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[RMVX ACE] MAKE SKILL MENU LOOK LIKE ITEM MENU

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Hi, ppl.

Is there a way to make the Skill Window in the Main Menu look like the Item Menu? Also, when neither Skills nor Magic is selected, I want to display a help text for these points as well. For example, when I hover on Magic, I want to add text to the help window to explain Magic.

I don't need faces, HP, MP, bars or anything like this. Just what you see on the sketch.

Can someone help me out with this? Seems kinda simple but I can't find anything like this.

Marrend
Guardian of the Description Thread
21806
Might look a little something like...

class Window_SkillCommand < Window_Command
  def col_max
    if @actor
      @actor.added_skill_types.size
    else
      1
    end
  end
  
  def window_height
    fitting_height(1)
  end
  
  def window_width
    return Graphics.width
  end
end

class Scene_Skill < Scene_ItemBase
  def start
    super
    create_help_window
    create_command_window
    #create_status_window
    create_item_window
  end
  
  def create_command_window
    wy = @help_window.height
    @command_window = Window_SkillCommand.new(0, wy)
    @command_window.viewport = @viewport
    @command_window.help_window = @help_window
    @command_window.actor = @actor
    @command_window.set_handler(:skill,    method(:command_skill))
    @command_window.set_handler(:cancel,   method(:return_scene))
    @command_window.set_handler(:pagedown, method(:next_actor))
    @command_window.set_handler(:pageup,   method(:prev_actor))
  end

  def create_item_window
    wx = 0
    wy = @command_window.y + @command_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))
    @command_window.skill_window = @item_window
  end
  
  def on_actor_change
    @command_window.actor = @actor
    #@status_window.actor = @actor
    @item_window.actor = @actor
    @command_window.activate
  end
end

...this?

*Edit: Confidence in this code has increased, but, I'm finding it a little awkward that I don't know whose skill-set I'm looking at. Unless it doesn't matter in your game, as there is only one actor in the party ever.
@Marrend: That's it! Thanks a lot. :) One question left: What do I have to do to center the Skill Type text like shown above?

author=Marrend
Unless it doesn't matter in your game, as there is only one actor in the party ever.

Yeah, you're right. This is an one-actor-game.
Marrend
Guardian of the Description Thread
21806
author=Tw0Face
What do I have to do to center the Skill Type text like shown above?


I thought it would be a lot harder, but, I was able to add...

def draw_item(index)
  change_color(normal_color, command_enabled?(index))
  draw_text(item_rect_for_text(index), command_name(index), 1)
end


...this function definition into Window_SkillCommand to center the command-text. I'm pretty sure this is information I could have used earlier, but, eh.
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