02-20-2014, 12:06 AM
This is why I like DVV's scripts, they are easy to use and reuse. Why doesn't this script add onto the skills definition like his does? Who knows.
....anywho, here is this. You can place it wherever you'd like.
....anywho, here is this. You can place it wherever you'd like.
Code:
#==============================================================================
# ** Window_Skill
#------------------------------------------------------------------------------
# This window displays usable skills on the skill and battle screens.
#==============================================================================
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# * Draw Item (Rewrite for HP costs.
# 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
x = 4 + index % 2 * (288 + 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 + 28, y, 204, 32, skill.name, 0)
#draw costs
if LockeZ::HP_Sacrifice_Action['Skill'].include?(skill.id)
self.contents.font.color = text_color(2) #hp in red.
action = LockeZ::HP_Sacrifice_Action['Skill'][skill.id];
if action[1] == 'integer'
cost = action[2].to_i
self.contents.draw_text(x + 232, y, 48, 32, cost.to_s, 2)
elsif action[1] == 'percent'
cost = action[2].to_i
self.contents.draw_text(x + 232, y, 48, 32, cost.to_s + "%", 2)
end
else
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
end
end
end