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Requesting a Script that displays a value based on an integer

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Requesting a Script that displays a value based on an integer
  • Original author: deathsia
  • Original date: October 24, 2014
  • Source thread: https://forums.rpgmakerweb.com/threads/requesting-a-script-that-displays-a-value-based-on-an-integer.33255/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace) > RGSS3 Script Requests

Summary

Yanfly equipment engine Yami's Equipment Learning Script Now while this request sounds like something extremely simple...It actully most likely is. Or its not and I'm asking for a WHOLE LOT MORE than i thought...

Archived First Post

Yanfly equipment engine

Yami's Equipment Learning Script

Now while this request sounds like something extremely simple...It actully most likely is.

Or its not and I'm asking for a WHOLE LOT MORE than i thought...

Okay, so to start this off I'm going to provide a visual example:

Protected download

Okay so, you see how in this image, it displays the spell and the % to completion.

What I'm asking for is a script that grabs the values that Yami's Equipment Learning Script for the spells the character is currently learning and displayed either in it's own scene or as an added value next to the spells name in the skills window where spells and abilities are displayed.

Yami's equipment script already does this but he coded in a failsafe to detect if Yanfly's equipment manager script was installed or not and if it was, it would hide itself to prevent conflicting between scripts. Smart.

I'm attempting to make my own addon for the equipment learning script that displays these values but considering my knowledge is limited, I doubt I'll have any success.

EDIT: I found what "I think" is the part of the script that draws the values. I'll put it here for reference though chances are I'm so far off the mark of what's exactly needed that this will be useless but oh well..

Code:
#==============================================================================# ¡ Window_EquipLearning#==============================================================================class Window_EquipLearning < Window_Selectable    #--------------------------------------------------------------------------  # initialize  #--------------------------------------------------------------------------  def initialize(x, y, width, height)    super(x, y, width, height)    self.opacity = 0  end    #--------------------------------------------------------------------------  # ap_gauge_color1  #--------------------------------------------------------------------------  def ap_gauge_color1    text_color(YES::EQUIPMENT_LEARNING::COLOR_GAUGE[:color1])  end    #--------------------------------------------------------------------------  # ap_gauge_color2  #--------------------------------------------------------------------------  def ap_gauge_color2    text_color(YES::EQUIPMENT_LEARNING::COLOR_GAUGE[:color2])  end    #--------------------------------------------------------------------------  # item_max  #--------------------------------------------------------------------------  def item_max    @data.nil? ? 1 : @data.size  end    #--------------------------------------------------------------------------  # current_item_enabled?  #--------------------------------------------------------------------------  def current_item_enabled?    false  end    #--------------------------------------------------------------------------  # enable?  #--------------------------------------------------------------------------  def enable?(skill)    true  end    #--------------------------------------------------------------------------  # equip=  #--------------------------------------------------------------------------  def equip=(equip)    contents.clear    @equip = equip    return unless @equip    @data = @equip.el_skills.collect { |i| $data_skills[i] }    refresh  end    #--------------------------------------------------------------------------  # actor=  #--------------------------------------------------------------------------  def actor=(actor)    @actor = actor  end    #--------------------------------------------------------------------------  # item  #--------------------------------------------------------------------------  def item    @data.nil? ? nil : @data[index]  end    #--------------------------------------------------------------------------  # draw_item  #--------------------------------------------------------------------------  def draw_item(index)    skill = @data[index]    if skill      rect = item_rect(index)      rect.width -= 4      draw_ap(skill, rect.x + 2, rect.y, rect.width, enable?(skill))      draw_item_name(skill, rect.x, rect.y, enable?(skill))    end  end    #--------------------------------------------------------------------------  # draw_ap  #--------------------------------------------------------------------------  def draw_ap(item, x, y, width, enable = true)    if @actor      draw_gauge(x, y, width - 4, @actor.per_elp(item.id),                  ap_gauge_color1, ap_gauge_color2)      draw_current_and_max_values(x, y, width - 4, @actor.cur_elp(item.id),                                   @actor.req_elp(item.id), normal_color, normal_color)    else      draw_gauge(x, y, width - 4, 0,                  ap_gauge_color1, ap_gauge_color2)      draw_current_and_max_values(x, y, width - 4, 0,                                   item.el_require, normal_color, normal_color)    end  end      #--------------------------------------------------------------------------  # update_help  #--------------------------------------------------------------------------  def update_help    @help_window.set_item(item)  end    #--------------------------------------------------------------------------  # activate  #--------------------------------------------------------------------------  def activate    self.index = 0    super  end  end # Window_EquipLearning

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16-21062011_082538.png
16-21062011_082538.png
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