class Scene_Battle < Scene_Base
def on_skill_ok
@skill = @skill_window.item
BattleManager.actor.input.set_skill(@skill.id)
BattleManager.actor.last_skill.object = @skill
if !@skill.need_selection?
@skill_window.hide
next_command
elsif @skill.for_opponent?
@skill_window.hide
select_enemy_selection
else
@skill_window.hide
select_actor_selection
end
end
def on_actor_cancel
@actor_window.hide
case @actor_command_window.current_symbol
when :skill
@actor_command_window.activate
when :item
@item_window.activate
end
end
def on_enemy_cancel
@enemy_window.hide
case @actor_command_window.current_symbol
when :attack
@actor_command_window.activate
when :skill
@actor_command_window.activate
when :item
@item_window.activate
end
end
end
class Scene_Battle < Scene_Base
def on_skill_ok
@skill = @skill_window.item
BattleManager.actor.input.set_skill(@skill.id)
BattleManager.actor.last_skill.object = @skill
if !@skill.need_selection?
@skill_window.hide
next_command
elsif @skill.for_opponent?
@skill_window.hide
select_enemy_selection
else
@skill_window.hide
select_actor_selection
end
end
def on_actor_cancel
@actor_window.hide
case @actor_command_window.current_symbol
when :skill
@actor_command_window.activate
when :item
@item_window.activate
end
end
def on_enemy_cancel
@enemy_window.hide
case @actor_command_window.current_symbol
when :attack
@actor_command_window.activate
when :skill
@actor_command_window.activate
when :item
@item_window.activate
end
end
end