How can I change the menu if my game has only one skill type?

TMS

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If my game doesn't differentiate between types of skills, how can I alter the game menu's Skills page to reflect that? By default, the Skills page has four windows: the skill description at the top, then below that a window on the left listing skill types and a window on the right showing the character's status. Then there's the bottom window listing all skills of the selected type that the character knows. For a game that only has one skill type, how could I get rid of that middle-left window and just have the skill description, the character's status, and the full list of their known skills? Is there a simple fix for that, or would I need a script of some kind?
 

Andar

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you'll need a script for that, there are already several available on the master script list.


I've moved this thread to Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
 

TMS

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I've been searching since before starting the topic, but all of the potentially relevant scripts I can find seem to be devoted to making the skill system more complex rather than less complex. Would it be possible to remove skill types with Yanfly's Ace Skill Menu script (since I'm already using several other Yanfly scripts)? I'm looking at it, but maybe I don't understand how to use it.
 

Sixth

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You can try this script I wrote:

class Scene_Skill < Scene_ItemBase

def create_command_window
# Removed!
end

def create_status_window
y = @help_window.height
@status_window = Window_SkillStatus.new(0, y)
@status_window.viewport = @viewport
@status_window.actor = @actor
end

def create_item_window
wx = 0
wy = @status_window.y + @status_window.height
ww = Graphics.width
wh = Graphics.height - wy
@item_window = Window_SkillList.new(wx, wy, ww, wh)
@item_window.actor = @actor
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.set_handler:)ok, method:)on_item_ok))
@item_window.set_handler:)cancel, method:)on_item_cancel))
@item_window.set_handler:)pagedown, method:)next_actor))
@item_window.set_handler:)pageup, method:)prev_actor))
@item_window.select_last
@item_window.activate
end

def on_item_cancel
return_scene
end

def on_actor_change
@status_window.actor = @actor
@item_window.actor = @actor
@item_window.select(0)
@item_window.activate
end

end

class Window_SkillList < Window_Selectable

def include?(item)
item
end

end

class Window_SkillStatus < Window_Base

def window_width
Graphics.width
end

end

But note that this will most likely not work with any other scripts dealing with the skill menu, because I literally removed that skill type selection window, like you wanted.


If you don't use any other scripts modifying the skill menu, you should be safe to use this, I guess.
 

TMS

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Thank you! I'll give it a shot. What page does it go on?
 

Sixth

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You mean, where to put it on the script list?


Putting it immediately below the default scripts should be the best. So, below the default scripts, but above other custom scripts.
 

TMS

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Okay, I've just tried it, but opening the skill menu I got an error apparently having to do with Yanfly's menu engine. Here's the relevant section of that script (the error specifically referred to line 503: "@command_window.y = @help_window.height").

#==============================================================================
# ■ Scene_Skill
#==============================================================================


class Scene_Skill < Scene_ItemBase
  
  #--------------------------------------------------------------------------
  # alias method: start
  #--------------------------------------------------------------------------
  alias scene_skill_start_ame start
  def start
    scene_skill_start_ame
    relocate_windows
  end
  
  #--------------------------------------------------------------------------
  # new method: relocate_windows
  #--------------------------------------------------------------------------
  def relocate_windows
    case Menu.help_window_location
    when 0 # Top
      @help_window.y = 0
      @command_window.y = @help_window.height
      @status_window.y = @help_window.height
      @item_window.y = @status_window.y + @status_window.height
    when 1 # Middle
      @command_window.y = 0
      @status_window.y = 0
      @help_window.y = @status_window.y + @status_window.height
      @item_window.y = @help_window.y + @help_window.height
    else # Bottom
      @command_window.y = 0
      @status_window.y = 0
      @item_window.y = @status_window.y + @status_window.height
      @help_window.y = @item_window.y + @item_window.height
    end
  end
  
end # Scene_Skill


Any ideas on how to fix this? Actually, it might be possible to achieve what I'm trying to do by modifying the Yanfly script alone.
 

Sixth

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Just comment out any lines which include @command_window. You don't have a command window now, so it can't be re-positioned, that's why you get the error.
 

TMS

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That seems to work. Thank you very much!
 

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