FF Style Status Menu

Panda_Artist

Humble RPG Fan
Veteran
Joined
Dec 22, 2018
Messages
241
Reaction score
15
First Language
Portuguese
Primarily Uses
RMVXA
Good Morning / Day / Afternoon / Evening everyone.

I have a request for a script

I would like to have an update to the default status window, mainly in the style of Final Fantasy Games. 2 new elements I'm looking for are the following:

1. display the actor's battle command window, including the skill types available to that actor, and the ability to scroll through that battle command window by pressing right on the keyboard /gamepad (just graphic, I do not want the battle command window to do anything at all in the status menu)

2. Displaying a variable set of windows displaying every skill the actor currently has in order of skill type. The windows would be opening by pressing the OK key. Once to open one window, then again and again to display more windows until around window 5 or six then the skill list window dissappears

I have made a few mockups for better understanding of what I am looking for

FF STatus 1.png

ST2.jpg
After pressing OK once

ST3.jpg

After pressing OK a few more times

FF STatus 1.png
After reaching the number of skill list windows available.

Pressing Cancel will also return to the "default" window with only the commands as above.

ONE more thing. When looking at the skill list can the Actor Switching with Q and W be disabled?

I am also using Yanfly's Battle Commands
 
Last edited:

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
2,672
Reaction score
566
First Language
English
Primarily Uses
RMVXA
I was able to modify this script a little.
But it is not interactive like you want.
It just shows the skill commands (my mod), equipment and skills learned, by a toggle.
1587159820805.png
 

Panda_Artist

Humble RPG Fan
Veteran
Joined
Dec 22, 2018
Messages
241
Reaction score
15
First Language
Portuguese
Primarily Uses
RMVXA
Can I look and the code and try it out on my game?
 

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
2,672
Reaction score
566
First Language
English
Primarily Uses
RMVXA
Can I look and the code
I doubt it will be what you want. The skills are limited to 6 (what fits on the screen)
Ruby:
#==============================================================================
#
# ** Title: ZS Skills on Status Menu 1.01 Mod
#    Created: August 2019 (forum request)
#    Creator: ZirconStorms
#    Extra Credits: TOMO (tm.lucky-duet.com/viewtopic.php?t=3119)
#    Addition by Roninator2
#------------------------------------------------------------------------------
# ** Description: Toggles showing an actor's skill types, skills and equipment.
#------------------------------------------------------------------------------
#
# Script is allowed for commercial and non-commercial games.
# Do not remove this script's credits or header.
# In the game's credits or read.me, credit "ZirconStorms".
# No compatibility fixes will be provided unless frequently asked.
#
#==============================================================================
# Customizable Section Begins Here.
#==============================================================================

module ZSSKILLSONSTATUS

  SKILL_LINE_LIMIT = 6
  #The amount of skills you want shown on screen. (One skill per line.)

  TOGGLE_FEATURE = true
  #if set to false, you will only be able to see an actor's skills.

  TOGGLE_BUTTON = :C
  #The button you want to use to toggle showing equipment and skills.
  #Recommended - :C, :SHIFT

end

#==============================================================================
# Customizable Section Ends Here.
#==============================================================================

class Window_Status < Window_Selectable
  #--------------------------------------------------------------------------
  # * Draw Block 3
  #--------------------------------------------------------------------------
  def draw_block3(y)
    draw_parameters(32, y)
    @status_count = 0 if @status_count == nil
    if ZSSKILLSONSTATUS::TOGGLE_FEATURE == false
      draw_skills(288,y)
    else
      if @status_count == 0
        draw_skill_commands(288, y)
      elsif @status_count == 1
        draw_skills(288,y)
      elsif @status_count == 2
        draw_equipments(288, y)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Skills
  #--------------------------------------------------------------------------
  def draw_skills(x, y)
    @actor.skills.each_with_index do |item, i|
      break if i >= 6
      draw_item_name(item, x, y + line_height * i)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Actor Commands
  #--------------------------------------------------------------------------
    def draw_skill_commands(x, y)
    change_color(system_color)
    draw_text(x, y, width, line_height, "Skill Commands")
    y += line_height
    change_color(normal_color)
    @actor.added_skill_types.sort.each_with_index do |stype_id, i|
      name = $data_system.skill_types[stype_id]
      draw_text(x, y + (line_height * i), width, line_height, name)
    end
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    if Input.trigger?(ZSSKILLSONSTATUS::TOGGLE_BUTTON)
      @status_count = @status_count.to_i + 1
      if @status_count > 2
        @status_count = 0
      end
      refresh
    end
  end
  #--------------------------------------------------------------------------
end

I just reworked it knowing you would ask to have more than 6 skills show.
here is where you can see 12 skills. and I restore the original script to have just the two option. So one screen now shows the equipment and commands together then other shows the 12 skills.
Ruby:
#==============================================================================
#
# ** Title: ZS Skills on Status Menu 1.02 mod
#    Created: August 2019 (forum request)
#    Creator: ZirconStorms
#    Extra Credits: TOMO (tm.lucky-duet.com/viewtopic.php?t=3119)
#    Additions by Roninator2
#------------------------------------------------------------------------------
# ** Description: Toggles showing an actor's skills and equipment.
#------------------------------------------------------------------------------
#
# Script is allowed for commercial and non-commercial games.
# Do not remove this script's credits or header.
# In the game's credits or read.me, credit "ZirconStorms".
# No compatibility fixes will be provided unless frequently asked.
#
#==============================================================================
# Customizable Section Begins Here.
#==============================================================================

module ZSSKILLSONSTATUS
 
  SKILL_LINE_LIMIT = 6
  #The amount of skills you want shown on screen. (One skill per line.)
 
  TOGGLE_FEATURE = true
  #if set to false, you will only be able to see an actor's skills.
 
  TOGGLE_BUTTON = :SHIFT
  #The button you want to use to toggle showing equipment and skills.
  #Recommended - :C, :SHIFT
 
end

#==============================================================================
# Customizable Section Ends Here.
#==============================================================================

class Window_Status < Window_Selectable
 
  #--------------------------------------------------------------------------
  # * Draw Parameters
  #--------------------------------------------------------------------------
  def draw_actor_param(actor, x, y, param_id)
    change_color(system_color)
    draw_text(x, y, 120, line_height, Vocab::param(param_id))
    change_color(normal_color)
    draw_text(x + 60, y, 36, line_height, actor.param(param_id), 2)
  end
  #--------------------------------------------------------------------------
  # * Draw Block 3
  #--------------------------------------------------------------------------
  def draw_block3(y)
    draw_parameters(20, y)
    if ZSSKILLSONSTATUS::TOGGLE_FEATURE == true
      if @drawskills == true
        draw_skills(160,y)
      else
        draw_skill_commands(160, y)
        draw_equipments(320, y)
      end
    else
      draw_skills(160,y)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Skills
  #--------------------------------------------------------------------------
  def draw_skills(x, y)
    @actor.skills.each_with_index do |item, i|
      if i == ZSSKILLSONSTATUS::SKILL_LINE_LIMIT
        x = 330
        y -= line_height * i
      end
      break if i >= ZSSKILLSONSTATUS::SKILL_LINE_LIMIT * 2
      draw_item_name(item, x, y + line_height * i)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Actor Commands
  #--------------------------------------------------------------------------
    def draw_skill_commands(x, y)
    change_color(system_color)
    draw_text(x, y, width, line_height, "Skill Commands")
    y += line_height
    change_color(normal_color)
    @actor.added_skill_types.sort.each_with_index do |stype_id, i|
      name = $data_system.skill_types[stype_id]
      break if i >= 5
      draw_text(x, y + (line_height * i), width, line_height, name)
    end
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    if Input.trigger?(ZSSKILLSONSTATUS::TOGGLE_BUTTON)
      @drawskills = @drawskills == true ? false : true
      refresh
    end
  end
  #--------------------------------------------------------------------------
end
 
Last edited:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.
time for a new avatar :)

Forum statistics

Threads
106,018
Messages
1,018,358
Members
137,803
Latest member
andrewcole
Top