
@left_window.set_new_parameters(nil, nil, nil)
end
if @item_window.active
item2 = @item_window.item
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id, item2)
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id, item1)
@actor.hp = last_hp
@actor.sp = last_sp
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
end
end

def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.equip_se)
item = @item_window.item
@actor.equip(@right_window.index, item == nil ? 0 : item.id, item)
@right_window.active = true
@item_window.active = false
@item_window.index = -1
@right_window.refresh
@item_window.refresh
return
end
end

def update
@left_window.update
@right_window.update
@item_window.update
@item_window1.refresh
@item_window2.refresh
refresh
if @right_window.active
update_right
return
end
if @item_window.active
update_item
return
end
end
end

class Scene_Battle


def update_phase3_basic_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
phase3_prior_actor
return
end
if @active_battler.two_shields
@actor_command_window.disable_item(0)
else
@actor_command_window.enable_item(0)
end


if Input.trigger?(Input::C)
case @actor_command_window.index
when 0
if @active_battler.two_shields
$game_system.se_play($data_system.buzzer_se)
return
end
if @active_battler.two_weapons == true
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 4
else
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
$game_system.se_play($data_system.decision_se)
start_enemy_select
when 1
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 1
start_skill_select
when 2
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
phase3_next_actor
when 3
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 2
start_item_select
end
return
end
end

def make_basic_action_result
if @active_battler.current_action.basic == 0
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
if @active_battler.is_a?(Game_Enemy)
if @active_battler.restriction == 3
target = $game_troop.random_target_enemy
elsif @active_battler.restriction == 2
target = $game_party.random_target_actor
else
index = @active_battler.current_action.target_index
target = $game_party.smooth_target_actor(index)
end
end
if @active_battler.is_a?(Game_Actor)
if @active_battler.armor_type.is_a?(RPG::Weapon)
@animation1_id = @active_battler.animation3_id
@animation2_id = @active_battler.animation4_id
end
if @active_battler.restriction == 3
target = $game_party.random_target_actor
elsif @active_battler.restriction == 2
target = $game_troop.random_target_enemy
else
index = @active_battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
end
end
@target_battlers = [target]
for target in @target_battlers
target.attack_effect(@active_battler)
end
return
end

if @active_battler.current_action.basic == 1
@help_window.set_text($data_system.words.guard, 1)
return
end

if @active_battler.is_a?(Game_Enemy) and @active_battler.current_action.basic == 2
@help_window.set_text("逃げる", 1)
@active_battler.escape
return
end

if @active_battler.current_action.basic == 3
$game_temp.forcing_battler = nil
@phase4_step = 1
return
end

if @active_battler.current_action.basic == 4
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
@animation3_id = @active_battler.animation3_id
@animation4_id = @active_battler.animation4_id
if @active_battler.is_a?(Game_Actor)
if @active_battler.restriction == 3
target = $game_party.random_target_actor
elsif @active_battler.restriction == 2
target = $game_troop.random_target_enemy
else
index = @active_battler.current_action.target_index
target = $game_troop.smooth_target_enemy(index)
end
end
@target_battlers = [target]
for target in @target_battlers
target.attack_effect(@active_battler)
end
return
end
end



def update_phase4_step4
if @active_battler.is_a?(Game_Actor)
if @active_battler.two_weapons == true && @active_battler.sec_attack == 0
for target in @target_battlers
target.animation_id = @animation4_id
target.animation_hit = (target.damage != "Miss")
@phase4_step = 5
return
end
end
end
for target in @target_battlers
target.animation_id = @animation2_id
target.animation_hit = (target.damage != "Miss")
end
@wait_count = 8
@phase4_step = 5
end

def update_phase4_step5
@help_window.visible = false
@status_window.refresh
if @active_battler.is_a?(Game_Actor)
if @active_battler.current_action.basic == 4
if @active_battler.two_weapons == true && @active_battler.sec_attack == nil
@active_battler.sec_attack = 0
@phase4_step = 3
return
else
@active_battler.sec_attack = nil
end
end
end
for target in @target_battlers
if target.damage != nil
target.damage_pop = true
end
end
@phase4_step = 6
end
end


class Window_Command

def enable_item(index)
draw_item(index, normal_color)
end
end
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busy
Last Updated on Sunday, 02 March 2008 02:57