Good day.
I am having a pretty unique problem with the default command window, and it appears to be baked right in to the default RM MV engine.
I have a class changing system, with equippable skilltypes. To put it simply, an actor can be a member of one class, while equipping the class skills of a second class. I am achieving this through yanfly's skill learning system, class changing system, and Moogle_X's skill equip system. Everything on that front is working well so far, the actors can change class and have their main class ability show up on the command list, along with their secondary from equipping it.
The problem is the order in which those abilities show up on the command window. It appears that RMMV lists them in the command window in order they appear on the types screen. This causes a visual problem. I want the skilltypes to be listed on the command window (and the skill window too if possible) as follows:
Attack
Skilltype from class
Skilltype from equipping skills (passive states)
Guard
Item
etc
I have considered that I could have two sets of skilltypes, the first set would be exclusively for the main skill of a class, and the second would be further down the types list and would always appear below the mainskill as a result, but there is no way to make a skill show up in two skilltypes as far as I can find, so I'd need to use a common event to make a hero learn a copy of his skill when he learns the first version to make the second version show up in his crossclass skilltype menu. Is there an easier way than this? Any ideas?
Thanks
EDIT:
Upon thinking about it, I need a way for the default command window to determine what is a skilltype that was known by the actor through a trait on the class/actor, and what was a skilltype gained by a passive state, or trait on equipment and then list the class/actor commands first, and the passive/equipment traits second. Is there any way to do this?