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I edited the XAS extra skill script in order to have 10 slots available instead of just 5.
Add whatever you want the audio SE to be in line 22:
EX_MOTION_SE = RPG::AudioFile.new("", 100, 50)
Ex layout
ImageShack.us
- 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
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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
EDITED THE FIRST POST: you need the layout graphic to be with 10 slots like the one I attached
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GAMEFACE101 » MEDIA » PLAY with CODE! » PLAY with CODE (scripts and software) » RGSS (RMXP SCRIPTS) »XAS Extra skill with 10 slots
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