01-12-2016, 04:14 AM
The trick is to make them not load in the window at all.
Code:
#===============================================================================
# ** Skill Equipment System : Specified Skills Add-on
#------------------------------------------------------------------------------
# by DerVVulfman
# based on work by game guy
# version 1.0
# 01-11-2016 (mm/dd/yyyy)
# RGSS / RPGMaker XP
#
#==============================================================================
#
# INTRODUCTION:
#
# This script allows you to specify which skills may be shown in the
# Skill Equipment system by game guy.
#
#
#------------------------------------------------------------------------------
#
# INSTRUCTIONS:
#
# Paste this add-on below game guy's original script, and fill the
# array in this script's GameGuy module with the IDs of skills that
# are to be shown.
#
#
#==============================================================================
#
# TERMS AND CONDITIONS:
#
# Free for use, even in commercial games.
#
#==============================================================================
module GameGuy
SKILLS_DISPLAYED = [57] # Only adds these skills
# (currently just set to Crosscut)
end
#==============================================================================
# ** Window_GGAPSkillEquip
#------------------------------------------------------------------------------
# This window displays equipable skills on the Skill Equip menu.
#==============================================================================
class Window_GGAPSkillEquip < Window_Selectable
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Clear all contents
if self.contents != nil
self.contents.dispose
self.contents = nil
end
# Erase data, start new
@data = []
# Cycle through player E-Skills
for i in 0...@actor.eskills.size
# Skip if it is not in our special array
next unless GameGuy::SKILLS_DISPLAYED.include?(@actor.eskills[i])
# Get the skill
skill = $data_skills[@actor.eskills[i]]
# Push into the array as long as it is not nil
@data.push(skill) unless skill.nil?
end
# Get the number of data records
@item_max = @data.size
# Exit if no items
return unless @item_max > 0
# Make contents
self.contents = Bitmap.new(width - 32, row_max * 32)
# Cycle through item count
for i in 0...@item_max
# Draw each item by ID
draw_item(i)
end
end
end