MarblePoundCakes 0 Report post Posted September 25, 2017 (edited) I've been working on a customized "Dragon Warrior" style menu screen and have gotten pretty far with tinkering (pic 1). I am however looking for help with the second and third picture- that is to say I'm not sure how to remove the black background of the skills menu, and I haven't figured out which line of the Window_Skill script can make the skills stop listing from left to right in two columns.Instead what I've got is every other skill visible because something in the Window_Skill part is forcing the horizontal segregation.So ideally, the skill window would have the same visual effect (map visible) as the main menu, and the skills would be one, neat column.If it helps, here's the script thing I used for the Window_Skill part to this point. Please ignore the crazy battle coordinates, I was testing. #============================================================================== # ** Window_Skill #------------------------------------------------------------------------------ # This window displays usable skills on the skill and battle screens. #============================================================================== class Window_Skill < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(0, 65, 160, 160) @actor = actor @column_max = 1 refresh self.index = 0 # If in battle, move window to center of screen # and make it semi-transparent if $game_temp.in_battle self.y = 190 self.x = 0 self.height = 250 self.back_opacity = 255 end end #-------------------------------------------------------------------------- # * Acquiring Skill #-------------------------------------------------------------------------- def skill return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 0...@actor.skills.size skill = $data_skills[@actor.skills[i]] if skill != nil @data.push(skill) end end # If item count is not 0, make a bit map and draw all items @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 72) for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) skill = @data[index] if @actor.skill_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end def draw_item(index) skill = @data[index] if @actor.skill_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 1 + index % 2 * (155 + 32) y = index / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 10, y, 204, 32, skill.name, 0) self.contents.draw_text(x + 100, y, 48, 32, skill.sp_cost.to_s, 2) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.skill == nil ? "" : self.skill.description) end end end #------------------------------------------------------------------------------------- # * Knock out the black background (Works for main menu, does not when class is Window_Skill #------------------------------------------------------------------------------------- class Scene_Menu alias :zahraa_main_map :main def main @background = Spriteset_Map.new zahraa_main_map @background.dispose end end https://imgur.com/a/jazbc Edited September 25, 2017 by MarblePoundCakes Share this post Link to post Share on other sites
zahraa 26 Report post Posted September 27, 2017 Awww good old memories... anyway, um, In order to make that script work for the Skill window, you should make sure that it refers to Scene_Skill instead of Scene_Menu. Copy and paste this script above the one called Main class Window_Base < Window alias :zahraa_skill_init :initialize unless $@ def initialize(*args, &block) zahraa_skill_init(*args, &block) skill_opacity? end def skill_opacity? return unless $scene.is_a?(Scene_Skill) self.back_opacity = 160 self.opacity = 160 end end class Scene_Skill alias :zahraa_main_map :main def main @background = Spriteset_Map.new zahraa_main_map @background.dispose end end And for the second thing, First change the variable called @column_max in Window_Skill from 2 to 1. Then go to the section called Draw Item. You will see two lines: x = 1 + index % 2 * (155 + 32) y = index / 2 * 32 Change them to this: x = index y = index * 32 That's it. Have a nice day! 1 MarblePoundCakes reacted to this Share this post Link to post Share on other sites
MarblePoundCakes 0 Report post Posted September 28, 2017 Yooo works perfect, thanks a lot! :) Share this post Link to post Share on other sites