Skip "Skill Type" selection in menu

DaklozeDuif

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My game only has one skill type.
This however, means that whenever someone wants to use a skill from the menu while on the map, they have make one more click than is necessary in order to select a skill:
Open Menu > Select Skills > Select Actor > Select Skill Type > Select Skill
That's not great. I want it to be:
Open Menu > Select Skills > Select Actor > Select Skill

This is especially annoying since my game has many skills that are used outside of battle.

Is there a plugin that makes you skip the skill type selection if you have only one skill type?

Edit: Attached a picture to hopefully make this request more clear.
 

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Last edited:

Solis

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I think you can just do that an the editor? I'm not sure...go to system and in the top right? Or did I misunderstand.

Or did you mean so you don't have to click "Skills" and then "Skills"
 

DaklozeDuif

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Or did you mean so you don't have to click "Skills" and then "Skills"
Yes, this is what I want. Sorry if that wasn't clear enough.
 

kovak

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This is the easiest way based on what i got from what you meant
 

DaklozeDuif

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Sadly, your suggestion only really affects commands in battle, which isn't what I need. :rsad:
 
Last edited:

Draw

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Exactly what I am looking for.

I have this script, but it doesn't work well :

Code:
#==============================================================================#
#==============================================================================#
#==============================================================================#
class Window_SkillCommand < Window_Command
 
   def window_width
     return 0
   end
 
   def visible_line_number
     return 0
   end
 end
#==============================================================================#
#==============================================================================#
#==============================================================================#
class Window_SkillStatus < Window_Base
 
   def window_width
     Graphics.width
   end

   def refresh
     contents.clear
     return unless @actor
     draw_actor_face(@actor, 0, 0)
     draw_actor_simple_status(@actor, 160, line_height / 2)
   end
#==============================================================================#
#==============================================================================#
#==============================================================================#
class Scene_Skill < Scene_ItemBase
  
   def start
    super
    create_help_window
    create_command_window
    create_status_window
    create_item_window
    command_skill
   end
  
  def create_item_window
    wx = 0
    wy = @status_window.y + @status_window.height
    ww = graphics.width
    @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))
    @command_window.skill_window = @item_window
  end
 
   def command_skill
     @item_window.activate
     @item_window.select(0)
     @command_window.deactivate
   end
 
   def on_item_cancel
     @item_window.unselect
     return_scene
   end
 end
end
#==============================================================================#
#==============================================================================#
#==============================================================================#
If someone can help.

EDIT : my mistake, I liked a VX ace script --'
 

ginfubawuba

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I am having the same problem and also want to skip "Select Skill Type"
 

Draw

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I made another topic : https://forums.rpgmakerweb.com/index.php?threads/remove-skill-types.87620/

I repost my last message :



I have the same script for item categories by Mr. Trivel :

Code:
//=============================================================================
// MrTS_NoItemCategories.js
//=============================================================================

/*:
* @plugindesc Removes item categories from item menu scene and from shop scene.
* @author Mr. Trivel
*
* @param Hide Menu
* @desc Hide item categories in menu scene? True/False
* Default: True
* @default True
*
* @param Hide Shop
* @desc Hide item categories in shop scene? True/False
* Default: True
* @default True
*
* @help
* --------------------------------------------------------------------------------
* Terms of Use
* --------------------------------------------------------------------------------
* Don't remove the header or claim that you wrote this plugin.
* Credit Mr. Trivel if using this plugin in your project.
* Free for commercial and non-commercial projects.
* --------------------------------------------------------------------------------
* Version 1.1
* --------------------------------------------------------------------------------
*
* --------------------------------------------------------------------------------
* Version History
* --------------------------------------------------------------------------------
* 1.1 - Removed item categories from shop scene.
* 1.0 - Release
*/

(function() {
   var parameters = PluginManager.parameters('MrTS_NoItemCategories');
   var paramHideMenu = (parameters['Hide Menu'] || "True").toLowerCase() === "true";
   var paramHideShop = (parameters['Hide Shop'] || "True").toLowerCase() === "true";

   // Categories
   var _Window_ItemList_includes = Window_ItemList.prototype.includes;
   Window_ItemList.prototype.includes = function(item) {
       if (this._category == 'all')
           return true;
       else
           return _Window_ItemList_includes.call(this, item);
   };

   // Scene_Item
   if (paramHideMenu)
   {
     
       Scene_Item.prototype.createCategoryWindow = function() {
       };

       Scene_Item.prototype.createItemWindow = function() {
           var wy = this._helpWindow.height;
           var wh = Graphics.boxHeight - wy;
           this._itemWindow = new Window_ItemList(0, wy, Graphics.boxWidth, wh);
           this._itemWindow.setHelpWindow(this._helpWindow);
           this._itemWindow.setHandler('ok',     this.onItemOk.bind(this));
           this._itemWindow.setHandler('cancel', this.popScene.bind(this));
           this._itemWindow.setCategory('all');
           this.addWindow(this._itemWindow);
           this._itemWindow.activate();
           this._itemWindow.select(0);
       };
   }

   // Scene_Shop
   if (paramHideShop)
   {
       var _Scene_Shop_createCategoryWindow = Scene_Shop.prototype.createCategoryWindow;
       Scene_Shop.prototype.createCategoryWindow = function() {
           _Scene_Shop_createCategoryWindow.call(this);
           this._categoryWindow.y = -1000;
       };

       Scene_Shop.prototype.createSellWindow = function() {
           var wy = this._dummyWindow.y;
           var wh = Graphics.boxHeight - wy;
           this._sellWindow = new Window_ShopSell(0, wy, Graphics.boxWidth, wh);
           this._sellWindow.setHelpWindow(this._helpWindow);
           this._sellWindow.hide();
           this._sellWindow.setHandler('ok',     this.onSellOk.bind(this));
           this._sellWindow.setHandler('cancel', this.onCategoryCancel.bind(this));
           this._sellWindow.setCategory('all');
           this.addWindow(this._sellWindow);
       };

       var _Scene_Shop_commandSell = Scene_Shop.prototype.commandSell;
       Scene_Shop.prototype.commandSell = function() {
           _Scene_Shop_commandSell.call(this);
           this._categoryWindow.deactivate();
           this._sellWindow.activate();
           this._sellWindow.select(0);
       };
   }

})();

Don't know if it can help.
 

Draw

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