Rpg maker mv text commands
trigger?( :B ) #Update Input so that the trigger flag is set back to false. current_symbol when :skill command_skill when :equip command_equip when :status command_status end end if Input. members #Depending on the menulist current symbol, execute these codes. play_ok #Set menu actor to currently selected actor.
trigger?( :C ) #Update Input so that the trigger flag is set back to false.
#RPG MAKER MV TEXT COMMANDS WINDOWS#
play_cursor #Update actor status windows update_status_window_selection end #If confirmation key is pressed if Input. size - 1 end #If the previous stored index is not the same as the current actor index if temp_index != #Play cursor sound Sound. repeat?( :LEFT ) #Decrease the actor index -= 1 #If the actor index is less than 0, wrap it to the highest index. Insert these methods to "Scene_Menu"ĭef update_actor_selection #Store the current actor index in temporary variable temp_index = #If left key is pressed if Input. Becase those commands need actor selection.Īnd then, we have to create the methods for the commands. Why are these :equip, :status and :formation use the same method which is :command_personal?Ī. set_handler(command symbol, executed method).What this method #do is basically return to the previous t_handler( :cancel, method( :return_scene )) set_handler( :game_end, method( :command_game_end )) #return_scene method is from Scene_Base superclass. set_handler( :save, method( :command_save )). set_handler( :crafting, method( :command_crafting )). set_handler( :formation, method( :command_formation )). set_handler( :status, method( :command_personal )).
set_handler( :equip, method( :command_personal )). set_handler( :skill, method( :command_personal )).
set_handler( :item, method( :command_item )). When we select or press a symbol, the method will be called #t_handler(symbol, method). #window handler is basically assigning a method to the input symbol or #command symbol.