You can add this as a plugin and it probably will work.
Code:
Window_SkillStatus.prototype.refresh = function() {
this.contents.clear();
if (this._actor) {
const w = this.width - this.padding * 2,
h = this.height - this.padding * 2,
y = 0,
xpad = 18 + Window_Base._faceWidth,
width = w - xpad - this.textPadding();
this.drawSvActor(this._actor, 120, 150);
this.drawActorSimpleStatus(this._actor, xpad, y, width);
}
};
this.drawSvActor(this._actor, 120, 150); change numbers to position it.
You might need yanfly save core or take the code about drawing sv actors from it, as I think it comes from that. If this doesn't work just replace that line in files that say drawActorFace until it does. First play with position as it could end up just be hidden by other menus.
I don't know why, but it doesn't work.
Console gives me this:
TypeError: Cannot set property '_hArrowsHide' of undefined
at Scene_Equip.commandEquip (Moogle_X_EquipmentLearning.js:1758)
at Window_EquipCommand.Window_Selectable.callHandler (rpg_windows.js:902)
at Window_EquipCommand.Window_Command.callOkHandler (rpg_windows.js:1426)
at Window_EquipCommand.Window_Selectable.processOk (rpg_windows.js:1156)
at Window_EquipCommand.Window_Selectable.processHandling (rpg_windows.js:1027)
at Window_EquipCommand.Window_Selectable.update (rpg_windows.js:984)
at WindowLayer.update (KODERA_optimization.js:72)
at Scene_Equip.Scene_Base.updateChildren (KODERA_optimization.js:98)
at Scene_Equip.Scene_Base.update (rpg_scenes.js:113)
at Scene_Equip.Scene_Base.update (SRD_SuperToolsEngine.js:2642)
I searched on the SaveCore file and I found this:
//=============================================================================
// Window_Base
//=============================================================================
Window_Base.prototype.drawSvActor = function(actor, x, y) {
var filename = actor.battlerName();
var bitmap = ImageManager.loadSvActor(filename);
var pw = bitmap.width / 9;
var ph = bitmap.height / 6;
var sx = 0;
var sy = 0;
this.contents.blt(bitmap, sx, sy, pw, ph, x - pw / 2, y - ph);
};
Window_Base.prototype.textWidthEx = function(text) {
return this.drawTextEx(text, 0, this.contents.height);
};
Is it the right code? Where should I replace it?