RGSS3 - How to determine Active Battler

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Started by Milena 8 posts View original ↗
  1. In RMVX before, there's a script call called:

    @active_battlerand if you like to call the armor id for example, you can say:

    @active_battler.armor1_id != 0 How can I do this in RMVXAce's RGSS3?
  2. Something like ... this?

    Code:
    BattleManager.actor
  3. Thanks. I have another similar question. I noticed that update_actor_command_selection in Scene_Battle from RGSS2 is taken away in RGSS3. Is there like a change or complimentary code for that? :o
  4. well the method create for actor is this in the battle manager but I never play with this code so i am not sure 

    def self.actor @actor_index >= 0 ? $game_party.members[@actor_index] : nil end
    Code:
    def self.next_command    begin      if !actor || !actor.next_command        @actor_index += 1        return false if @actor_index >= $game_party.members.size      end    end until actor.inputable?    return true  end
    is now this for update command
  5. If this is in the battle manager, there's a big problem. The thing I want for an update is that I would like to make a sound or play a sound if the active_battler has this or that... or is it possible in the BattleManager?
  6. Why should it not be possible?
  7. well yes it is pretty easy to do 

    def self.play_soundRPG::SE.new("absorb1",100,100).playendbut I don't know the exact way for input it with the actor because battle script are not my forte
  8. Okay, I'll try all the solutions presented, thank you so much! :)

    So wait, how can I access the armor id of the shield of the BattleManager.actor or the current actor?