TRIHAN'S "MAKE ME A SCRIPT" TOPIC!

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Yay! So now, I got this:
def create_status_window
    @status_window = Window_MenuStatus.new(@command_window.width + 50, 57)
    @status_window.height = Graphics.height-57
    @status_window.width = Graphics.width - @command_window.width - 50
    @status_window.back_opacity = 0
  end
This leaves another annoying white border.
I'm guessing that the codes for changing the content of that window falls under this one. My next concern is instead of having a background for the entire status section, I would like to put a background on each item instead. I think that a loop would come in on this one, but I'm not sure how to code this one.

On another note, I changed the loop of the change_bg definition.
def change_bg(i)
    for x in 0..5
      if x == i
        eval("@cmd_#{x}_sprite.bitmap = Cache.picture('3')")
      else
        eval("@cmd_#{x}_sprite.bitmap = Cache.picture('MenuButton')")
      end
    end
  end
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
To change the content you should rewrite the draw_item method of Window_MenuStatus. Since that's done on an index basis anyway, it won't be hard to give each item a background menu and you won't need to do anything loopwise because that's already done for you when the items are created.
Okay, so far I got this:
http://rpgmaker.net/users/shiningriver/locker/untitled2.JPG

I think it's the effect of me changing the height of the status window. I need to change the height, but for some reasons, this occurs. The annoying white border and annoying white rectangle are both there, and the actorbg image is way over on the upper left.

Here's the segment of the code...
def create_status_window
    @status_window = Window_MenuStatus.new(@command_window.width + 50, 57)
    @status_window.height = Graphics.height-57
    @status_window.width = Graphics.width - @command_window.width - 50
    @status_window.back_opacity = 0
  end
#57 is the height of the image on the top.

def draw_item(index)
    actor = $game_party.members[index]
    enabled = $game_party.battle_members.include?(actor)
    rect = item_rect(index)
    draw_item_background(index)
    draw_actor_face(actor, rect.x + 1, rect.y + 1, enabled)
    draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2)
    draw_actor_simple_status(actor, rect.x + 108, rect.y + 
       @status_window.height)
    @actorbg_sprite.x = $game_party.members[index].x
    @actorbg_sprite.y = $game_party.members[index].y
  end
#@actorbg_sprite is the supposed background image for each item in the status menu
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Oh, THAT annoying white border. @status_window.opacity = 0

Job done!
It did remove the border, yay! :D
Another concern is that the 2nd part member is lowered, or the select is a higher (I'm not sure which is which).
I've checked the draw_item method... but I'm not sure which part of it pertains to the party members themselves (the one that I will be assigning a background to).

Also, I noticed that the formation swap is missing... that's supposed to be the functionality of the "party" menu.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Yeah, I removed formation because it wasn't in the mockup. Easy enough to add back in if you need it.

Not quite sure what you mean with the party/select positioning, you'll have to elaborate I'm afraid.
Can I have it? XD
What I meant about the party/select positioning is this one pointed in red.
http://rpgmaker.net/media/content/users/19378/locker/untitled3.JPG
The succeeding party members are drawn slightly below. I think it has something to do with me changing the status window height, but I need to retain this kind of height.

Also, you mentioned that to edit the status menu, I need to overwrite the draw_item function. Could you show me a sample code which edits background image? I'll use that as basis for modifying and inserting some things.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Ah, right. How exactly did you want formation to work considering it isn't one of the menu commands?

Yeah, there are a few ways to fix that. I would probably go with overloading the item_rect method and change rect.y; you'll need to subtract enough pixels from it to make the next party member be drawn in the appropriate position since by default it's being positioned for the original status window layout.

What background image did you want to use? Can you link me to all the assets you're using currently (that I don't already have in my in-progress menu from the first post) and paste your current version of the complete script so I can see what you've added that I don't yet have?
Originally, there would be two parts in the status menu - the active party list (max of 4) and the inactive party list (max of 9). The Formation menu summons and dismisses party members.

I'll send you a PM of what I have so far, including the image for the background.

Let me just repeat: You.Are.Awesome. I'll go to sleep for now since I haven't slept yet (it's 7AM already in my time). I'll continue working on this after I wake up. :D
I forgot to mention this, but the backgrounds of the menus remain there even when you go to other menus (i.e. going to the item menu).
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Here's my progress so far:

That's awesome! As for me, I'm trying to edit the status menu. Here's what I got so far:


I forgot to mention that the background of the command menu on the left retains even after you enter an item (For example, entering the status menu). Also, the menu doesn't seem to exit.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
That's because the background images are sprites and need to be disposed. They're not actually linked to the command window as such. Also, it won't because I haven't put the cancel handler into Scene_Menu yet (I forgot to include it in the original overwrite). I'm focusing on getting the layout you asked for, I'm not bothering with actual functionality yet.
That's alright. The layout comes first haha. I'm also trying to code something...
Is it possible for 1 script to call on the method and variable of another script?
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
If you're asking what I think you are, it should be. What specifically are you looking to do?
What I'm trying to do is to make a script containing an array. I want to make it separate since it's going to be a long one.
On another script, I plan to get the content of one of the items in that array and display it as a text.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
If you put it in a module or a global variable you'll be able to reference it in the other script.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Oh, I forgot to say, I need 3.png. :P
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Got it. Is ActorBackground2 for the highlighted party member?