SHININGRIVER'S PROFILE
I do freelance photoshop and writing in my free time. I'm also a computer programmer.
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Trihan's "Make me a script" topic!
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.
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's "Make me a script" topic!
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's "Make me a script" topic!
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'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
Trihan's "Make me a script" topic!
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.
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's "Make me a script" topic!
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.
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's "Make me a script" topic!
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...
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's "Make me a script" topic!
Yay! So now, I got this:
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 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
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's "Make me a script" topic!
Okay, I think I got it. I placed this code... (I know it's not that efficient, hehehe).
I saw that the "create_status_window" is quoted out... and voila, it turns out that this is the right part of the screen. To edit this, I need to...
Correct? Does it also follow that the parts inside it can be edited on this segment?
What object inside this code should I use to set height, width, dimensions, etc?
def update_cursor if @cursor_all cursor_rect.set(0, 0, contents.width, row_max * item_height) self.top_row = 0 elsif @index < 0 cursor_rect.empty else #ensure_cursor_visible #cursor_rect.set(item_rect(@index)) cursor_rect.empty change_bg(@index) end end def change_bg(i) if i == 0 @cmd_0_sprite.bitmap = Cache.picture('3') @cmd_1_sprite.bitmap = Cache.picture('MenuButton') @cmd_2_sprite.bitmap = Cache.picture('MenuButton') @cmd_3_sprite.bitmap = Cache.picture('MenuButton') @cmd_4_sprite.bitmap = Cache.picture('MenuButton') @cmd_5_sprite.bitmap = Cache.picture('MenuButton') elsif i == 1 @cmd_0_sprite.bitmap = Cache.picture('MenuButton') @cmd_1_sprite.bitmap = Cache.picture('3') @cmd_2_sprite.bitmap = Cache.picture('MenuButton') @cmd_3_sprite.bitmap = Cache.picture('MenuButton') @cmd_4_sprite.bitmap = Cache.picture('MenuButton') @cmd_5_sprite.bitmap = Cache.picture('MenuButton') elsif i == 2 @cmd_0_sprite.bitmap = Cache.picture('MenuButton') @cmd_1_sprite.bitmap = Cache.picture('MenuButton') @cmd_2_sprite.bitmap = Cache.picture('3') @cmd_3_sprite.bitmap = Cache.picture('MenuButton') @cmd_4_sprite.bitmap = Cache.picture('MenuButton') @cmd_5_sprite.bitmap = Cache.picture('MenuButton') elsif i == 3 @cmd_0_sprite.bitmap = Cache.picture('MenuButton') @cmd_1_sprite.bitmap = Cache.picture('MenuButton') @cmd_2_sprite.bitmap = Cache.picture('MenuButton') @cmd_3_sprite.bitmap = Cache.picture('3') @cmd_4_sprite.bitmap = Cache.picture('MenuButton') @cmd_5_sprite.bitmap = Cache.picture('MenuButton') elsif i == 4 @cmd_0_sprite.bitmap = Cache.picture('MenuButton') @cmd_1_sprite.bitmap = Cache.picture('MenuButton') @cmd_2_sprite.bitmap = Cache.picture('MenuButton') @cmd_3_sprite.bitmap = Cache.picture('MenuButton') @cmd_4_sprite.bitmap = Cache.picture('3') @cmd_5_sprite.bitmap = Cache.picture('MenuButton') elsif i == 5 @cmd_0_sprite.bitmap = Cache.picture('MenuButton') @cmd_1_sprite.bitmap = Cache.picture('MenuButton') @cmd_2_sprite.bitmap = Cache.picture('MenuButton') @cmd_3_sprite.bitmap = Cache.picture('MenuButton') @cmd_4_sprite.bitmap = Cache.picture('MenuButton') @cmd_5_sprite.bitmap = Cache.picture('3') else @cmd_0_sprite.bitmap = Cache.picture('MenuButton') @cmd_1_sprite.bitmap = Cache.picture('MenuButton') @cmd_2_sprite.bitmap = Cache.picture('MenuButton') @cmd_3_sprite.bitmap = Cache.picture('MenuButton') @cmd_4_sprite.bitmap = Cache.picture('MenuButton') @cmd_5_sprite.bitmap = Cache.picture('MenuButton') end end
I saw that the "create_status_window" is quoted out... and voila, it turns out that this is the right part of the screen. To edit this, I need to...
def create_status_window #some code here end
Correct? Does it also follow that the parts inside it can be edited on this segment?
What object inside this code should I use to set height, width, dimensions, etc?
Trihan's "Make me a script" topic!
Okay, so after overloading the update_cursor, I removed the annoying white rectangle. Is it possible to replace the bg image of the item to another one instead of the annoying white rectangle? Is this going to be part of the update_cursor?
Trihan's "Make me a script" topic!
You.Are.Awesome.
I'll go and try figure out the stat menu on the right... :-)
I've noticed that the white rectangle is still there (Like the one on the picture... How do I remove it?
http://rpgmaker.net/users/shiningriver/locker/untitled.JPG
I'll go and try figure out the stat menu on the right... :-)
I've noticed that the white rectangle is still there (Like the one on the picture... How do I remove it?
http://rpgmaker.net/users/shiningriver/locker/untitled.JPG














