HELP FIXING EDITED MOG STATUS SCREEN SCRIPT ._.
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Umm, hi, i was wondering if anyone would be able to help me.. D:
i've been using a combination of Mog's script and a japanese script, and i seem to be in some trouble now...
This is what i want the main menu to look like, as in, this was before i added the MOG status screen script and modified it to show portraits...
This is how it looks after i added the MOG status screen script and modified it to show portraits... it retains this format even after deleting the edited script, so i'm assuming it might be some sort of code break..?
----------------------------------------------------------
Here's the MOG status script i edited. I copied and pasted the portrait processing parts of code from this script: http://shadowsworkshop.yuku.com/topic/16#.T80tCdVfEvA
This is the original MOG status script:
I'm wondering if anyone would be able to offer some help/suggestions about how to keep the menu formating of screenshot #1 + allow portaits displayed in the MOG status script? i want to use the MOG status screen script and combine it with the portrait script i found.
Here're the japanese scripts i used for the main menu format :
2-player format layout: http://xrxs.at-ninja.jp/Nov10MS3.txt
Menu template: http://xrxs.at-ninja.jp/Nov10.txt
Again, any help would be very very much appreciated! >x< If you'd like an incentive, i'd be willing to offer a free trial of the game or free art... .x.
EDIT: Here's my project w/ and without adding the portrait status script:
MOG status screen + jpn menu layout + portrait processing - http://www.mediafire.com/?wlm48qkn28t5xb0
MOG status screen + jpn menu layout - http://www.mediafire.com/?l79745nkia03ch0
i've been using a combination of Mog's script and a japanese script, and i seem to be in some trouble now...
This is what i want the main menu to look like, as in, this was before i added the MOG status screen script and modified it to show portraits...
This is how it looks after i added the MOG status screen script and modified it to show portraits... it retains this format even after deleting the edited script, so i'm assuming it might be some sort of code break..?
----------------------------------------------------------
Here's the MOG status script i edited. I copied and pasted the portrait processing parts of code from this script: http://shadowsworkshop.yuku.com/topic/16#.T80tCdVfEvA
##################################################
# Mog Menu_Status_Aya V 1.0 #
##################################################
# By Moghunter
# http://www.atelier-rgss.com
##################################################
# Menu Status com layout em pictures.
# É necessário criar uma pasta com o nome de
# Menus e colocar todas as imagens dentro dela, de resto
# é só criar o seu próprio estilo de menu através de um
#editor de imagem.
#-------------------------------------------------
module MOG_VX07
#Definição do parameter maximo.
MAX_PARAMETER = 999
end
#-------------------------------------------------
#draw actor's full name set to OFF (0)
#Add actor portraits into cache.picture.
#-------------------------------------------------
DRAW_ACTOR_STATUS_NAME_ONOFF=0
DRAW_ACTOR_STATUS_FACE={
0=>Cache.picture(""),
1=>Cache.picture("Actor1-1"),
2=>Cache.picture("Actor1-4"),
3=>Cache.picture(""),
4=>Cache.picture(""),
5=>Cache.picture(""),
6=>Cache.picture(""),
7=>Cache.picture(""),
8=>Cache.picture(""),
9=>Cache.picture(""),
10=>Cache.picture("")
}
#-------------------------------------------------
#set coordinates and sizing of portraits.
# X2 = location x, Y2 = location y
#-------------------------------------------------
DRAW_ACTOR_STATUS_FACE_X=272
DRAW_ACTOR_STATUS_FACE_Y=288
DRAW_ACTOR_STATUS_FACE_X2=320
DRAW_ACTOR_STATUS_FACE_Y2=90
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list
end
def next_exp
return @exp_list > 0 ? @exp_list - @exp_list : 0
end
end
###############
# module Cache #
###############
module Cache
def self.menu(filename)
load_bitmap("Graphics/Menus/", filename)
end
end
##############
# Window_Base #
##############
class Window_Base < Window
def draw_actor_atk_menu_status(actor, x, y)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("Parameter_Bar")
cw = meter.width * actor.atk / MOG_VX07::MAX_PARAMETER
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.atk.to_s, 2)
end
def draw_actor_def_menu_status(actor, x, y)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("Parameter_Bar")
cw = meter.width * actor.def / MOG_VX07::MAX_PARAMETER
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.def.to_s , 2)
end
def draw_actor_spi_menu_status(actor, x, y)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("Parameter_Bar")
cw = meter.width * actor.spi / MOG_VX07::MAX_PARAMETER
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.spi.to_s , 2)
end
def draw_actor_agi_menu_status(actor, x, y)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("Parameter_Bar")
cw = meter.width * actor.agi / MOG_VX07::MAX_PARAMETER
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.agi.to_s , 2)
end
def draw_item_name_menu_status(item, x, y, enabled = true)
if item != nil
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 30, y, 155, WLH, item.name)
end
end
def draw_equipments_menu_status(actor, x, y)
draw_item_name_menu_status(actor.equips, x , y)
draw_item_name_menu_status(actor.equips, x , y + 45)
draw_item_name_menu_status(actor.equips, x , y + 90)
draw_item_name_menu_status(actor.equips, x + 125, y + 20)
draw_item_name_menu_status(actor.equips, x + 125, y + 65)
end
def draw_actor_hp_menu_status(actor, x, y)
back = Cache.menu("MeterBack")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("HPMeter")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 22, y + 5 , 80, 32, actor.hp.to_s + " / " +
actor.maxhp.to_s, 1)
end
def draw_actor_mp_menu_status(actor, x, y)
back = Cache.menu("MeterBack")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("MPMeter")
cw = meter.width * actor.mp / actor.maxmp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 22, y + 5 , 80, 32, actor.mp.to_s + " / " +
actor.maxmp.to_s, 1)
end
def draw_actor_class_menu_status(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 90, WLH, actor.class.name, 1)
end
def draw_actor_level_menu_status(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, WLH, actor.level, 1)
end
def draw_menu_status_obj(x,y)
lay = Cache.menu("Menu_Status_OBJ")
cw = lay.width
ch = lay.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, lay, src_rect)
end
def draw_actor_exp_meter_status_menu(actor, x, y)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
back = Cache.menu("MeterBack")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch , back, src_rect)
bitmap = Cache.menu("EXPMeter")
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch , bitmap, src_rect)
if actor.next_exp != 0
self.contents.draw_text(x + 30, y - 20, 80, 32, actor.next_rest_exp_s, 2)
else
self.contents.draw_text(x + 30, y - 20, 80, 32, "Max", 2)
end
self.contents.draw_text(x - 30, y + 10, 120, 32, actor.exp_s.to_s, 2)
end
end
####################
# Window_Status_Left #
####################
class Window_Status_Left < Window_Base
def initialize(actor)
super(0, 0, 560, 430)
@actor = actor
self.opacity = 0
self.contents.font.bold = true
self.contents.font.shadow = true
refresh
end
def refresh
self.contents.clear
draw_actor_status_face(@actor, DRAW_ACTOR_STATUS_FACE_X2, DRAW_ACTOR_STATUS_FACE_Y2)
#ここ新規追加:初期は(272,288)
if DRAW_ACTOR_STATUS_NAME_ONOFF==1
draw_actor_status_name(@actor, 264, 0) #ここ新規追加:初期は(264, 0)
else
draw_actor_name(@actor, 264, 0)
end
draw_actor_class_menu_status(@actor, 350, 195)
draw_actor_level_menu_status(@actor, 450, 195)
draw_actor_hp_menu_status(@actor, 350, 213)
draw_actor_mp_menu_status(@actor, 380, 240)
draw_actor_exp_meter_status_menu(@actor, 350, 300)
draw_actor_atk_menu_status(@actor, 50, 170)
draw_actor_def_menu_status(@actor, 70, 200)
draw_actor_spi_menu_status(@actor, 90, 230)
draw_actor_agi_menu_status(@actor, 110, 260)
draw_equipments_menu_status(@actor, 30, 40)
draw_actor_state(@actor,190, 320)
end
end
#####################
# Window_Status_Right #
#####################
class Window_Status_Right < Window_Base
def initialize(actor)
super(0, 0, 560, 430)
@actor = actor
self.opacity = 0
self.contents.font.bold = true
self.contents.font.shadow = true
refresh
end
def refresh
self.contents.clear
draw_actor_name(@actor, 55, 365)
draw_menu_status_obj(0, 380)
end
end
def draw_actor_status_face(face_name,x, y)
bitmap = DRAW_ACTOR_STATUS_FACE
rect = Rect.new(0, 0, 0, 0)
rect.x = 0
rect.y = 0
rect.width = DRAW_ACTOR_STATUS_FACE_X
rect.height =DRAW_ACTOR_STATUS_FACE_Y
self.contents.blt(x, y, bitmap, rect)
#bitmap.dispose
end
###############
# Scene_Status #
###############
class Scene_Status
def main
start
perform_transition
Input.update
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.update
pre_terminate
Graphics.freeze
terminate
end
def initialize(actor_index = 0)
@actor_index = actor_index
end
def start
@actor = $game_party.members
@status_window_right = Window_Status_Right.new(@actor)
@status_window_right.x = 544
@status_window_right.contents_opacity = 0
@status_window_left = Window_Status_Left.new(@actor)
@status_window_left.x = -544
@status_window_left.contents_opacity = 0
@menu_back = Plane.new
@menu_back.bitmap = Cache.menu("Background")
@menu_layout = Sprite.new
@menu_layout.bitmap = Cache.menu("Menu_Status_Layout")
end
def perform_transition
Graphics.transition(0)
end
def pre_terminate
for i in 0..25
@status_window_right.x += 25
@status_window_left.x -= 25
@status_window_right.contents_opacity -= 15
@status_window_left.contents_opacity -= 15
@menu_back.ox += 1
Graphics.update
end
end
def terminate
@status_window_right.dispose
@status_window_left.dispose
@menu_back.dispose
@menu_layout.dispose
end
def return_scene
$scene = Scene_Menu.new(3)
end
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_Status.new(@actor_index)
end
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_Status.new(@actor_index)
end
def update
@menu_back.ox += 1
@status_window_right.contents_opacity += 10
@status_window_left.contents_opacity += 10
if @status_window_right.x > 0
@status_window_right.x -= 25
elsif @status_window_right.x <= 0
@status_window_right.x = 0
@status_window_right.contents_opacity = 255
end
if @status_window_left.x < 0
@status_window_left.x += 25
elsif @status_window_left.x >=0
@status_window_left.x = 0
@status_window_left.contents_opacity = 255
end
@status_window_right.update
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
Sound.play_cursor
prev_actor
end
super
end
end
#-------------------------------------------------
$mogscript = {} if $mogscript == nil
$mogscript = true
#-------------------------------------------------
# Mog Menu_Status_Aya V 1.0 #
##################################################
# By Moghunter
# http://www.atelier-rgss.com
##################################################
# Menu Status com layout em pictures.
# É necessário criar uma pasta com o nome de
# Menus e colocar todas as imagens dentro dela, de resto
# é só criar o seu próprio estilo de menu através de um
#editor de imagem.
#-------------------------------------------------
module MOG_VX07
#Definição do parameter maximo.
MAX_PARAMETER = 999
end
#-------------------------------------------------
#draw actor's full name set to OFF (0)
#Add actor portraits into cache.picture.
#-------------------------------------------------
DRAW_ACTOR_STATUS_NAME_ONOFF=0
DRAW_ACTOR_STATUS_FACE={
0=>Cache.picture(""),
1=>Cache.picture("Actor1-1"),
2=>Cache.picture("Actor1-4"),
3=>Cache.picture(""),
4=>Cache.picture(""),
5=>Cache.picture(""),
6=>Cache.picture(""),
7=>Cache.picture(""),
8=>Cache.picture(""),
9=>Cache.picture(""),
10=>Cache.picture("")
}
#-------------------------------------------------
#set coordinates and sizing of portraits.
# X2 = location x, Y2 = location y
#-------------------------------------------------
DRAW_ACTOR_STATUS_FACE_X=272
DRAW_ACTOR_STATUS_FACE_Y=288
DRAW_ACTOR_STATUS_FACE_X2=320
DRAW_ACTOR_STATUS_FACE_Y2=90
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list
end
def next_exp
return @exp_list > 0 ? @exp_list - @exp_list : 0
end
end
###############
# module Cache #
###############
module Cache
def self.menu(filename)
load_bitmap("Graphics/Menus/", filename)
end
end
##############
# Window_Base #
##############
class Window_Base < Window
def draw_actor_atk_menu_status(actor, x, y)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("Parameter_Bar")
cw = meter.width * actor.atk / MOG_VX07::MAX_PARAMETER
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.atk.to_s, 2)
end
def draw_actor_def_menu_status(actor, x, y)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("Parameter_Bar")
cw = meter.width * actor.def / MOG_VX07::MAX_PARAMETER
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.def.to_s , 2)
end
def draw_actor_spi_menu_status(actor, x, y)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("Parameter_Bar")
cw = meter.width * actor.spi / MOG_VX07::MAX_PARAMETER
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.spi.to_s , 2)
end
def draw_actor_agi_menu_status(actor, x, y)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("Parameter_Bar")
cw = meter.width * actor.agi / MOG_VX07::MAX_PARAMETER
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.agi.to_s , 2)
end
def draw_item_name_menu_status(item, x, y, enabled = true)
if item != nil
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 30, y, 155, WLH, item.name)
end
end
def draw_equipments_menu_status(actor, x, y)
draw_item_name_menu_status(actor.equips, x , y)
draw_item_name_menu_status(actor.equips, x , y + 45)
draw_item_name_menu_status(actor.equips, x , y + 90)
draw_item_name_menu_status(actor.equips, x + 125, y + 20)
draw_item_name_menu_status(actor.equips, x + 125, y + 65)
end
def draw_actor_hp_menu_status(actor, x, y)
back = Cache.menu("MeterBack")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("HPMeter")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 22, y + 5 , 80, 32, actor.hp.to_s + " / " +
actor.maxhp.to_s, 1)
end
def draw_actor_mp_menu_status(actor, x, y)
back = Cache.menu("MeterBack")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("MPMeter")
cw = meter.width * actor.mp / actor.maxmp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 22, y + 5 , 80, 32, actor.mp.to_s + " / " +
actor.maxmp.to_s, 1)
end
def draw_actor_class_menu_status(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 90, WLH, actor.class.name, 1)
end
def draw_actor_level_menu_status(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, WLH, actor.level, 1)
end
def draw_menu_status_obj(x,y)
lay = Cache.menu("Menu_Status_OBJ")
cw = lay.width
ch = lay.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, lay, src_rect)
end
def draw_actor_exp_meter_status_menu(actor, x, y)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
back = Cache.menu("MeterBack")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch , back, src_rect)
bitmap = Cache.menu("EXPMeter")
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch , bitmap, src_rect)
if actor.next_exp != 0
self.contents.draw_text(x + 30, y - 20, 80, 32, actor.next_rest_exp_s, 2)
else
self.contents.draw_text(x + 30, y - 20, 80, 32, "Max", 2)
end
self.contents.draw_text(x - 30, y + 10, 120, 32, actor.exp_s.to_s, 2)
end
end
####################
# Window_Status_Left #
####################
class Window_Status_Left < Window_Base
def initialize(actor)
super(0, 0, 560, 430)
@actor = actor
self.opacity = 0
self.contents.font.bold = true
self.contents.font.shadow = true
refresh
end
def refresh
self.contents.clear
draw_actor_status_face(@actor, DRAW_ACTOR_STATUS_FACE_X2, DRAW_ACTOR_STATUS_FACE_Y2)
#ここ新規追加:初期は(272,288)
if DRAW_ACTOR_STATUS_NAME_ONOFF==1
draw_actor_status_name(@actor, 264, 0) #ここ新規追加:初期は(264, 0)
else
draw_actor_name(@actor, 264, 0)
end
draw_actor_class_menu_status(@actor, 350, 195)
draw_actor_level_menu_status(@actor, 450, 195)
draw_actor_hp_menu_status(@actor, 350, 213)
draw_actor_mp_menu_status(@actor, 380, 240)
draw_actor_exp_meter_status_menu(@actor, 350, 300)
draw_actor_atk_menu_status(@actor, 50, 170)
draw_actor_def_menu_status(@actor, 70, 200)
draw_actor_spi_menu_status(@actor, 90, 230)
draw_actor_agi_menu_status(@actor, 110, 260)
draw_equipments_menu_status(@actor, 30, 40)
draw_actor_state(@actor,190, 320)
end
end
#####################
# Window_Status_Right #
#####################
class Window_Status_Right < Window_Base
def initialize(actor)
super(0, 0, 560, 430)
@actor = actor
self.opacity = 0
self.contents.font.bold = true
self.contents.font.shadow = true
refresh
end
def refresh
self.contents.clear
draw_actor_name(@actor, 55, 365)
draw_menu_status_obj(0, 380)
end
end
def draw_actor_status_face(face_name,x, y)
bitmap = DRAW_ACTOR_STATUS_FACE
rect = Rect.new(0, 0, 0, 0)
rect.x = 0
rect.y = 0
rect.width = DRAW_ACTOR_STATUS_FACE_X
rect.height =DRAW_ACTOR_STATUS_FACE_Y
self.contents.blt(x, y, bitmap, rect)
#bitmap.dispose
end
###############
# Scene_Status #
###############
class Scene_Status
def main
start
perform_transition
Input.update
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.update
pre_terminate
Graphics.freeze
terminate
end
def initialize(actor_index = 0)
@actor_index = actor_index
end
def start
@actor = $game_party.members
@status_window_right = Window_Status_Right.new(@actor)
@status_window_right.x = 544
@status_window_right.contents_opacity = 0
@status_window_left = Window_Status_Left.new(@actor)
@status_window_left.x = -544
@status_window_left.contents_opacity = 0
@menu_back = Plane.new
@menu_back.bitmap = Cache.menu("Background")
@menu_layout = Sprite.new
@menu_layout.bitmap = Cache.menu("Menu_Status_Layout")
end
def perform_transition
Graphics.transition(0)
end
def pre_terminate
for i in 0..25
@status_window_right.x += 25
@status_window_left.x -= 25
@status_window_right.contents_opacity -= 15
@status_window_left.contents_opacity -= 15
@menu_back.ox += 1
Graphics.update
end
end
def terminate
@status_window_right.dispose
@status_window_left.dispose
@menu_back.dispose
@menu_layout.dispose
end
def return_scene
$scene = Scene_Menu.new(3)
end
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_Status.new(@actor_index)
end
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_Status.new(@actor_index)
end
def update
@menu_back.ox += 1
@status_window_right.contents_opacity += 10
@status_window_left.contents_opacity += 10
if @status_window_right.x > 0
@status_window_right.x -= 25
elsif @status_window_right.x <= 0
@status_window_right.x = 0
@status_window_right.contents_opacity = 255
end
if @status_window_left.x < 0
@status_window_left.x += 25
elsif @status_window_left.x >=0
@status_window_left.x = 0
@status_window_left.contents_opacity = 255
end
@status_window_right.update
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
Sound.play_cursor
prev_actor
end
super
end
end
#-------------------------------------------------
$mogscript = {} if $mogscript == nil
$mogscript = true
#-------------------------------------------------
This is the original MOG status script:
##################################################
# Mog Menu_Status_Aya V 1.0 #
##################################################
# By Moghunter
# http://www.atelier-rgss.com
##################################################
# Menu Status com layout em pictures.
# É necessário criar uma pasta com o nome de
# Menus e colocar todas as imagens dentro dela, de resto
# é só criar o seu próprio estilo de menu através de um
#editor de imagem.
#-------------------------------------------------
module MOG_VX07
#Definição do parameter maximo.
MAX_PARAMETER = 999
end
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list
end
def next_exp
return @exp_list > 0 ? @exp_list - @exp_list : 0
end
end
###############
# module Cache #
###############
module Cache
def self.menu(filename)
load_bitmap("Graphics/Menus/", filename)
end
end
##############
# Window_Base #
##############
class Window_Base < Window
def draw_actor_atk_menu_status(actor, x, y)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("Parameter_Bar")
cw = meter.width * actor.atk / MOG_VX07::MAX_PARAMETER
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.atk.to_s, 2)
end
def draw_actor_def_menu_status(actor, x, y)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("Parameter_Bar")
cw = meter.width * actor.def / MOG_VX07::MAX_PARAMETER
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.def.to_s , 2)
end
def draw_actor_spi_menu_status(actor, x, y)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("Parameter_Bar")
cw = meter.width * actor.spi / MOG_VX07::MAX_PARAMETER
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.spi.to_s , 2)
end
def draw_actor_agi_menu_status(actor, x, y)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("Parameter_Bar")
cw = meter.width * actor.agi / MOG_VX07::MAX_PARAMETER
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.agi.to_s , 2)
end
def draw_item_name_menu_status(item, x, y, enabled = true)
if item != nil
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 30, y, 155, WLH, item.name)
end
end
def draw_equipments_menu_status(actor, x, y)
draw_item_name_menu_status(actor.equips, x , y)
draw_item_name_menu_status(actor.equips, x , y + 45)
draw_item_name_menu_status(actor.equips, x , y + 90)
draw_item_name_menu_status(actor.equips, x + 125, y + 20)
draw_item_name_menu_status(actor.equips, x + 125, y + 65)
end
def draw_actor_hp_menu_status(actor, x, y)
back = Cache.menu("MeterBack")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("HPMeter")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 22, y + 5 , 80, 32, actor.hp.to_s + " / " + actor.maxhp.to_s, 1)
end
def draw_actor_mp_menu_status(actor, x, y)
back = Cache.menu("MeterBack")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("MPMeter")
cw = meter.width * actor.mp / actor.maxmp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 22, y + 5 , 80, 32, actor.mp.to_s + " / " + actor.maxmp.to_s, 1)
end
def draw_actor_class_menu_status(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 90, WLH, actor.class.name, 1)
end
def draw_actor_level_menu_status(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, WLH, actor.level, 1)
end
def draw_menu_status_obj(x,y)
lay = Cache.menu("Menu_Status_OBJ")
cw = lay.width
ch = lay.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, lay, src_rect)
end
def draw_actor_exp_meter_status_menu(actor, x, y)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
back = Cache.menu("MeterBack")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch , back, src_rect)
bitmap = Cache.menu("EXPMeter")
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch , bitmap, src_rect)
if actor.next_exp != 0
self.contents.draw_text(x + 30, y - 20, 80, 32, actor.next_rest_exp_s, 2)
else
self.contents.draw_text(x + 30, y - 20, 80, 32, "Max", 2)
end
self.contents.draw_text(x - 30, y + 10, 120, 32, actor.exp_s.to_s, 2)
end
end
####################
# Window_Status_Left #
####################
class Window_Status_Left < Window_Base
def initialize(actor)
super(0, 0, 560, 430)
@actor = actor
self.opacity = 0
self.contents.font.bold = true
self.contents.font.shadow = true
refresh
end
def refresh
self.contents.clear
draw_actor_face(@actor, 350, 90)
draw_actor_class_menu_status(@actor, 350, 195)
draw_actor_level_menu_status(@actor, 450, 195)
draw_actor_hp_menu_status(@actor, 350, 213)
draw_actor_mp_menu_status(@actor, 380, 240)
draw_actor_exp_meter_status_menu(@actor, 350, 300)
draw_actor_atk_menu_status(@actor, 50, 170)
draw_actor_def_menu_status(@actor, 70, 200)
draw_actor_spi_menu_status(@actor, 90, 230)
draw_actor_agi_menu_status(@actor, 110, 260)
draw_equipments_menu_status(@actor, 30, 40)
draw_actor_state(@actor,190, 320)
end
end
#####################
# Window_Status_Right #
#####################
class Window_Status_Right < Window_Base
def initialize(actor)
super(0, 0, 560, 430)
@actor = actor
self.opacity = 0
self.contents.font.bold = true
self.contents.font.shadow = true
refresh
end
def refresh
self.contents.clear
draw_actor_name(@actor, 55, 365)
draw_menu_status_obj(0, 380)
end
end
###############
# Scene_Status #
###############
class Scene_Status
def main
start
perform_transition
Input.update
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.update
pre_terminate
Graphics.freeze
terminate
end
def initialize(actor_index = 0)
@actor_index = actor_index
end
def start
@actor = $game_party.members
@status_window_right = Window_Status_Right.new(@actor)
@status_window_right.x = 544
@status_window_right.contents_opacity = 0
@status_window_left = Window_Status_Left.new(@actor)
@status_window_left.x = -544
@status_window_left.contents_opacity = 0
@menu_back = Plane.new
@menu_back.bitmap = Cache.menu("Background")
@menu_layout = Sprite.new
@menu_layout.bitmap = Cache.menu("Menu_Status_Layout")
end
def perform_transition
Graphics.transition(0)
end
def pre_terminate
for i in 0..25
@status_window_right.x += 25
@status_window_left.x -= 25
@status_window_right.contents_opacity -= 15
@status_window_left.contents_opacity -= 15
@menu_back.ox += 1
Graphics.update
end
end
def terminate
@status_window_right.dispose
@status_window_left.dispose
@menu_back.dispose
@menu_layout.dispose
end
def return_scene
$scene = Scene_Menu.new(3)
end
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_Status.new(@actor_index)
end
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_Status.new(@actor_index)
end
def update
@menu_back.ox += 1
@status_window_right.contents_opacity += 10
@status_window_left.contents_opacity += 10
if @status_window_right.x > 0
@status_window_right.x -= 25
elsif @status_window_right.x <= 0
@status_window_right.x = 0
@status_window_right.contents_opacity = 255
end
if @status_window_left.x < 0
@status_window_left.x += 25
elsif @status_window_left.x >=0
@status_window_left.x = 0
@status_window_left.contents_opacity = 255
end
@status_window_right.update
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
Sound.play_cursor
prev_actor
end
super
end
end
#-------------------------------------------------
$mogscript = {} if $mogscript == nil
$mogscript = true
#-------------------------------------------------
# Mog Menu_Status_Aya V 1.0 #
##################################################
# By Moghunter
# http://www.atelier-rgss.com
##################################################
# Menu Status com layout em pictures.
# É necessário criar uma pasta com o nome de
# Menus e colocar todas as imagens dentro dela, de resto
# é só criar o seu próprio estilo de menu através de um
#editor de imagem.
#-------------------------------------------------
module MOG_VX07
#Definição do parameter maximo.
MAX_PARAMETER = 999
end
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list
end
def next_exp
return @exp_list > 0 ? @exp_list - @exp_list : 0
end
end
###############
# module Cache #
###############
module Cache
def self.menu(filename)
load_bitmap("Graphics/Menus/", filename)
end
end
##############
# Window_Base #
##############
class Window_Base < Window
def draw_actor_atk_menu_status(actor, x, y)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("Parameter_Bar")
cw = meter.width * actor.atk / MOG_VX07::MAX_PARAMETER
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.atk.to_s, 2)
end
def draw_actor_def_menu_status(actor, x, y)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("Parameter_Bar")
cw = meter.width * actor.def / MOG_VX07::MAX_PARAMETER
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.def.to_s , 2)
end
def draw_actor_spi_menu_status(actor, x, y)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("Parameter_Bar")
cw = meter.width * actor.spi / MOG_VX07::MAX_PARAMETER
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.spi.to_s , 2)
end
def draw_actor_agi_menu_status(actor, x, y)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("Parameter_Bar")
cw = meter.width * actor.agi / MOG_VX07::MAX_PARAMETER
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 70, y + 5 , 80, 32, actor.agi.to_s , 2)
end
def draw_item_name_menu_status(item, x, y, enabled = true)
if item != nil
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 30, y, 155, WLH, item.name)
end
end
def draw_equipments_menu_status(actor, x, y)
draw_item_name_menu_status(actor.equips, x , y)
draw_item_name_menu_status(actor.equips, x , y + 45)
draw_item_name_menu_status(actor.equips, x , y + 90)
draw_item_name_menu_status(actor.equips, x + 125, y + 20)
draw_item_name_menu_status(actor.equips, x + 125, y + 65)
end
def draw_actor_hp_menu_status(actor, x, y)
back = Cache.menu("MeterBack")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("HPMeter")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 22, y + 5 , 80, 32, actor.hp.to_s + " / " + actor.maxhp.to_s, 1)
end
def draw_actor_mp_menu_status(actor, x, y)
back = Cache.menu("MeterBack")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, back, src_rect)
meter = Cache.menu("MPMeter")
cw = meter.width * actor.mp / actor.maxmp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch + 30, meter, src_rect)
self.contents.font.size = 14
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 22, y + 5 , 80, 32, actor.mp.to_s + " / " + actor.maxmp.to_s, 1)
end
def draw_actor_class_menu_status(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 90, WLH, actor.class.name, 1)
end
def draw_actor_level_menu_status(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x + 32, y, 24, WLH, actor.level, 1)
end
def draw_menu_status_obj(x,y)
lay = Cache.menu("Menu_Status_OBJ")
cw = lay.width
ch = lay.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, lay, src_rect)
end
def draw_actor_exp_meter_status_menu(actor, x, y)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
back = Cache.menu("MeterBack")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch , back, src_rect)
bitmap = Cache.menu("EXPMeter")
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch , bitmap, src_rect)
if actor.next_exp != 0
self.contents.draw_text(x + 30, y - 20, 80, 32, actor.next_rest_exp_s, 2)
else
self.contents.draw_text(x + 30, y - 20, 80, 32, "Max", 2)
end
self.contents.draw_text(x - 30, y + 10, 120, 32, actor.exp_s.to_s, 2)
end
end
####################
# Window_Status_Left #
####################
class Window_Status_Left < Window_Base
def initialize(actor)
super(0, 0, 560, 430)
@actor = actor
self.opacity = 0
self.contents.font.bold = true
self.contents.font.shadow = true
refresh
end
def refresh
self.contents.clear
draw_actor_face(@actor, 350, 90)
draw_actor_class_menu_status(@actor, 350, 195)
draw_actor_level_menu_status(@actor, 450, 195)
draw_actor_hp_menu_status(@actor, 350, 213)
draw_actor_mp_menu_status(@actor, 380, 240)
draw_actor_exp_meter_status_menu(@actor, 350, 300)
draw_actor_atk_menu_status(@actor, 50, 170)
draw_actor_def_menu_status(@actor, 70, 200)
draw_actor_spi_menu_status(@actor, 90, 230)
draw_actor_agi_menu_status(@actor, 110, 260)
draw_equipments_menu_status(@actor, 30, 40)
draw_actor_state(@actor,190, 320)
end
end
#####################
# Window_Status_Right #
#####################
class Window_Status_Right < Window_Base
def initialize(actor)
super(0, 0, 560, 430)
@actor = actor
self.opacity = 0
self.contents.font.bold = true
self.contents.font.shadow = true
refresh
end
def refresh
self.contents.clear
draw_actor_name(@actor, 55, 365)
draw_menu_status_obj(0, 380)
end
end
###############
# Scene_Status #
###############
class Scene_Status
def main
start
perform_transition
Input.update
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.update
pre_terminate
Graphics.freeze
terminate
end
def initialize(actor_index = 0)
@actor_index = actor_index
end
def start
@actor = $game_party.members
@status_window_right = Window_Status_Right.new(@actor)
@status_window_right.x = 544
@status_window_right.contents_opacity = 0
@status_window_left = Window_Status_Left.new(@actor)
@status_window_left.x = -544
@status_window_left.contents_opacity = 0
@menu_back = Plane.new
@menu_back.bitmap = Cache.menu("Background")
@menu_layout = Sprite.new
@menu_layout.bitmap = Cache.menu("Menu_Status_Layout")
end
def perform_transition
Graphics.transition(0)
end
def pre_terminate
for i in 0..25
@status_window_right.x += 25
@status_window_left.x -= 25
@status_window_right.contents_opacity -= 15
@status_window_left.contents_opacity -= 15
@menu_back.ox += 1
Graphics.update
end
end
def terminate
@status_window_right.dispose
@status_window_left.dispose
@menu_back.dispose
@menu_layout.dispose
end
def return_scene
$scene = Scene_Menu.new(3)
end
def next_actor
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_Status.new(@actor_index)
end
def prev_actor
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_Status.new(@actor_index)
end
def update
@menu_back.ox += 1
@status_window_right.contents_opacity += 10
@status_window_left.contents_opacity += 10
if @status_window_right.x > 0
@status_window_right.x -= 25
elsif @status_window_right.x <= 0
@status_window_right.x = 0
@status_window_right.contents_opacity = 255
end
if @status_window_left.x < 0
@status_window_left.x += 25
elsif @status_window_left.x >=0
@status_window_left.x = 0
@status_window_left.contents_opacity = 255
end
@status_window_right.update
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
Sound.play_cursor
prev_actor
end
super
end
end
#-------------------------------------------------
$mogscript = {} if $mogscript == nil
$mogscript = true
#-------------------------------------------------
I'm wondering if anyone would be able to offer some help/suggestions about how to keep the menu formating of screenshot #1 + allow portaits displayed in the MOG status script? i want to use the MOG status screen script and combine it with the portrait script i found.
Here're the japanese scripts i used for the main menu format :
2-player format layout: http://xrxs.at-ninja.jp/Nov10MS3.txt
Menu template: http://xrxs.at-ninja.jp/Nov10.txt
Again, any help would be very very much appreciated! >x< If you'd like an incentive, i'd be willing to offer a free trial of the game or free art... .x.
EDIT: Here's my project w/ and without adding the portrait status script:
MOG status screen + jpn menu layout + portrait processing - http://www.mediafire.com/?wlm48qkn28t5xb0
MOG status screen + jpn menu layout - http://www.mediafire.com/?l79745nkia03ch0
I'll take a look; which engine is this for?
Would you be able to upload your project? I pasted the scripts you mentioned but what I have with your edits looks nothing like either of your screenshots.
Alright, here; sorry for the delay:
Version with the edited MOG status screen - http://www.mediafire.com/?wlm48qkn28t5xb0
Version with the default MOG status screen - http://www.mediafire.com/?l79745nkia03ch0
Version with the edited MOG status screen - http://www.mediafire.com/?wlm48qkn28t5xb0
Version with the default MOG status screen - http://www.mediafire.com/?l79745nkia03ch0
Sorry about the delay on my end too; I am taking a look at this, but I was working a lot today.
It's alright, no problemo. Everyone's busy, so don't feel pressured and take ur time.
If anything, i owe u; and frankly, ur real-life/job is more important. :)
If anything, i owe u; and frankly, ur real-life/job is more important. :)
Just wondering if anyone can help me with this... D:
It's for a contest and the deadline's getting close.
Any help at all would be highly appreciated!! >< Or if this sort of thing is impossible, please let me know.
It's for a contest and the deadline's getting close.
Any help at all would be highly appreciated!! >< Or if this sort of thing is impossible, please let me know.
I can't really test the scrits because I don't own RMVX, but when I opened the second project you uploaded (Default), and it already looks like the first screenshot.
What is the problem with that project? The only differences I noticed were the 'system' option and the status menu.
What is the problem with that project? The only differences I noticed were the 'system' option and the status menu.
It's supposed to lol. ' v '
The problem is i want to use the MOG status screen script but combine it with the portrait script i found.
i tried adding the portrait processing code, but then the main menu ends up messed up like screenshot #2.
The problem is i want to use the MOG status screen script but combine it with the portrait script i found.
i tried adding the portrait processing code, but then the main menu ends up messed up like screenshot #2.
Oh! Now I get it! Sorry, I got really confused. I thought the script was for the main menu xD
Like I said, I can't actually test them, but I can't see why this script would mess up the main menu. It might be another script's fault, or the order in the editor, idk...
I noticed some stuff on your modified version though:
In the method
DRAW_ACTOR_STATUS_FACE is a hash, so it shouldn't work. Also, face_name doesn't do anything. I think you meant to use the actor's id instead of their names, so it could be something like this instead (Just an example).
and this:
Should be this:
By the way, what you want to do is basically show the bigger portraits instead? Or you want some other modification? It just seems it should be a much easier edit o.o'
Like I said, I can't actually test them, but I can't see why this script would mess up the main menu. It might be another script's fault, or the order in the editor, idk...
I noticed some stuff on your modified version though:
In the method
def draw_actor_status_face(face_name,x, y)
bitmap = DRAW_ACTOR_STATUS_FACE
rect = Rect.new(0, 0, 0, 0)
rect.x = 0
rect.y = 0
rect.width = DRAW_ACTOR_STATUS_FACE_X
rect.height = DRAW_ACTOR_STATUS_FACE_Y
self.contents.blt(x, y, bitmap, rect)
#bitmap.dispose
end
DRAW_ACTOR_STATUS_FACE is a hash, so it shouldn't work. Also, face_name doesn't do anything. I think you meant to use the actor's id instead of their names, so it could be something like this instead (Just an example).
def draw_actor_status_face(actor_id,x, y)
bitmap = DRAW_ACTOR_STATUS_FACE[actor_id]
rect = Rect.new(0, 0, 0, 0)
rect.x = 0
rect.y = 0
rect.width = DRAW_ACTOR_STATUS_FACE_X
rect.height = DRAW_ACTOR_STATUS_FACE_Y
self.contents.blt(x, y, bitmap, rect)
#bitmap.dispose
end
and this:
@actor = $game_party.members
Should be this:
@actor = $game_party.members[@actor_index]
By the way, what you want to do is basically show the bigger portraits instead? Or you want some other modification? It just seems it should be a much easier edit o.o'
Arg, thanks so much! Could you tell me what lines those are so i could make the fixes and see if that helps?
And just to show bigger portraits btw.
i am completely clueless with Ruby... X"D
And just to show bigger portraits btw.
i am completely clueless with Ruby... X"D
You can use crtl+F to search for words. Now, try doing this:
In the original MOG status menu (In the project that is working), search for:
class Window_Status_Left < Window_Base
Delete all this this:
And paste this instead:
Give the coordinates you want to PORTRAIT_X and PORTRAIT_Y. Also, the way I set up, you need a picture with the exact name of the hero in the picture folder, but that is very easy to change if you prefer something else.
What might be an issue is all those picture overlays on this menu, I don't know what's going on top of what... Well, try it out and tell me if it works ^^
In the original MOG status menu (In the project that is working), search for:
class Window_Status_Left < Window_Base
Delete all this this:
class Window_Status_Left < Window_Base
def initialize(actor)
super(0, 0, 560, 430)
@actor = actor
self.opacity = 0
self.contents.font.bold = true
self.contents.font.shadow = true
refresh
end
def refresh
self.contents.clear
draw_actor_face(@actor, 350, 90)
draw_actor_class_menu_status(@actor, 350, 195)
draw_actor_level_menu_status(@actor, 450, 195)
draw_actor_hp_menu_status(@actor, 350, 213)
draw_actor_mp_menu_status(@actor, 380, 240)
draw_actor_exp_meter_status_menu(@actor, 350, 300)
draw_actor_atk_menu_status(@actor, 50, 170)
draw_actor_def_menu_status(@actor, 70, 200)
draw_actor_spi_menu_status(@actor, 90, 230)
draw_actor_agi_menu_status(@actor, 110, 260)
draw_equipments_menu_status(@actor, 30, 40)
draw_actor_state(@actor,190, 320)
end
end
And paste this instead:
PORTRAIT_X = 200
PORTRAIT_Y = 200
class Window_Status_Left < Window_Base
def initialize(actor)
super(0, 0, 560, 430)
@actor = actor
self.opacity = 0
self.contents.font.bold = true
self.contents.font.shadow = true
refresh
end
def refresh
self.contents.clear
draw_bigportrait(PORTRAIT_X, PORTRAIT_Y)
draw_actor_class_menu_status(@actor, 350, 195)
draw_actor_level_menu_status(@actor, 450, 195)
draw_actor_hp_menu_status(@actor, 350, 213)
draw_actor_mp_menu_status(@actor, 380, 240)
draw_actor_exp_meter_status_menu(@actor, 350, 300)
draw_actor_atk_menu_status(@actor, 50, 170)
draw_actor_def_menu_status(@actor, 70, 200)
draw_actor_spi_menu_status(@actor, 90, 230)
draw_actor_agi_menu_status(@actor, 110, 260)
draw_equipments_menu_status(@actor, 30, 40)
draw_actor_state(@actor,190, 320)
end
def draw_bigportrait(x, y)
bitmap = Cache.picture(@actor.name)
rect = Rect.new(0, 0, 0, 0)
rect.width = bitmap.width
rect.height = bitmap.height
self.contents.blt(x, y, bitmap, rect)
bitmap.dispose
end
end
Give the coordinates you want to PORTRAIT_X and PORTRAIT_Y. Also, the way I set up, you need a picture with the exact name of the hero in the picture folder, but that is very easy to change if you prefer something else.
What might be an issue is all those picture overlays on this menu, I don't know what's going on top of what... Well, try it out and tell me if it works ^^
Argg!! hg79q35yglhgjtjhl;!!!! Oh my god, it works!!!!! O__O
...
*calming self down*
You don't know how happy i am right now. D: T-T T_T T-T T_T !! I thought i was gonna scream...
God, really; thank you so much! It works perfectly... I was really starting to lose hope...
If there's any way you'd like me to repay you, please tell me.
...
*calming self down*
You don't know how happy i am right now. D: T-T T_T T-T T_T !! I thought i was gonna scream...
God, really; thank you so much! It works perfectly... I was really starting to lose hope...
If there's any way you'd like me to repay you, please tell me.
I'm glad it worked. I guess I was worried about the overlay for nothing, then. Anything else you need, feel free to ask :D
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