I'm trying to make a game that abolishes the use of "Skill Types". I want all Skills to be in one Skill Type pool, and I don't want to have to select a Skill Type in battles' Commands list before choosing the Skill itself. I have looked EVERYWHERE for a way to change the in-battle Actor Commands to a list of all Skills that the Actor knows, without displaying or choosing the Skill Type or its sub-menu. But I can't find anything of the sort. While there are scripts that allow me to modify the Commands list, they won't work for me. Those scripts only allow me to set static Commands for each Actor/Class, whereas my Classes will be changing their known Skills often. So like I said, I need the list of in-battle Commands to show all available Skills, without a Skill Type tree or sub-menu. For example, I want to see: Fire Lightning Heal Guard [Plus I'll have the non-Skill Command "Items"] -> Pop-up window -> Potion, Ether This kind of script would also be highly desirable for a Pokémon game. You could have: Tackle Growl Leech Seed Vine Whip Items -> Pop-up window -> Potion, Cheri Berry In both scenarios, the Actor's available Skills will change later; but he'll still be the same Actor and in the same Class. So basically the Skills in the Commands list must automatically change to what's available for that Actor. I do NOT want to see the default Command list, which is something like: Black Magic -> Pop-up window -> Fire, Lightning White Magic -> Pop-up window -> Heal Guard Items -> Pop-up window -> Potion, Ether We can list the Skills in the Commands window in order of Skill ID or whatever. The main point is, Skill Types as a whole are useless to me and the Skill Types pop-up menu in battle is making presentation. This thing is keeping me from moving on with my game's development. Thanks a ton for any support.