Skill Menu; No categories/skill types in skill menu.

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unlock3d

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Hey there, I wonder if it would be easy to have a plugin that combines all the skill types a character has into 1 single menu in the Main Menu "skill menu".

Meaning, when you choose "skill" from the main menu, you would be taken directly to the list, which would make for most of the window, without the Skill type window.

Skill types could still be enable to block/restrict skill types, but they would not appear anywhere else. In battle, the "skill" option would simply open a window with all the skills learned, regardless of the skill type (though this can already be done through battle command plugins).

In the Skill menu, I would also like it to be an option to turn off the status window; meaning there would only be the help window and all of the skills.

An alternative would be to make the status window full graphic.width so that there's no empty spots where the skill type choice-menu-window would be.

A great thanks to anyone who knows a plugin who does that, or quickly patch one together :)
 

Heartbreak61

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I second this.

Is there any plugin out there which did this kind of thing?
 

lolshtar

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Kest

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I second this. Is there any plugin out there which did this kind of thing?
Thirded if it also cuts down Items/Weapon/Armor/Keys to a single panel
 

Heartbreak61

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@^ Started this plugin few days ago. I planned to give option on battle scene too but suddenly got bored with javascript and decided to learn drawing again XD
Tell me if there's any bug. I might finish this later with bugfix (if there's any).
 

/*: * @plugindesc Display combined skill list and item list instead of filter them by categories. Affect battle and menu. * <SSG_SingleList> * @version 0.9.1 * @author Heartbreak61 * * @help * ============================================================================= * [Simple Stupid Gaming] Single Item & Skill List * * * ============================================================================ * END OF HELP * ============================================================================ * @param Menu Skill * @desc Some description * @default true * * @param Battle Skill * @desc Some description * @default true * * @param Menu Item * @desc Some description * @default true * *//** * "Register" this plugin on a variable called Imported, which is the way * many scripter check for other's script existence. */var Imported = Imported || {};Imported['SSG Single Skill Window'] = '0.9.1';/** * Create new object SSG_Heartbreak which I intend to use on most of my future script */var SSG_Heartbreak = SSG_Heartbreak || {};SSG_Heartbreak.singleSkillItemList = SSG_Heartbreak.singleSkillItemList || {};(function() { 'use strict'; SSG_Heartbreak.singleSkillItemList.skillIncludes = function (item) { var actor = this._actor; return item && actor.addedSkillTypes().contains(item.stypeId); }; SSG_Heartbreak.singleSkillItemList.itemIncludes = function (item) { var i = (DataManager.isItem(item) && item.itypeId === 1); var w = DataManager.isWeapon(item); var a = DataManager.isArmor(item); var k = DataManager.isItem(item) && item.itypeId === 2; return (i || w || a ||k); }; var params = $plugins.filter(function(plugin) { return plugin.description.indexOf("<SSG_SingleList>") != -1; })[0].parameters; var menuSkill = (params['Menu Skill'].toLowerCase() === 'true') ? true : false; var battleSkill = (params['Battle Skill'].toLowerCase() === 'true') ? true : false; var menuItem = (params['Menu Item'].toLowerCase() === 'true') ? true : false; if (menuSkill) { var _Scene_Skill_createStatusWindow = Scene_Skill.prototype.createStatusWindow; Scene_Skill.prototype.createStatusWindow = function() { _Scene_Skill_createStatusWindow.call(this); var wx = 0, wy = this._helpWindow.height, ww = Graphics.boxWidth, wh = this._helpWindow.fittingHeight(4); this._statusWindow.move(wx, wy, ww, wh); }; var _Scene_Skill_createItemWindow = Scene_Skill.prototype.createItemWindow; Scene_Skill.prototype.createItemWindow = function() { _Scene_Skill_createItemWindow.call(this); this._itemWindow.setHandler('pagedown', this.nextActor.bind(this)); this._itemWindow.setHandler('pageup', this.previousActor.bind(this)); }; var _Scene_Skill_refreshActor = Scene_Skill.prototype.refreshActor; Scene_Skill.prototype.refreshActor = function() { _Scene_Skill_refreshActor.call(this); this._skillTypeWindow.deactivate(); this._itemWindow.activate(); this._itemWindow.selectLast(); }; var _Scene_Skill_onActorChange = Scene_Skill.prototype.onActorChange; Scene_Skill.prototype.onActorChange = function() { _Scene_Skill_onActorChange.call(this); this._skillTypeWindow.deactivate(); this._itemWindow.activate(); this._itemWindow.selectLast(); }; var _Window_SkillList_includes = Window_SkillList.prototype.includes; Window_SkillList.prototype.includes = function(item) { if (SceneManager._scene.constructor === Scene_Skill || battleSkill) { return SSG_Heartbreak.singleSkillItemList.skillIncludes.bind(this, item); } else { return _Window_SkillList_includes.call(this, item); } }; } if (battleSkill) { // Rewrite method. Beware! Window_ActorCommand.prototype.addSkillCommands = function() { this.addCommand(TextManager.skill, 'skill', true); }; } if (menuItem) { var _Window_ItemList_includes = Window_ItemList.prototype.includes; Window_ItemList.prototype.includes = function(item) { if (SceneManager._scene.constructor === Scene_Item) { return SSG_Heartbreak.singleSkillItemList.itemIncludes.bind(this, item); } else { _Window_ItemList_includes.call(this, item); } }; var _Window_ItemList_selectLast = Window_ItemList.prototype.selectLast; Window_ItemList.prototype.selectLast = function() { if (SceneManager._scene.constructor === Scene_Item && this._data.contains(null)) { this._data.pop(); } _Window_ItemList_selectLast.call(this); }; var _Scene_Item_createItemWindow = Scene_Item.prototype.createItemWindow; Scene_Item.prototype.createItemWindow = function() { _Scene_Item_createItemWindow.call(this); var wx = 0, wy = this._helpWindow.y + this._helpWindow.height, ww = Graphics.boxWidth, wh = Graphics.boxHeight - wy; this._itemWindow.move(wx, wy, ww, wh); this._itemWindow.setHandler('cancel', this.popScene.bind(this)); this._categoryWindow.deactivate(); this._itemWindow.activate(); this._itemWindow.selectLast(); }; }})();
edit: Now, It should work properly with menu skill and item (as requested by Kest) and battle skill (which I intend to use myself).

Enjoy!
 
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unlock3d

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Works like a charm! Thanks!! :)
 

Scarletia

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Hi~

Does this plugin still work?

I've tried to use it and it doesn't change anything. I'm not sure if I'm just an idiot and missed something ;_;. I simply installed the plugin.

Should the parameters still be changed or something or should it have worked instantly?
 

slimmmeiske2

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Scarletia, please refrain from necro-posting in a thread. Necro-posting is posting in a thread that has not had posting activity in over 30 days. You can review our forum rules here. Thank you.


Please start a new topic in Plugin Support and provide a link to the plugin you're having trouble with.
 
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