Setting Command Allocations to Actor?

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Started by Milena 4 posts View original ↗
  1. I have set up a command menu I learned from a tutorial somewhere, so here's what I came up:

    class Window_MilenaCommands < Window_Command #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0) end #-------------------------------------------------------------------------- # * Get Window Width #-------------------------------------------------------------------------- def window_width return 160 end #-------------------------------------------------------------------------- # * Get Number of Lines to Show #-------------------------------------------------------------------------- def visible_line_number item_max end #-------------------------------------------------------------------------- # * Create Command List #-------------------------------------------------------------------------- def make_command_list add_main_commands end #-------------------------------------------------------------------------- # * Add Main Commands to List #-------------------------------------------------------------------------- def add_main_commands add_command("Potion", :potion) add_command("MP Heal", :mpheal) add_command("Antidote", :antidote) add_command("Dispel", :dispel) endendclass Scene_Milena < Scene_MenuBase #-------------------------------------------------------------------------- # * Start Processing #-------------------------------------------------------------------------- def start super create_command_window end #-------------------------------------------------------------------------- # * Create Command Window #-------------------------------------------------------------------------- def create_command_window @command_window = Window_MilenaCommands.new @command_window.set_handler:)potion, method:)command_potion)) @command_window.set_handler:)mpheal, method:)command_mpheal)) @command_window.set_handler:)antidote, method:)command_antidote)) @command_window.set_handler:)dispel, method:)command_dispel)) @command_window.set_handler:)cancel, method:)return_scene)) end def command_potion;end def command_mpheal;end def command_antidote;end def command_dispel;endendMy problem is, how can I make a way for my command_potion and other commands that if I tap Potion on the commands, it would show me a list of actors who I can use the Potion on? Or probably a way where I can use a potion directly on to the actors based on the MenuStatus just like the menu's commands? Can anyone help? Thanks!
  2. Make a secondary command window that shows actor information and opens when you select the first command - ie potion. ??
  3. That is exactly my problem, I don't know how :(
  4. Look at the regular items window/scene and see what it does. You're after Window_Target or something like that - in fact you could probably use the exact same window that Scene_Item uses.