I should have been finishing an intro to a game instead now my skill names (and icons) change based on my equipped weapon.
=begin Skill Verbs by Fomar0153 Version 1.0 ---------------------- Notes ---------------------- This script lets you change skill names (and icons) based on your equipped weapon. ---------------------- Instructions ---------------------- Change the three settings below. VERB_ICON is what identifies the skills that this script should apply to. VERB_STRING is what you want to change in the skill name. WEAPONS is an array in the same order of the weapon types. So far example I have a skill called "Power Verb" if I equip a sword it becomes "Power Slash". The skill icon will become my weapon's icon. =end class Window_Base < Window #-------------------------------------------------------------------------- # * Constants #-------------------------------------------------------------------------- VERB_ICON = 528 VERB_STRING = "Verb" WEAPONS = [ "Attack", # no weapon equipped "Chop", "Slash", "Stab", "Slash", "Slash", "Shot", "Stab", "Smash", "Blow", "Shot" ] #-------------------------------------------------------------------------- # * Draw Item Name # enabled : Enabled flag. When false, draw semi-transparently. #-------------------------------------------------------------------------- alias verbs_draw_item_name draw_item_name def draw_item_name(item, x, y, enabled = true, width = 172) return unless item return verbs_draw_item_name(item, x, y, enabled, width) unless item.icon_index == VERB_ICON && @actor if @actor.weapons[0] draw_icon(@actor.weapons[0].icon_index, x, y, enabled) change_color(normal_color, enabled) draw_text(x + 24, y, width, line_height, item.name.gsub(VERB_STRING,WEAPONS[@actor.weapons[0].wtype_id])) else change_color(normal_color, enabled) draw_text(x + 24, y, width, line_height, item.name.gsub(VERB_STRING,WEAPONS[0])) end end end