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Crushing on my friend.... + he's gay?

Its time for the season of love again-- giving out valentines, doing something sweet for ur significant other, or maybe for u to b just gorging out on chocolate.

All is not well, however... Cuz well, u see... Im in a bit of a situation and i dont know what to do.
Basically, i think... i think Im crushing on a friend of mine. :s Not only that, but apparently he is gay..

• Is it a good idea to date ur friends?
• How should i proceed w/ the relationship? I would like us to get closer together, but again, im not sure of his sexual orientation.


Any advice anyone could offer would b amazing. :(
Ive never been in a relationship before either..

(also) Looking to join in on a good project

Hi,

Uhh, just wondering if there was a developped game in need of art. i'd be willing to do pretty much any illustrations. Here're examples. :

http://img703.imageshack.us/img703/9637/hazenewillus2shootingwa.png
http://img846.imageshack.us/img846/299/hazenewilluscopy.png
http://img138.imageshack.us/img138/747/hazeillusmaybs2jpgpsd.png
http://img205.imageshack.us/img205/4174/titlebaseanonymous1good.png

Just respond via PM or here if you're interested.

Help fixing edited Mog status screen script ._.

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
##################################################
# 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
#-------------------------------------------------


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

Hi hi : ) ni hao.

Hi; i guess I should finally Introduce myself or something. Umm, hmm.
I love drawing and I'm only in highschool, but I'm hoping I'll be able to find something interesting to do with my pictures. I like getting more out of just posting pictures and I have too much free time. x_x Practise would be nice too... I want to do an anime style but with european-style colouring...
so yeah, maybe I can find a team or something or a way to kill time. XD

Edit- ugh, I'm typing on my iPod and just discovered the enter key... Lol = ="
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