Alright, got it to work. Replace my custom skill screen with this:
CODE
#==============================================================================
# ** Window_Skill
#------------------------------------------------------------------------------
# This window displays usable skills on the skill and battle screens.
#==============================================================================
class Window_Skill < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor, skill_command_type = '')
super(300, 64, 340, 412)
@actor = actor
@skill_command_type = skill_command_type
@column_max = 1
refresh
self.index = 0
# If in battle, move window to center of screen
# and make it semi-transparent
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# * Acquiring Skill
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
# If item count is not 0, make a bit map and draw all items
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
y = index / 1 * 32
x = 4 + index % 1 * (288 + 32)
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
self.contents.draw_text(x + 200, y, 48, 32, skill.sp_cost.to_s, 2)
end
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
#==============================================================================
# ** Window_SkillStatus
#------------------------------------------------------------------------------
# This window displays the skill user's status on the skill screen.
#==============================================================================
class Window_SkillStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 64, 300, 412)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Draw Face Graphic
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_face_graphic(actor, x, y)
bitmap = RPG::Cache.picture(actor.name)
self.contents.blt(x, y, bitmap, Rect.new(0, 0, bitmap.width, bitmap.height))
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(15, 140, 100, 100,"State:", 2)
draw_actor_face_graphic(@actor, 10, 50)
draw_actor_name(@actor, 30, 10)
draw_actor_state(@actor, 125, 174)
draw_actor_hp(@actor, 120, 60)
draw_actor_sp(@actor, 120, 110)
self.contents.font.color = system_color
self.contents.draw_text(10,220,90,22,"Weapon:",2)
self.contents.font.color = normal_color
draw_item_name($data_weapons[@actor.weapon_id],110,220)
self.contents.font.color = system_color
self.contents.draw_text(10,250,90,22,"Shield:",2)
self.contents.font.color = normal_color
draw_item_name($data_armors[@actor.armor1_id],110,250)
self.contents.font.color = system_color
self.contents.draw_text(10,280,90,22,"Helmet:",2)
self.contents.font.color = normal_color
draw_item_name($data_armors[@actor.armor2_id],110,280)
self.contents.font.color = system_color
self.contents.draw_text(10,310,90,22,"Armor:",2)
self.contents.font.color = normal_color
draw_item_name($data_armors[@actor.armor3_id],110,310)
self.contents.font.color = system_color
self.contents.draw_text(-10,340,110,22,"Accessory:",2)
self.contents.font.color = normal_color
draw_item_name($data_armors[@actor.armor4_id],110,330)
end
end