class Game_Actor < Game_Battler
def skill_effect(user, skill)
super(user, skill)
if $game_party.icd_blue_mages.include?(self.id)
unless $game_party.icd_blue_mages_all_skills == true
if $game_party.icd_blue_mages_skills.include?(skill.id)
self.learn_skill(skill.id)
self.damage = self.damage.to_s + ' + Learned Skill'
end
else
self.learn_skill(skill.id)
self.damage = self.damage.to_s + ' + Learned Skill'
end
end
end
end
#==============================================================================
# Individual Character Development - Blue Mage by Fomar0153
#==============================================================================
class Game_Party
attr_accessor :icd_blue_mages
attr_accessor :icd_blue_mages_all_skills
attr_accessor :icd_blue_mages_skills
alias fomar_icd_blue_mage_initialize initialize
def initialize
fomar_icd_blue_mage_initialize
@icd_blue_mages = []
@icd_blue_mages_all_skills = false
@icd_blue_mages_skills = []
end
end
class Game_Actor < Game_Battler
def skill_effect(user, skill)
super(user, skill)
if $game_party.icd_blue_mages.include?(self.id)
unless $game_party.icd_blue_mages_all_skills == true
if $game_party.icd_blue_mages_skills.include?(skill.id)
self.learn_skill(skill.id)
self.damage = self.damage.to_s + ' + Learned Skill'
end
else
self.learn_skill(skill.id)
self.damage = self.damage.to_s + ' + Learned Skill'
end
end
end
end
class Scene_Battle
Advanced_Confuse = 17
def make_basic_action_result
# If attack
if @active_battler.current_action.basic == 0
# Set anaimation ID
@animation1_id = @active_battler.animation1_id
@animation2_id = @active_battler.animation2_id
# If action battler is enemy
if @active_battler.is_a?(Game_Enemy)
# if @active_battler.restriction == 3 EDIT
if @active_battler.restriction == 3 or @active_battler.states.include?(Advanced_Confuse)
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 action battler is actor
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 = $game_troop.smooth_target_enemy(index)
end
end
# Set array of targeted battlers
@target_battlers = [target]
# Apply normal attack results
for target in @target_battlers
target.attack_effect(@active_battler)
end
return
end
# If guard
if @active_battler.current_action.basic == 1
# Display "Guard" in help window
@help_window.set_text($data_system.words.guard, 1)
return
end
# If escape
if @active_battler.is_a?(Game_Enemy) and
@active_battler.current_action.basic == 2
# Display "Escape" in help window
@help_window.set_text("Escape", 1)
# Escape
@active_battler.escape
return
end
# If doing nothing
if @active_battler.current_action.basic == 3
# Clear battler being forced into action
$game_temp.forcing_battler = nil
# Shift to step 1
@phase4_step = 1
return
end
end
def set_target_battlers(scope)
# If battler performing action is enemy
# if @active_battler.is_a?(Game_Enemy) EDIT
if @active_battler.is_a?(Game_Enemy) and (not @active_battler.states.include?(Advanced_Confuse))
# Branch by effect scope
case scope
when 1 # single enemy
index = @active_battler.current_action.target_index
@target_battlers.push($game_party.smooth_target_actor(index))
when 2 # all enemies
for actor in $game_party.actors
if actor.exist?
@target_battlers.push(actor)
end
end
when 3 # single ally
index = @active_battler.current_action.target_index
@target_battlers.push($game_troop.smooth_target_enemy(index))
when 4 # all allies
for enemy in $game_troop.enemies
if enemy.exist?
@target_battlers.push(enemy)
end
end
when 5 # single ally (HP 0)
index = @active_battler.current_action.target_index
enemy = $game_troop.enemies[index]
if enemy != nil and enemy.hp0?
@target_battlers.push(enemy)
end
when 6 # all allies (HP 0)
for enemy in $game_troop.enemies
if enemy != nil and enemy.hp0?
@target_battlers.push(enemy)
end
end
when 7 # user
@target_battlers.push(@active_battler)
end
end
# If battler performing action is actor
# if @active_battler.is_a?(Game_Actor) EDIT
if @active_battler.is_a?(Game_Actor) or @active_battler.states.include?(Advanced_Confuse)
# Branch by effect scope
case scope
when 1 # single enemy
index = @active_battler.current_action.target_index
@target_battlers.push($game_troop.smooth_target_enemy(index))
when 2 # all enemies
for enemy in $game_troop.enemies
if enemy.exist?
@target_battlers.push(enemy)
end
end
when 3 # single ally
index = @active_battler.current_action.target_index
@target_battlers.push($game_party.smooth_target_actor(index))
when 4 # all allies
for actor in $game_party.actors
if actor.exist?
@target_battlers.push(actor)
end
end
when 5 # single ally (HP 0)
index = @active_battler.current_action.target_index
actor = $game_party.actors[index]
if actor != nil and actor.hp0?
@target_battlers.push(actor)
end
when 6 # all allies (HP 0)
for actor in $game_party.actors
if actor != nil and actor.hp0?
@target_battlers.push(actor)
end
end
when 7 # user
@target_battlers.push(@active_battler)
end
end
end
end
Fomar0153;184721 said:Use this as the script:
Code:#============================================================================== # Individual Character Development - Blue Mage by Fomar0153 #============================================================================== class Game_Party attr_accessor :icd_blue_mages attr_accessor :icd_blue_mages_all_skills attr_accessor :icd_blue_mages_skills alias fomar_icd_blue_mage_initialize initialize def initialize fomar_icd_blue_mage_initialize @icd_blue_mages = [] @icd_blue_mages_all_skills = false @icd_blue_mages_skills = [] end end class Game_Actor < Game_Battler def skill_effect(user, skill) super(user, skill) if $game_party.icd_blue_mages.include?(self.id) unless $game_party.icd_blue_mages_all_skills == true if $game_party.icd_blue_mages_skills.include?(skill.id) self.learn_skill(skill.id) self.damage = self.damage.to_s + ' + Learned Skill' end else self.learn_skill(skill.id) self.damage = self.damage.to_s + ' + Learned Skill' end end end end