Editing a script into two separate skill scenes/menus

● ARCHIVED · READ-ONLY
Started by Weremole 1 posts View original ↗
  1. So I found this single, unified skill type display script by Hollow. It's pretty great. I figured I'd modify it so I can have one menu for Skill Type 1 and one for Skill Type 2. The first is easy enough, all I have to do is edit line 62 to read "item && item.stype_id == 1". But making a whole different scene with a command icon (you know the :skill thingies) is beyond me no matter how I tried. Closest I got was that everything stopped crashing. I'm also going to spruce up the Skill Status, but I think I can manage that on my own.

    Code:
    #==============================================================================
    # ** Window_SkillCommand
    #==============================================================================
    class Window_SkillCommand < Window_Command 
    #-------------------------------------------------------------------------- 
    # * Get Window Width 
    #-------------------------------------------------------------------------- 
    def window_width   
    return 0 
    end 
    #-------------------------------------------------------------------------- 
    # * Get Number of Lines to Show 
    #-------------------------------------------------------------------------- 
    def visible_line_number   
    return 0 
    end
    end
    # Window_SkillCommand
    #==============================================================================
    # ** Window_SkillStatus
    #==============================================================================
    class Window_SkillStatus < Window_Base 
    #-------------------------------------------------------------------------- 
    # * Object Initialization 
    #-------------------------------------------------------------------------- 
    def initialize(x, y)    super(x, y, window_width, fitting_height(1))   
    @actor = nil 
    end 
    #-------------------------------------------------------------------------- 
    # * Get Window Width 
    #-------------------------------------------------------------------------- 
    def window_width   
     Graphics.width 
    end 
    #-------------------------------------------------------------------------- 
    # * Refresh
     #-------------------------------------------------------------------------- 
    def refresh   
    contents.clear   
    return unless @actor   
    draw_actor_short_status(@actor, 0, 0) 
    end
     #-------------------------------------------------------------------------- 
    # * Draw Short Status 
    #-------------------------------------------------------------------------- 
    def draw_actor_short_status(actor, x, y)   
    draw_actor_name(actor, x, y, 96)   
    draw_actor_level(actor, x + 106, y)   
    draw_actor_icons(actor, x + 180, y)   
    draw_actor_hp(actor, x + 296, y, 134)   
    draw_actor_mp(actor, x + 440, y, 76) 
    end
    end
    # Window_SkillStatus#==============================================================================
    # ** Window_SkillList
    #==============================================================================
    class Window_SkillList < Window_Selectable 
    #-------------------------------------------------------------------------- 
    # * Include in Skill List?   
    #-------------------------------------------------------------------------- 
    def include?(item)   
    item 
    end
    end
    # Window_SkillList
    #==============================================================================
    # ** Window_ActorCommand
    #==============================================================================
    class Window_ActorCommand < Window_Command 
    #-------------------------------------------------------------------------- 
    # * Add Skill Command to List 
    #-------------------------------------------------------------------------- 
    def add_skill_commands    add_command(Vocab::skill,  :skill) 
    end
    end
    # Window_ActorCommand#==============================================================================
    # ** Scene_Skill
    #==============================================================================
    class Scene_Skill < Scene_ItemBase 
    #-------------------------------------------------------------------------- 
    # * Alias 
    #-------------------------------------------------------------------------- 
    alias hollow_skill_menu_scene_skill_start start  alias hollow_skill_menu_scene_skill_command_skill command_skill 
    #-------------------------------------------------------------------------- 
    # * Start Processing 
    #-------------------------------------------------------------------------- 
    def start   
    hollow_skill_menu_scene_skill_start   
    command_skill 
    end 
    #-------------------------------------------------------------------------- 
    # * [Skill] Command 
    #-------------------------------------------------------------------------- 
    def command_skill   
    hollow_skill_menu_scene_skill_command_skill   
    @command_window.deactivate 
    end 
    #-------------------------------------------------------------------------- 
    # * Item [Cancel] 
    #-------------------------------------------------------------------------- 
    def on_item_cancel   
    @item_window.unselect   
    return_scene 
    end
    end
    # Scene_Skill