Editing a script into two separate skill scenes/menus

Weremole

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So I found this single, unified skill type display script by Hollow. It's pretty great. I figured I'd modify it so I can have one menu for Skill Type 1 and one for Skill Type 2. The first is easy enough, all I have to do is edit line 62 to read "item && item.stype_id == 1". But making a whole different scene with a command icon (you know the :skill thingies) is beyond me no matter how I tried. Closest I got was that everything stopped crashing. I'm also going to spruce up the Skill Status, but I think I can manage that on my own.

Code:
#==============================================================================
# ** Window_SkillCommand
#==============================================================================
class Window_SkillCommand < Window_Command 
#-------------------------------------------------------------------------- 
# * Get Window Width 
#-------------------------------------------------------------------------- 
def window_width   
return 0 
end 
#-------------------------------------------------------------------------- 
# * Get Number of Lines to Show 
#-------------------------------------------------------------------------- 
def visible_line_number   
return 0 
end
end
# Window_SkillCommand
#==============================================================================
# ** Window_SkillStatus
#==============================================================================
class Window_SkillStatus < Window_Base 
#-------------------------------------------------------------------------- 
# * Object Initialization 
#-------------------------------------------------------------------------- 
def initialize(x, y)    super(x, y, window_width, fitting_height(1))   
@actor = nil 
end 
#-------------------------------------------------------------------------- 
# * Get Window Width 
#-------------------------------------------------------------------------- 
def window_width   
 Graphics.width 
end 
#-------------------------------------------------------------------------- 
# * Refresh
 #-------------------------------------------------------------------------- 
def refresh   
contents.clear   
return unless @actor   
draw_actor_short_status(@actor, 0, 0) 
end
 #-------------------------------------------------------------------------- 
# * Draw Short Status 
#-------------------------------------------------------------------------- 
def draw_actor_short_status(actor, x, y)   
draw_actor_name(actor, x, y, 96)   
draw_actor_level(actor, x + 106, y)   
draw_actor_icons(actor, x + 180, y)   
draw_actor_hp(actor, x + 296, y, 134)   
draw_actor_mp(actor, x + 440, y, 76) 
end
end
# Window_SkillStatus#==============================================================================
# ** Window_SkillList
#==============================================================================
class Window_SkillList < Window_Selectable 
#-------------------------------------------------------------------------- 
# * Include in Skill List?   
#-------------------------------------------------------------------------- 
def include?(item)   
item 
end
end
# Window_SkillList
#==============================================================================
# ** Window_ActorCommand
#==============================================================================
class Window_ActorCommand < Window_Command 
#-------------------------------------------------------------------------- 
# * Add Skill Command to List 
#-------------------------------------------------------------------------- 
def add_skill_commands    add_command(Vocab::skill,  :skill) 
end
end
# Window_ActorCommand#==============================================================================
# ** Scene_Skill
#==============================================================================
class Scene_Skill < Scene_ItemBase 
#-------------------------------------------------------------------------- 
# * Alias 
#-------------------------------------------------------------------------- 
alias hollow_skill_menu_scene_skill_start start  alias hollow_skill_menu_scene_skill_command_skill command_skill 
#-------------------------------------------------------------------------- 
# * Start Processing 
#-------------------------------------------------------------------------- 
def start   
hollow_skill_menu_scene_skill_start   
command_skill 
end 
#-------------------------------------------------------------------------- 
# * [Skill] Command 
#-------------------------------------------------------------------------- 
def command_skill   
hollow_skill_menu_scene_skill_command_skill   
@command_window.deactivate 
end 
#-------------------------------------------------------------------------- 
# * Item [Cancel] 
#-------------------------------------------------------------------------- 
def on_item_cancel   
@item_window.unselect   
return_scene 
end
end
# Scene_Skill
 

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