[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.

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.

Might look a little something like...
...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.
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?
Yeah, you're right. This is an one-actor-game.
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.
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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