I was wondering if anyone can please edit the SkillShopStatus part of Trickster's skill shop script, so that it scrolls down when there are more than 4 party members. Currently, if you have 5+ party members, it goes down but the character graphic, hp, sp, and level don't.
Here's the script
Thank you to anyone who can do this.
Here's the script
Code:
#==============================================================================
# ** Window_ShopStatus
#------------------------------------------------------------------------------
# This window displays number of items in possession and the actor's equipment
# on the shop screen.
#==============================================================================
class Window_SkillShopStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 128, 320, 352)
@column_max = 1
@item_max = $game_party.actors.size
self.contents = Bitmap.new(width - 32, @item_max * 80)
self.contents.font.size = 20
self.contents.font.bold = true
self.index = -1
@item = nil
@sprites = {}
refresh
self.visible = false
end
#--------------------------------------------------------------------------
# * Set Item
# item : new item
#--------------------------------------------------------------------------
def item=(item)
if @item != item
@item = item
refresh
end
end
#--------------------------------------------------------------------------
# * Get Actor
#--------------------------------------------------------------------------
def actor
return $game_party.actors[self.index]
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
super
@sprites.each_value {|sprite| sprite.update}
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
@sprites.each_value {|sprite| sprite.dispose}
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @item == nil
return
end
# Equipment adding information
$game_party.actors.each_with_index do |actor, i|
y = 80 * i
if not @sprites.has_key?(actor)
args = actor,self.x+40,self.y+y+40,5,0,0
@sprites[actor] = Sprite_ActorCharGraphic.new(*args)
@sprites[actor].visible = self.visible
end
color = actor.skill_shop_learnable?(@item.id) ? normal_color : disabled_color
opacity = actor.skill_shop_learnable?(@item.id) ? 255 : 128
@sprites[actor].animate = actor.skill_shop_learnable?(@item.id)
@sprites[actor].opacity = opacity
@sprites[actor].frame = 0 if opacity == 128
self.contents.font.color = color
y += 6
# Draw Actor's name
self.contents.draw_text(84, y, 120, 18, actor.name)
# Draw Actor's Level
self.contents.font.color = system_color
self.contents.draw_text(212,y,32,18,"Lv")
self.contents.font.color = normal_color
self.contents.draw_text(252,y,32,18,actor.level.to_s)
# Draw Actor's Hp, Sp, Exp
draw_actor_hp(actor, 84, y+12,178)
draw_actor_sp(actor, 84, y+44,178)
end
end
#--------------------------------------------------------------------------
# * Set Visible
#--------------------------------------------------------------------------
def visible=(bool)
super(bool)
@sprites.each_value {|sprite| sprite.visible = bool}
if self.class.method_defined?(:get_gradient_sprites)
get_gradient_sprites.each {|sprite| sprite.visible = bool}
end
end
#--------------------------------------------------------------------------
# * Get Gradient Sprites
#--------------------------------------------------------------------------
def get_gradient_sprites
sprites = @hp_bar_sprites.to_a + @sp_bar_sprites.to_a + @exp_bar_sprites.to_a
sprites.flatten!
sprites.delete_if {|object| object.is_a?(Game_Actor) or object.is_a?(Game_Enemy)}
return sprites
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
def update_cursor_rect
super
self.cursor_rect.y = @index / @column_max * 82 - self.oy
self.cursor_rect.height = 96
end
end
Thank you to anyone who can do this.