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#1 XAS Extra skill with 10 slots Empty XAS Extra skill with 10 slots
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shogun3

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I edited the XAS extra skill script in order to have 10 slots available instead of just 5.

Code:

#_______________________________________________________________________________
# MOG XAS EXTRA Skill V1.0 (EDITED)         
#_______________________________________________________________________________
# By Moghunter     
# http://www.atelier-rgss.com
#
# edited by g@Mef@Ce for XAS 3.91 and shogun3 ((10 slots now available)
# http://www.gameface101.com
#_______________________________________________________________________________
# 2 Images required in Windowskins:
#
# EX_Layout.png
# EX_Layout2.png
#_______________________________________________________________________________

module MOG

  EX_ELEMENT_TYPE = true

  EX_SLOW_MOTION_EFFECT = false

  EX_MOTION_SE = RPG::AudioFile.new("", 100, 50)
 
  EX_HUD_X = 238
  EX_HUD_Y = 430

  EX_LAY_X = -26
  EX_LAY_Y = -10

  EX_LAY2_X = -28
  EX_LAY2_Y = -10

  EX_ICON_X = 2
  EX_ICON_Y = -6

  DISABLE_EX_HUD_SWITCH = 5

  EX_SKILL_BUTTON = Input::L
end
#==============================================================================
# Game_System
#==============================================================================
class Game_System
 
  attr_accessor :xas_skill_ex1
  attr_accessor :xas_skill_ex2
  attr_accessor :xas_skill_ex3
  attr_accessor :xas_skill_ex4
  attr_accessor :xas_skill_ex5
  attr_accessor :xas_skill_ex6
  attr_accessor :xas_skill_ex7
  attr_accessor :xas_skill_ex8
  attr_accessor :xas_skill_ex9
  attr_accessor :xas_skill_ex10
 
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
  alias mog_xas_ex_skill_initialize initialize 
  def initialize 
    mog_xas_ex_skill_initialize
    @xas_skill_ex1 = 0
    @xas_skill_ex2 = 0
    @xas_skill_ex3 = 0
    @xas_skill_ex4 = 0
    @xas_skill_ex5 = 0 
    @xas_skill_ex6 = 0
    @xas_skill_ex7 = 0
    @xas_skill_ex8 = 0
    @xas_skill_ex9 = 0
    @xas_skill_ex10 = 0
  end
end

#==============================================================================
# Game_Player
#==============================================================================
class Game_Player < Game_Character
 
#--------------------------------------------------------------------------
# Skill Select
#--------------------------------------------------------------------------
def skill_select_update
  if $game_switches[300]
  if Input.trigger?(Input::R)
      $scene = Quick_Menu_Extra_Skill.new
    end
    end
end       
 
 #--------------------------------------------------------------------------
 # Conf Move +++ edit +++
 #--------------------------------------------------------------------------
  def conf_move
  if  @actor.states.include?(XAS::CONFUSE_ID) 
      if  Input.press?(Input::RIGHT)
      turn_left
      elsif Input.press?(Input::LEFT)
      turn_right
      end         
    else
      if Input.press?(Input::RIGHT)
      turn_right
      elsif Input.press?(Input::LEFT)
      turn_left
    end
  end 
 end

#--------------------------------------------------------------------------
# Extra Skill Update
#--------------------------------------------------------------------------
 def extra_skill_update
  if Input.press?(MOG::EX_SKILL_BUTTON)     
    if @actor.states.include?("mute")       
        seal_text
        return false
    end     
    #EX Skill 1
    if Input.trigger?(Input::C) and
        $game_system.xas_skill_ex1 != 0
        action_id = $game_system.xas_skill_ex1
        conf_move     
        self.shoot(action_id)
    end
    #EX Skill 2
    if Input.trigger?(Input::Z) and
        $game_system.xas_skill_ex2 != 0
        action_id = $game_system.xas_skill_ex2
        conf_move     
        self.shoot(action_id)
    end     
    #EX Skill 3
    if Input.trigger?(Input::Y) and
        $game_system.xas_skill_ex3 != 0
        action_id = $game_system.xas_skill_ex3
        conf_move     
        self.shoot(action_id)
      end
    #EX Skill 4
    if Input.trigger?(Input::X) and
        $game_system.xas_skill_ex4 != 0
        action_id = $game_system.xas_skill_ex4
        conf_move     
        self.shoot(action_id)
      end     
    #EX Skill 5
    if Input.trigger?(Input::A) and
        $game_system.xas_skill_ex5 != 0
        action_id = $game_system.xas_skill_ex5
        conf_move     
        self.shoot(action_id)
      end         
      #EX Skill 6
    if Input.trigger?(Input::ALT) and
        $game_system.xas_skill_ex6 != 0
        action_id = $game_system.xas_skill_ex6
        conf_move     
        self.shoot(action_id)
      end     
      #EX Skill 7
    if Input.trigger?(Input::B) and
        $game_system.xas_skill_ex7 != 0
        action_id = $game_system.xas_skill_ex7
        conf_move     
        self.shoot(action_id)
      end   
      #EX Skill 8
    if Input.trigger?(Input::A) and
        $game_system.xas_skill_ex8 != 0
        action_id = $game_system.xas_skill_ex8
        conf_move     
        self.shoot(action_id)
      end     
      #EX Skill 9
    if Input.trigger?(Input::A) and
        $game_system.xas_skill_ex9 != 0
        action_id = $game_system.xas_skill_ex9
        conf_move     
        self.shoot(action_id)
      end   
      #EX Skill 10
    if Input.trigger?(Input::A) and
        $game_system.xas_skill_ex10 != 0
        action_id = $game_system.xas_skill_ex10
        conf_move     
        self.shoot(action_id)
      end     
  end
end
 
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
 alias mog_xas_extaskill_update update
  def update
    mog_xas_extaskill_update
    return if @actor == nil
    return true if $game_temp.menu_calling == true
    extra_skill_update
    skill_select_update
 end
end


#==============================================================================
# Quick_Window_Extra_Skill
#==============================================================================
class Quick_Window_Extra_Skill < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(190, 128, 280, 250)
    self.opacity = 160
    @actor = actor
    self.z = 5001
    @column_max = 6
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # 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 = $data_skills[@actor.skills[i]] 
      if MOG::EX_ELEMENT_TYPE == true
        if skill != nil and skill.element_set.include?($data_system.elements.index("Extra Skill"))
          @data.push(skill)
        end
      else
        if skill != nil
          @data.push(skill)
        end     
      end 
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 40, row_max * 40)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  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 = 8 + index % 6 *  40
    y = 4 + index / 6 * 40
    rect = Rect.new(x, y, self.width / @column_max - 40, 40)
    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)
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end 
end


#==============================================================================
# EX_Skill_1
#==============================================================================
class EX_Skill_1 < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 0, 64, 64)
    self.opacity = 255
    @actor = actor
    self.z = 5001
    @column_max = 1
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @id = $game_system.xas_skill_ex1
    self.contents = Bitmap.new(width - 32, row_max * 32)
    draw_item
  end 
  #--------------------------------------------------------------------------
  # skill
  #-------------------------------------------------------------------------- 
  def skill
    return $data_skills[@id]
  end 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item
    return if @id == 0
    x = 8
    y = 8
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end
 
end
#==============================================================================
# EX_Skill_2
#==============================================================================
class EX_Skill_2 < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(64, 0, 64, 64)
    self.opacity = 255
    @actor = actor
    self.z = 5001
    @column_max = 1
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @id = $game_system.xas_skill_ex2
    self.contents = Bitmap.new(width - 32, row_max * 32)
    draw_item
  end 
  #--------------------------------------------------------------------------
  # skill
  #-------------------------------------------------------------------------- 
  def skill
    return $data_skills[@id]
  end 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item
    return if @id == 0
    x = 8
    y = 8
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end
 
end
#==============================================================================
# EX_Skill_3
#==============================================================================
class EX_Skill_3 < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(122, 0, 64, 64)
    self.opacity = 255
    @actor = actor
    self.z = 5001
    @column_max = 1
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @id = $game_system.xas_skill_ex3
    self.contents = Bitmap.new(width - 32, row_max * 32)
    draw_item
  end 
  #--------------------------------------------------------------------------
  # skill
  #-------------------------------------------------------------------------- 
  def skill
    return $data_skills[@id]
  end 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item
    return if @id == 0
    x = 8
    y = 8
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end
 
end

#==============================================================================
# EX_Skill_4
#==============================================================================
class EX_Skill_4 < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(186, 0, 64, 64)
    self.opacity = 255
    @actor = actor
    self.z = 5001
    @column_max = 1
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @id = $game_system.xas_skill_ex4
    self.contents = Bitmap.new(width - 32, row_max * 32)
    draw_item
  end 
  #--------------------------------------------------------------------------
  # skill
  #-------------------------------------------------------------------------- 
  def skill
    return $data_skills[@id]
  end 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item
    return if @id == 0
    x = 8
    y = 8
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end
 
end

#==============================================================================
# EX_Skill_5
#==============================================================================
class EX_Skill_5 < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(250, 0, 64, 64)
    self.opacity = 255
    @actor = actor
    self.z = 5001
    @column_max = 1
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @id = $game_system.xas_skill_ex5
    self.contents = Bitmap.new(width - 32, row_max * 32)
    draw_item
  end 
  #--------------------------------------------------------------------------
  # skill
  #-------------------------------------------------------------------------- 
  def skill
    return $data_skills[@id]
  end 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item
    return if @id == 0
    x = 8
    y = 8
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end
 
end

#==============================================================================
# EX_Skill_6
#==============================================================================
class EX_Skill_6 < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(314, 0, 64, 64)
    self.opacity = 255
    @actor = actor
    self.z = 5001
    @column_max = 1
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @id = $game_system.xas_skill_ex6
    self.contents = Bitmap.new(width - 32, row_max * 32)
    draw_item
  end 
  #--------------------------------------------------------------------------
  # skill
  #-------------------------------------------------------------------------- 
  def skill
    return $data_skills[@id]
  end 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item
    return if @id == 0
    x = 8
    y = 8
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end
 
end

#==============================================================================
# EX_Skill_7
#==============================================================================
class EX_Skill_7 < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(378, 0, 64, 64)
    self.opacity = 255
    @actor = actor
    self.z = 5001
    @column_max = 1
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @id = $game_system.xas_skill_ex7
    self.contents = Bitmap.new(width - 32, row_max * 32)
    draw_item
  end 
  #--------------------------------------------------------------------------
  # skill
  #-------------------------------------------------------------------------- 
  def skill
    return $data_skills[@id]
  end 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item
    return if @id == 0
    x = 8
    y = 8
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end
 
end
#==============================================================================
# EX_Skill_8
#==============================================================================
class EX_Skill_8 < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(442, 0, 64, 64)
    self.opacity = 255
    @actor = actor
    self.z = 5001
    @column_max = 1
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @id = $game_system.xas_skill_ex8
    self.contents = Bitmap.new(width - 32, row_max * 32)
    draw_item
  end 
  #--------------------------------------------------------------------------
  # skill
  #-------------------------------------------------------------------------- 
  def skill
    return $data_skills[@id]
  end 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item
    return if @id == 0
    x = 8
    y = 8
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end
 
end
#==============================================================================
# EX_Skill_9
#==============================================================================
class EX_Skill_9 < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(506, 0, 64, 64)
    self.opacity = 255
    @actor = actor
    self.z = 5001
    @column_max = 1
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @id = $game_system.xas_skill_ex9
    self.contents = Bitmap.new(width - 32, row_max * 32)
    draw_item
  end 
  #--------------------------------------------------------------------------
  # skill
  #-------------------------------------------------------------------------- 
  def skill
    return $data_skills[@id]
  end 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item
    return if @id == 0
    x = 8
    y = 8
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end
 
end
#==============================================================================
# EX_Skill_10
#==============================================================================
class EX_Skill_10 < Quick_Menu_Selectable
 
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(570, 0, 64, 64)
    self.opacity = 255
    @actor = actor
    self.z = 5001
    @column_max = 1
    refresh
    self.index = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @id = $game_system.xas_skill_ex10
    self.contents = Bitmap.new(width - 32, row_max * 32)
    draw_item
  end 
  #--------------------------------------------------------------------------
  # skill
  #-------------------------------------------------------------------------- 
  def skill
    return $data_skills[@id]
  end 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item
    return if @id == 0
    x = 8
    y = 8
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.skill == nil ? "" :  skill.name + " (" + $data_system.words.sp + " " + skill.sp_cost.to_s + ") - " + self.skill.description)
  end
 
end
#==============================================================================
# QUICK MENU Extra SKILL
#==============================================================================
class Quick_Menu_Extra_Skill
  # initialize --------------------------------
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
  end 
 
  #--------------------------------------------------------------------------
  # main
  #--------------------------------------------------------------------------
  def main
    @actor = $game_party.actors[@actor_index]
    @action_id = 0
    @help_window = Window_Help.new
    @help_window.opacity = 0
    @help_window.x = 220
    @help_window.y = 64
    @help_window.z = 5001
    @help_window.opacity = 0
    @help_window.contents_opacity = 0
    @skill_window = Quick_Window_Extra_Skill.new(@actor)
    @skill_window.x = 0
    @skill_window.y = 128
    @skill_window.opacity = 0
    @skill_window.contents_opacity = 0
    @skill_window.help_window = @help_window
    @skill_window.active = false
    @sk1 =  EX_Skill_1.new(@actor)
    @sk1.help_window = @help_window
    @sk1.active = true
    @sk2 =  EX_Skill_2.new(@actor)
    @sk2.help_window = @help_window
    @sk2.active = false   
    @sk3 =  EX_Skill_3.new(@actor)
    @sk3.help_window = @help_window
    @sk3.active = false   
    @sk4 =  EX_Skill_4.new(@actor)
    @sk4.help_window = @help_window
    @sk4.active = false   
    @sk5 =  EX_Skill_5.new(@actor)
    @sk5.help_window = @help_window
    @sk5.active = false
    @sk6 =  EX_Skill_6.new(@actor)
    @sk6.help_window = @help_window
    @sk6.active = false
    @sk7 =  EX_Skill_7.new(@actor)
    @sk7.help_window = @help_window
    @sk7.active = false
    @sk8 =  EX_Skill_8.new(@actor)
    @sk8.help_window = @help_window
    @sk8.active = false
    @sk9 =  EX_Skill_9.new(@actor)
    @sk9.help_window = @help_window
    @sk9.active = false
    @sk10 =  EX_Skill_10.new(@actor)
    @sk10.help_window = @help_window
    @sk10.active = false
    @spriteset = Spriteset_Map.new
    @windows_hud2 = Xas_Tool_Hud.new
    @windows_hud2.x = XAS_HUD::TOOL_HUD_X
    @windows_hud2.y = XAS_HUD::TOOL_HUD_Y
    @text = Sprite.new
    @text.bitmap = Bitmap.new(640,64)
    @text.z = 5005
    @text.bitmap.font.name = "Georgia"
    @text.bitmap.font.size = 20
    @text.bitmap.font.bold = true
    @text.bitmap.font.italic = true
    @text.bitmap.font.color.set(255, 255, 255,220)
    @text.bitmap.draw_hemming_text(0, 0, 120, 40, "<- SKILL (L) ",1)
    @text.bitmap.draw_hemming_text(525, 0, 120, 40, "(R)ITEM -> ",1)
    @text.y = 240
    @text2 = Sprite.new
    @text2.bitmap = Bitmap.new(640,128)
    @text2.z = 5005
    @text2.bitmap.font.name = "Georgia"
    @text2.bitmap.font.size = 28
    @text2.bitmap.font.bold = true
    @text2.bitmap.font.italic = true
    @text2.bitmap.font.color.set(155, 255, 255,255)
    @text2.bitmap.draw_hemming_text(270, 0, 120, 40, "Extra Skill",1)
    @text2.bitmap.font.size = 22
    @text2.bitmap.font.color.set(255, 255, 255,220)
    @text2.bitmap.draw_hemming_text(150, 32, 360, 40, "How to use - (Press L Button + Action Button)",1)
    @text2.y = 360
    @text_float = 0
    if $game_switches[XAS_HUD::DISABLE_HUD_SWITCH] == true
    @windows_hud2.visible = false
    else
    @windows_hud2.visible = true 
    end
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    for i in 0..10 
      @skill_window.x -= 25
      @skill_window.opacity -= 15
      @skill_window.contents_opacity -= 25
      @help_window.x += 25
      @help_window.opacity -= 15
      @help_window.contents_opacity -= 25 
      @sk1.opacity -= 15
      @sk2.opacity -= 15
      @sk3.opacity -= 15
      @sk4.opacity -= 15
      @sk5.opacity -= 15 
      @sk6.opacity -= 15
      @sk7.opacity -= 15
      @sk8.opacity -= 15
      @sk9.opacity -= 15
      @sk10.opacity -= 15
     
      @sk1.y -= 10
      @sk2.y -= 10
      @sk3.y -= 10
      @sk4.y -= 10
      @sk5.y -= 10
      @sk6.y -= 10
      @sk7.y -= 10
      @sk8.y -= 10
      @sk9.y -= 10
      @sk10.y -= 10
      Graphics.update 
    end 
      Graphics.freeze
      @help_window.dispose
      @skill_window.dispose
      @spriteset.dispose
      @windows_hud2.dispose
      @sk1.dispose
      @sk2.dispose
      @sk3.dispose
      @sk4.dispose
      @sk5.dispose
      @sk6.dispose
      @sk7.dispose
      @sk8.dispose
      @sk9.dispose
      @sk10.dispose
      @text.bitmap.dispose
      @text.dispose
      @text = nil
      @text2.bitmap.dispose
      @text2.dispose
      @text2 = nil     
  end
   
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    @help_window.update
    @skill_window.update
    @sk1.update
    @sk2.update
    @sk3.update
    @sk4.update
    @sk5.update
    @sk6.update
    @sk7.update
    @sk8.update
    @sk9.update
    @sk10.update
    text_float_update
    if @skill_window.x < 190
      @skill_window.x += 25
      @skill_window.opacity += 5
      @skill_window.contents_opacity += 15
      @help_window.x -= 25
      @help_window.opacity += 5
      @help_window.contents_opacity += 15     
    elsif @skill_window.x >= 190 
      @skill_window.x = 190
      @skill_window.opacity = 160
      @skill_window.contents_opacity = 255
      @help_window.x = 0
      @help_window.opacity = 160
      @help_window.contents_opacity = 255       
  end 
  if @sk1.active
      @action_id = 0
      @sk1.opacity = 255
      @sk2.opacity = 140
      @sk3.opacity = 140
      @sk4.opacity = 140
      @sk5.opacity = 140
      @sk6.opacity = 140
      @sk7.opacity = 140
      @sk8.opacity = 140
      @sk9.opacity = 140
      @sk10.opacity = 140
      @sk1.contents_opacity = 255
      @sk2.contents_opacity = 140
      @sk3.contents_opacity = 140
      @sk4.contents_opacity = 140
      @sk5.contents_opacity = 140 
      @sk6.contents_opacity = 140
      @sk7.contents_opacity = 140
      @sk8.contents_opacity = 140
      @sk9.contents_opacity = 140
      @sk10.contents_opacity = 140
      @skill_window.opacity = 140
      sk1_update
      return
  end   
  if @sk2.active
      @action_id = 1
      @sk1.opacity = 140
      @sk2.opacity = 255
      @sk3.opacity = 140
      @sk4.opacity = 140
      @sk5.opacity = 140
      @sk6.opacity = 140
      @sk7.opacity = 140
      @sk8.opacity = 140
      @sk9.opacity = 140
      @sk10.opacity = 140
      @sk1.contents_opacity = 140
      @sk2.contents_opacity = 255
      @sk3.contents_opacity = 140
      @sk4.contents_opacity = 140
      @sk5.contents_opacity = 140
      @sk6.contents_opacity = 140
      @sk7.contents_opacity = 140
      @sk8.contents_opacity = 140
      @sk9.contents_opacity = 140
      @sk10.contents_opacity = 140
      @skill_window.opacity = 140
      sk2_update
      return
  end       
  if @sk3.active
      @action_id = 2
      @sk1.opacity = 140
      @sk2.opacity = 140
      @sk3.opacity = 255
      @sk4.opacity = 140
      @sk5.opacity = 140
      @sk6.opacity = 140
      @sk7.opacity = 140
      @sk8.opacity = 140
      @sk9.opacity = 140
      @sk10.opacity = 140
      @sk1.contents_opacity = 140
      @sk2.contents_opacity = 140
      @sk3.contents_opacity = 255
      @sk4.contents_opacity = 140
      @sk5.contents_opacity = 140 
      @sk6.contents_opacity = 140
      @sk7.contents_opacity = 140
      @sk8.contents_opacity = 140
      @sk9.contents_opacity = 140
      @sk10.contents_opacity = 140
      @skill_window.opacity = 140
      sk3_update
      return
  end 
  if @sk4.active
      @action_id = 3
      @sk1.opacity = 140
      @sk2.opacity = 140
      @sk3.opacity = 140
      @sk4.opacity = 255
      @sk5.opacity = 140
      @sk6.opacity = 140
      @sk7.opacity = 140
      @sk8.opacity = 140
      @sk9.opacity = 140
      @sk10.opacity = 140
      @sk1.contents_opacity = 140
      @sk2.contents_opacity = 140
      @sk3.contents_opacity = 140
      @sk4.contents_opacity = 255
      @sk5.contents_opacity = 140 
      @sk6.contents_opacity = 140
      @sk7.contents_opacity = 140
      @sk8.contents_opacity = 140
      @sk9.contents_opacity = 140
      @sk10.contents_opacity = 140
      @skill_window.opacity = 140
      sk4_update
      return
  end
  if @sk5.active
      @action_id = 4   
      @sk1.opacity = 140
      @sk2.opacity = 140
      @sk3.opacity = 140
      @sk4.opacity = 140
      @sk5.opacity = 255
      @sk6.opacity = 140
      @sk7.opacity = 140
      @sk8.opacity = 140
      @sk9.opacity = 140
      @sk10.opacity = 140
      @sk1.contents_opacity = 140
      @sk2.contents_opacity = 140
      @sk3.contents_opacity = 140
      @sk4.contents_opacity = 140
      @sk5.contents_opacity = 255     
      @sk6.contents_opacity = 140
      @sk7.contents_opacity = 140
      @sk8.contents_opacity = 140
      @sk9.contents_opacity = 140
      @sk10.contents_opacity = 140
      @skill_window.opacity = 140
      sk5_update
      return
    end 
    if @sk6.active
      @action_id = 5   
      @sk1.opacity = 140
      @sk2.opacity = 140
      @sk3.opacity = 140
      @sk4.opacity = 140
      @sk5.opacity = 140
      @sk6.opacity = 255
      @sk7.opacity = 140
      @sk8.opacity = 140
      @sk9.opacity = 140
      @sk10.opacity = 140
      @sk1.contents_opacity = 140
      @sk2.contents_opacity = 140
      @sk3.contents_opacity = 140
      @sk4.contents_opacity = 140
      @sk5.contents_opacity = 140     
      @sk6.contents_opacity = 255
      @sk7.contents_opacity = 140
      @sk8.contents_opacity = 140
      @sk9.contents_opacity = 140
      @sk10.contents_opacity = 140
      @skill_window.opacity = 140
      sk6_update
      return
    end 
    if @sk7.active
      @action_id = 6   
      @sk1.opacity = 140
      @sk2.opacity = 140
      @sk3.opacity = 140
      @sk4.opacity = 140
      @sk5.opacity = 140
      @sk6.opacity = 140
      @sk7.opacity = 255
      @sk8.opacity = 140
      @sk9.opacity = 140
      @sk10.opacity = 140
      @sk1.contents_opacity = 140
      @sk2.contents_opacity = 140
      @sk3.contents_opacity = 140
      @sk4.contents_opacity = 140
      @sk5.contents_opacity = 140     
      @sk6.contents_opacity = 140
      @sk7.contents_opacity = 255
      @sk8.contents_opacity = 140
      @sk9.contents_opacity = 140
      @sk10.contents_opacity = 140
      @skill_window.opacity = 140
      sk7_update
      return
    end 
    if @sk8.active
      @action_id = 7   
      @sk1.opacity = 140
      @sk2.opacity = 140
      @sk3.opacity = 140
      @sk4.opacity = 140
      @sk5.opacity = 140
      @sk6.opacity = 140
      @sk7.opacity = 140
      @sk8.opacity = 255
      @sk9.opacity = 140
      @sk10.opacity = 140
      @sk1.contents_opacity = 140
      @sk2.contents_opacity = 140
      @sk3.contents_opacity = 140
      @sk4.contents_opacity = 140
      @sk5.contents_opacity = 140   
      @sk6.contents_opacity = 140
      @sk7.contents_opacity = 140
      @sk8.contents_opacity = 255
      @sk9.contents_opacity = 140
      @sk10.contents_opacity = 140
      @skill_window.opacity = 140
      sk8_update
      return
    end 
    if @sk9.active
      @action_id = 8   
      @sk1.opacity = 140
      @sk2.opacity = 140
      @sk3.opacity = 140
      @sk4.opacity = 140
      @sk5.opacity = 140
      @sk6.opacity = 140
      @sk7.opacity = 140
      @sk8.opacity = 140
      @sk9.opacity = 255
      @sk10.opacity = 140
      @sk1.contents_opacity = 140
      @sk2.contents_opacity = 140
      @sk3.contents_opacity = 140
      @sk4.contents_opacity = 140
      @sk5.contents_opacity = 140     
      @sk6.contents_opacity = 140
      @sk7.contents_opacity = 140
      @sk8.contents_opacity = 140
      @sk9.contents_opacity = 255
      @sk10.contents_opacity = 140
      @skill_window.opacity = 140
      sk9_update
      return
    end 
    if @sk10.active
      @action_id = 9   
      @sk1.opacity = 140
      @sk2.opacity = 140
      @sk3.opacity = 140
      @sk4.opacity = 140
      @sk5.opacity = 140
      @sk6.opacity = 140
      @sk7.opacity = 140
      @sk8.opacity = 140
      @sk9.opacity = 140
      @sk10.opacity = 255
      @sk1.contents_opacity = 140
      @sk2.contents_opacity = 140
      @sk3.contents_opacity = 140
      @sk4.contents_opacity = 140
      @sk5.contents_opacity = 140     
      @sk6.contents_opacity = 140
      @sk7.contents_opacity = 140
      @sk8.contents_opacity = 140
      @sk9.contents_opacity = 140
      @sk10.contents_opacity = 255
      @skill_window.opacity = 140
      sk10_update
      return
  end 
    if @skill_window.active
      @sk1.opacity = 140
      @sk2.opacity = 140
      @sk3.opacity = 140
      @sk4.opacity = 140
      @sk5.opacity = 140
      @sk6.opacity = 140
      @sk7.opacity = 140
      @sk8.opacity = 140
      @sk9.opacity = 140
      @sk10.opacity = 140
   
      @skill_window.opacity = 255
      update_skill
      return
    end
  end
 
  #--------------------------------------------------------------------------
  # Text Float Update
  #--------------------------------------------------------------------------   
  def text_float_update
    if @text_float == 0
      @text.oy += 1
      @text_float = 1 if @text.oy > 10     
    else 
      @text.oy -= 1
      @text_float = 0 if @text.oy < -10           
    end 
  end 
  #--------------------------------------------------------------------------
  # Cancel
  #-------------------------------------------------------------------------- 
  def cancel
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end   
  end 
 
  #--------------------------------------------------------------------------
  # Menu Change
  #-------------------------------------------------------------------------- 
  def menu_change
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      $scene = Quick_Menu_Item.new
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      $scene = Quick_Menu_Skill.new
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      $scene = Quick_Menu_Extra_Skill.new
      return
    end
  end
 
  #--------------------------------------------------------------------------
  # Sk1 Update
  #-------------------------------------------------------------------------- 
  def sk1_update
      cancel
      menu_change
     
      if Input.trigger?(Input::C) 
        @sk1.active = false
        @skill_window.active = true
        return
      end 
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)     
        @sk1.active = false
        @sk2.active = true
        return
      end
      if Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)     
        @sk1.active = false
        @sk5.active = true
        return
      end     
  end
  #--------------------------------------------------------------------------
  # Sk2 Update
  #-------------------------------------------------------------------------- 
  def sk2_update
      cancel
      menu_change
      if Input.trigger?(Input::C)   
        @sk2.active = false
        @skill_window.active = true
        return
      end 
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)     
        @sk2.active = false
        @sk3.active = true
        return
      end
      if Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)     
        @sk2.active = false
        @sk1.active = true
        return
      end     
  end   
  #--------------------------------------------------------------------------
  # Sk3 Update
  #-------------------------------------------------------------------------- 
  def sk3_update
      cancel
      menu_change
      if Input.trigger?(Input::C) 
        @sk3.active = false
        @skill_window.active = true
        return
      end 
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)     
        @sk3.active = false
        @sk4.active = true
        return
      end
      if Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)     
        @sk3.active = false
        @sk2.active = true
        return
      end     
  end     
  #--------------------------------------------------------------------------
  # Sk4 Update
  #-------------------------------------------------------------------------- 
  def sk4_update
      cancel
      menu_change
      if Input.trigger?(Input::C)   
        @sk4.active = false
        @skill_window.active = true
        return
      end 
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)     
        @sk4.active = false
        @sk5.active = true
        return
      end
      if Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)     
        @sk4.active = false
        @sk3.active = true
        return
      end     
  end   
  #--------------------------------------------------------------------------
  # Sk5 Update
  #-------------------------------------------------------------------------- 
  def sk5_update
      cancel
      menu_change
      if Input.trigger?(Input::C) 
        @sk5.active = false
        @skill_window.active = true
        return
      end 
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)     
        @sk5.active = false
        @sk6.active = true
        return
      end
      if Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)     
        @sk5.active = false
        @sk4.active = true
        return
      end     
    end     
    #--------------------------------------------------------------------------
  # Sk6 Update
  #-------------------------------------------------------------------------- 
  def sk6_update
      cancel
      menu_change
      if Input.trigger?(Input::C) 
        @sk6.active = false
        @skill_window.active = true
        return
      end 
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)     
        @sk6.active = false
        @sk7.active = true
        return
      end
      if Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)     
        @sk6.active = false
        @sk5.active = true
        return
      end     
    end 
    #--------------------------------------------------------------------------
  # Sk7 Update
  #-------------------------------------------------------------------------- 
  def sk7_update
      cancel
      menu_change
      if Input.trigger?(Input::C) 
        @sk7.active = false
        @skill_window.active = true
        return
      end 
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)     
        @sk7.active = false
        @sk8.active = true
        return
      end
      if Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)     
        @sk7.active = false
        @sk6.active = true
        return
      end     
    end 
    #--------------------------------------------------------------------------
  # Sk8 Update
  #-------------------------------------------------------------------------- 
  def sk8_update
      cancel
      menu_change
      if Input.trigger?(Input::C) 
        @sk8.active = false
        @skill_window.active = true
        return
      end 
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)     
        @sk8.active = false
        @sk9.active = true
        return
      end
      if Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)     
        @sk8.active = false
        @sk7.active = true
        return
      end     
    end 
    #--------------------------------------------------------------------------
  # Sk9 Update
  #-------------------------------------------------------------------------- 
  def sk9_update
      cancel
      menu_change
      if Input.trigger?(Input::C) 
        @sk9.active = false
        @skill_window.active = true
        return
      end 
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)     
        @sk9.active = false
        @sk10.active = true
        return
      end
      if Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)     
        @sk9.active = false
        @sk8.active = true
        return
      end     
    end 
    #--------------------------------------------------------------------------
  # Sk10 Update
  #-------------------------------------------------------------------------- 
  def sk10_update
      cancel
      menu_change
      if Input.trigger?(Input::C) 
        @sk10.active = false
        @skill_window.active = true
        return
      end 
      if Input.trigger?(Input::RIGHT)
        $game_system.se_play($data_system.cursor_se)     
        @sk10.active = false
        @sk1.active = true
        return
      end
      if Input.trigger?(Input::LEFT)
        $game_system.se_play($data_system.cursor_se)     
        @sk10.active = false
        @sk9.active = true
        return
      end     
  end 
  #--------------------------------------------------------------------------
  # Update Skill
  #--------------------------------------------------------------------------
  def update_skill
    menu_change
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @skill_window.active = false
      if @action_id == 0
        @sk1.active = true
      elsif @action_id == 1 
        @sk2.active = true
      elsif @action_id == 2 
        @sk3.active = true
      elsif @action_id == 3 
        @sk4.active = true
      elsif @action_id == 4 
        @sk5.active = true
      elsif @action_id == 5
        @sk6.active = true
      elsif @action_id == 6 
        @sk7.active = true
      elsif @action_id == 7
        @sk8.active = true
      elsif @action_id == 8
        @sk9.active = true
      elsif @action_id == 9
        @sk10.active = true
      end       
      return
    end
    if Input.trigger?(Input::C)
      @skill = @skill_window.skill
        if @skill == nil or not @actor.skill_can_use?(@skill.id)
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        @skill_window.active = false
        $game_system.se_play($data_system.equip_se)
        if @action_id == 0
          $game_system.xas_skill_ex1 = @skill.id
          @sk1.refresh
          @sk1.active = true
        elsif @action_id == 1 
          $game_system.xas_skill_ex2 = @skill.id
          @sk2.refresh
          @sk2.active = true
        elsif @action_id == 2
          $game_system.xas_skill_ex3 = @skill.id
          @sk3.refresh
          @sk3.active = true
        elsif @action_id == 3 
          $game_system.xas_skill_ex4 = @skill.id
          @sk4.refresh
          @sk4.active = true
        elsif @action_id == 4
          $game_system.xas_skill_ex5 = @skill.id
          @sk5.refresh
          @sk5.active = true
        elsif @action_id == 5
          $game_system.xas_skill_ex6 = @skill.id
          @sk6.refresh
          @sk6.active = true
        elsif @action_id == 6
          $game_system.xas_skill_ex7 = @skill.id
          @sk7.refresh
          @sk7.active = true
        elsif @action_id == 7
          $game_system.xas_skill_ex8 = @skill.id
          @sk8.refresh
          @sk8.active = true
        elsif @action_id == 8
          $game_system.xas_skill_ex9 = @skill.id
          @sk9.refresh
          @sk9.active = true
          else
          $game_system.xas_skill_ex10 = @skill.id
          @sk10.refresh
          @sk10.active = true
        end         
      return
    end
  end
end


#==============================================================================
# EX SKILL HUD
#==============================================================================
class Extra_Skill_Hud < Sprite
  include MOG
  #--------------------------------------------------------------------------
  # * initialize
  #--------------------------------------------------------------------------
  def initialize(viewport)
    super(viewport)
    # Layout -------------------------------------------------------------------
    @layout_image = RPG::Cache.windowskin("EX_Layout")
    @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
    @layout_sprite = Sprite.new
    @layout_sprite.bitmap = @layout_bitmap
    @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
    @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)     
    @layout_sprite.z = 5001
    @layout_sprite.x = EX_HUD_X + EX_LAY_X
    @layout_sprite.y = EX_HUD_Y + EX_LAY_Y   
    # Layout2 ------------------------------------------------------------------
    @layout2_image = RPG::Cache.windowskin("EX_Layout2")
    @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
    @layout2_sprite = Sprite.new
    @layout2_sprite.bitmap = @layout2_bitmap
    @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
    @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)     
    @layout2_sprite.z = 5004
    @layout2_sprite.x = EX_HUD_X + EX_LAY2_X
    @layout2_sprite.y = EX_HUD_Y + EX_LAY2_Y
    # Icon ---------------------------------------------------------------------
    @icon = Sprite.new
    @icon.bitmap = Bitmap.new(400,24)
    space = 32
    # EX1
    if $game_system.xas_skill_ex1 != 0
    skill = $data_skills[$game_system.xas_skill_ex1]
    image = RPG::Cache.icon(skill.icon_name)
    @icon.bitmap.blt(space * 0, 0, image, Rect.new(0, 0, 24, 24))
    end
    # EX2
    if $game_system.xas_skill_ex2 != 0
    skill = $data_skills[$game_system.xas_skill_ex2]
    image = RPG::Cache.icon(skill.icon_name)   
    @icon.bitmap.blt(space * 1, 0, image, Rect.new(0, 0, 24, 24))
    end     
    # EX3
    if $game_system.xas_skill_ex3 != 0
    skill = $data_skills[$game_system.xas_skill_ex3]
    image = RPG::Cache.icon(skill.icon_name)   
    @icon.bitmap.blt(space * 2, 0, image, Rect.new(0, 0, 24, 24))
    end           
    # EX4
    if $game_system.xas_skill_ex4 != 0
    skill = $data_skills[$game_system.xas_skill_ex4]
    image = RPG::Cache.icon(skill.icon_name)   
    @icon.bitmap.blt(space * 3, 0, image, Rect.new(0, 0, 24, 24))
    end       
    # EX5
    if $game_system.xas_skill_ex5 != 0
    skill = $data_skills[$game_system.xas_skill_ex5]
    image = RPG::Cache.icon(skill.icon_name)   
    @icon.bitmap.blt(space * 4, 0, image, Rect.new(0, 0, 24, 24))
  end       
  # EX6
    if $game_system.xas_skill_ex6 != 0
    skill = $data_skills[$game_system.xas_skill_ex6]
    image = RPG::Cache.icon(skill.icon_name)   
    @icon.bitmap.blt(space * 5, 0, image, Rect.new(0, 0, 24, 24))
  end   
  # EX7
    if $game_system.xas_skill_ex7 != 0
    skill = $data_skills[$game_system.xas_skill_ex7]
    image = RPG::Cache.icon(skill.icon_name)   
    @icon.bitmap.blt(space * 6, 0, image, Rect.new(0, 0, 24, 24))
    end
    # EX8
    if $game_system.xas_skill_ex8 != 0
    skill = $data_skills[$game_system.xas_skill_ex8]
    image = RPG::Cache.icon(skill.icon_name)   
    @icon.bitmap.blt(space * 7, 0, image, Rect.new(0, 0, 24, 24))
    end
    # EX9
    if $game_system.xas_skill_ex9 != 0
    skill = $data_skills[$game_system.xas_skill_ex9]
    image = RPG::Cache.icon(skill.icon_name)   
    @icon.bitmap.blt(space * 8, 0, image, Rect.new(0, 0, 24, 24))
    end
    # EX10
    if $game_system.xas_skill_ex10 != 0
    skill = $data_skills[$game_system.xas_skill_ex10]
    image = RPG::Cache.icon(skill.icon_name)   
    @icon.bitmap.blt(space * 9, 0, image, Rect.new(0, 0, 24, 24))
    end
    @icon.z = 5003
    @icon.x = EX_HUD_X + EX_ICON_X
    @icon.y = EX_HUD_Y + EX_ICON_Y
    @icon.opacity = 120
    @layout_sprite.opacity = 120
    @layout2_sprite.opacity = 0
    visable_check
  end
 
  #--------------------------------------------------------------------------
  # * dispose
  #-------------------------------------------------------------------------- 
  def dispose
    #Layout Dispose
    @layout_bitmap.dispose
    @layout_bitmap = nil     
    @layout_sprite.bitmap.dispose
    @layout_sprite.bitmap = nil
    @layout_sprite.dispose
    @layout_sprite = nil     
    #Layout Dispose
    @layout2_bitmap.dispose
    @layout2_bitmap = nil     
    @layout2_sprite.bitmap.dispose
    @layout2_sprite.bitmap = nil
    @layout2_sprite.dispose
    @layout2_sprite = nil   
    #Icon Dispose
    @icon.bitmap.dispose
    @icon.bitmap = nil
    @icon.dispose
    @icon = nil
  end
 
  #--------------------------------------------------------------------------
  # * update
  #--------------------------------------------------------------------------
  def update
    pressed_check
    visable_check
  end
 
  #--------------------------------------------------------------------------
  # * Visable Check
  #-------------------------------------------------------------------------- 
  def visable_check
      if $game_switches[MOG::DISABLE_EX_HUD_SWITCH] == true
        @icon.visible = false
        @layout_sprite.visible = false
        @layout2_sprite.visible = false
      else   
        @icon.visible = true
        @layout_sprite.visible = true
        @layout2_sprite.visible = true
      end
  end 
 
  #--------------------------------------------------------------------------
  # * update
  #-------------------------------------------------------------------------- 
  def pressed_check
    if Input.press?(Input::L) and not
        ($game_system.map_interpreter.running? or
        $game_temp.message_window_showing )
        if @layout_sprite.opacity < 255
            @icon.opacity += 10
            @layout_sprite.opacity += 10
            @layout2_sprite.opacity += 35
        end
      else 
            @layout2_sprite.opacity -= 10 if @layout2_sprite.opacity > 0
        if @layout_sprite.opacity > 120
            @icon.opacity -= 10
            @layout_sprite.opacity -= 10
        end     
    end
  end 
end 

#-------------------------------------------------------------------------------
# Scene_Map
#-------------------------------------------------------------------------------
class Scene_Map 
  alias exskill_main main
  def main
      @viewport_ex = Viewport.new(0, 0, 640, 480)
      @viewport_ex.z = 9999   
      @exskill = Extra_Skill_Hud.new(@viewport_ex)
    exskill_main 
      @exskill.dispose
      @exskill = nil
      @viewport_ex.dispose
      @viewport_ex = nil
  end 
  alias exskill_update update
  def update
    exskill_update
    @exskill.update
  end 
end

$mog_rgss_xas_extra_skill = true


Add whatever you want the audio SE to be in line 22:
EX_MOTION_SE = RPG::AudioFile.new("", 100, 50)

Ex layout

XAS Extra skill with 10 slots Exlayout
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#2 XAS Extra skill with 10 slots Empty Re: XAS Extra skill with 10 slots
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NuKa_BuBble

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Thnx to share this Very Happy
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#3 XAS Extra skill with 10 slots Empty Re: XAS Extra skill with 10 slots
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shogun3

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You are welcome ;-)

EDITED THE FIRST POST: you need the layout graphic to be with 10 slots like the one I attached
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