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Simple Script Shop

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Remember to give a clear explanation of what you want... this could be in the form of pictures, words, etc... just don't make it too complicated

Rune:
Can do:
  • CMSes
  • Savepoints
  • Windows
  • Basically, more or less anything like menus, status screens, equip screens etc

Will attempt:
  • Almost anything not listed below

Won't do:
  • Tiny script edits (Note: I will stil do edits, just not tiny ones
  • Things I can't do
  • Requests that don't give a big enough explanation on what you want
  • MMORPGs

NAMKCOR:
Will do:
  • Battle System Scripts
  • CMSes
  • CBDs (Custom Battle Display)

Will attempt:
  • Script Edits
  • Script Merging

Won't Do:
  • Scripts without proper description
  • Any kind of display without a mockup
  • Full CBSes
  • MMORPGs

Makers:
  • Rune
  • NAMKCOR

Once your script is complete... the maker should PM you in notification, then post it here ;)

Anything else you may need to know... just say... :D

So... request away :D
« Last Edit: August 24, 2007, 10:00:43 PM by Rune »
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I expect this topic becomes popular, so a sticky to you ^_^

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Thank you :D
*waits for request*
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can you make costum item inventory systems?
http://rmrk.net/index.php/topic,17492.0.html
if you accept this request, thank you!

[edit]
in the topic link that i gave you, it says: 'the inventory is only for items. not weapons or armor'
but i want it to be for items, armor, and weapons, please. ;)

ps, this script is for a 1 person game. (1 hero)
« Last Edit: May 27, 2007, 04:38:34 PM by fadark »

just so everyone knows, im 15 years old.

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I can do:
  • CMSes
  • Savepoints
  • Windows

Can't do that yet sorry... will learn more scripting soon though ;)
Sincerely,
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Quote
  • Windows
thats what i am requesting, but i guess mine is a little more complicated. :-\

ps. did your name used to be "Rune"?

just so everyone knows, im 15 years old.

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I already PMed you with that answer, and yes, it is a bit complicated
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How about a CMS that can display 8 or more characters in party? This has probably been requested already, but I've only found ones with a max of 6 members.
:taco: :taco: :taco:

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Uh, I could do that :)

Gimme a basic idea of the layout you want
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Ehh... Wait, I'll make an image. I'll edit it in this post.
[Shinami thanks, I just read that. I made a lot of pics that should cover it all  ;8 ]


Main screen


Item Screen


Skill use


Status  ;8

Ask questions, but I think this is just about it. I thought that having multiple characters in the way that when you choose who should use skills (Or whose status to look at), you could scroll through the available character (Multiple, I hope) and pick one and view skills/status. The equip menu could be the default, I liked that one. Questions?
« Last Edit: May 27, 2007, 10:18:01 PM by Rasse »
:taco: :taco: :taco:

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Wow...seems Keith and Rasse beat me to it. o_0 Here's what I was going to originally post... >_>;

I'd like to suggest that you post a quick sketch done in MS Paint detailing what you want to be displayed in the menu and where you want it to be displayed. I used to take numerous CMS requests in a topic similar to this and that was one of my requirements before I'd take a CMS request. Why? Because pictures say it all and leave little to be misunderstood. On top of that, it leaves the scripter with an idea of how you want it to look which is very important because you have a better chance of getting what you requested.

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@Rasse - I'm not sure how to make scrolling menus >.<'
I could try and compact the characters into the space provided... but it'd get very compact
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If the total amount of things selectable are outside of the window, the window will automatically scroll down as the player looks through the "choices" so to speak. See what I mean?

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Oh, okay...
@Rasse - Will start tomorrow ;)
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hey keith, do you mind if you get some other people taking requests here, or do you want it to be exclusively you?

cuz, I can do CMS-es kinda and do need some extra scripting practice, so I could try and help you.

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Yeah that's fine :)
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alright cool, then I'll get the next one
(hopefully)

thanks. ;D

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Although I doubt this will happen...if something comes in that neither of you can pull off, I'll give it a shot. Menus only though.

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@fadark:
Quote
- you can select the item on the grid to use it, throw it away, and move it.
- in the script, people can easly edit the script to choose what items, take up how many boxes (max = 10x5). in this format or similar:
The interaction you require is not simple and one must build a model as well.
This is far beyond the scope of a window. (Unless you make the stupid decision of including everything in one window class -_-)
Maybe Shinami could pull it off ^_^

@Keith:
Window_Selectable can help you, though it's probably just 1 or a couple of characters displayed. The or those characters displayed will be changed when you press a button like left/right arrow or button L/R.
I suggest you ask further into how exactly Rasse wants it if you are unsure ^_^

@NAMKCOR:
You can play around with this exercise until an actual request comes ;)
http://rmrk.net/index.php/topic,13193.0.html

@Shinami:
You could try the CIS fadark requested. I know it's more than a menu, but I think you could pull it off ^_^


couldn't resist making this post  :-[

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@Keith:
Window_Selectable can help you, though it's probably just 1 or a couple of characters displayed. The or those characters displayed will be changed when you press a button like left/right arrow or button L/R.
I suggest you ask further into how exactly Rasse wants it if you are unsure ^_^

Actually, as long as it shows 8 or more characters, I don't care. It's just important that it shows more than 4 'cause I'm making a Tactical Battle game  ;8
:taco: :taco: :taco:

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@Shinami:
You could try the CIS fadark requested. I know it's more than a menu, but I think you could pull it off ^_^
Menus only. I'm practically taken by the card system I'm working on. It's nearing the beta test phase! @_@

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@NAMKCOR:
You can play around with this exercise until an actual request comes ;)
http://rmrk.net/index.php/topic,13193.0.html

yeah, I'll take a shot at that, and if I can get it to work, mebe I'll use it for the custom menu of mygame ;D
the movement'll be rather tricky though.
I'll get it.

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I have a CMS request. Ill make a couple mockups :)

Also, its a 2-player script. Im thinking its easier than Rasse's request.

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If NAMKCOR wants to give that a go then that's good ;)
I've got my hands full with Rasse's request

Item Screen


Skill use

Aren't the item and skill menus like that anyway? O_o
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Here are the Mock ups. They need to be compatable with a couple scripts tho.

MENU-
Spoiler for:

The W,S,H,BA,A,A means Weapon,Shield,Helmet,BodyArmour,Accessory, Accessory. You will know why theres two Accessorys if you check the first script at the bottom.

STATUS-
Spoiler for:

Its rather self explanatory. Instead of 'Name Of Player' its the name of the selected player. The other box is obvious.

ITEMS-
Spoiler for:

I think its self-explanatory. It can be done with editing the original item place script I think. Below where it says 'Description Area' is the description of the highlighted item. Where price is, is the amount the item is worth and where amount is the amount you have of it is put. And the other box is pretty self explanatory.

Here is the only 2 scripts which you need to make it compatable with-
Script Link 1 - http://www.hbgames.org/forums/showthread.php?t=8883 It must have the power to read this script :)

Script Link 2 - http://www.hbgames.org/forums/showthread.php?t=18933The Skill one.

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If NAMKCOR wants to give that a go then that's good ;)
I've got my hands full with Rasse's request

Item Screen


Skill use

Aren't the item and skill menus like that anyway? O_o
Yeah, but I added the scrolling arrow   ;8
:taco: :taco: :taco:

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Here are the Mock ups. They need to be compatable with a couple scripts tho.

MENU-
Spoiler for:

The W,S,H,BA,A,A means Weapon,Shield,Helmet,BodyArmour,Accessory, Accessory. You will know why theres two Accessorys if you check the first script at the bottom.

STATUS-
Spoiler for:

Its rather self explanatory. Instead of 'Name Of Player' its the name of the selected player. The other box is obvious.

ITEMS-
Spoiler for:

I think its self-explanatory. It can be done with editing the original item place script I think. Below where it says 'Description Area' is the description of the highlighted item. Where price is, is the amount the item is worth and where amount is the amount you have of it is put. And the other box is pretty self explanatory.

Here is the only 2 scripts which you need to make it compatable with-
Script Link 1 - http://anonym.to/?http://anonym.to/?http://anonym.to/?http://www.hbgames.org/forums/showthread.php?t=8883 It must have the power to read this script :)

Script Link 2 - http://anonym.to/?http://anonym.to/?http://anonym.to/?http://www.hbgames.org/forums/showthread.php?t=18933The Skill one.

Alright, I'll take this one.
what I want to know is this
Do you want the words "Description Area"
and you want the icons for the weapons and stuff displayed right?

btw, do you use a proxy?
If so you might want to stop as that's a bannable offence (I think...)

Also, you want me to make a CMS that is compatable with another CMS?
I'm quite confused...
« Last Edit: May 28, 2007, 07:12:47 PM by NAMKCOR »

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No, I do not want Description Area there. I want whatever you think is good to put there.
A proxy? Huh? Whatever it is, nahhhhh...
U can choose if you want that last one of making it compatable with it. :)

Also, can you edit the original Skill screen to show the battler?

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btw, do you use a proxy?
If so you might want to stop as that's a bannable offence (I think...)

What's a proxy? :-\
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No, I do not want Description Area there. I want whatever you think is good to put there.
A proxy? Huh? Whatever it is, nahhhhh...
U can choose if you want that last one of making it compatable with it. :)

Also, can you edit the original Skill screen to show the battler?
alrite then.
I was just confused because it is pointless to make a CMS compatible with another CMS, as you can only use one menu at a time so it's kinda either one or the other.

also
What's a proxy? :-\
It's a program that masks your IP address by scrambling it across multiple servers.
I saw all the anon.to or whatever in your leinks to hbgames.org so I thought Halestorm5 was using a proxy

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Status  ;8

You want the word status at the top, or other?
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Status  ;8

You want the word status at the top, or other?
Well... maybe the character name, if possible. Otherwise that word 'Status'.
:taco: :taco: :taco:

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Oooh qig gots a request


The menu


Equip



Status
Working on world of sorrow again.

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Unless Shinami wants to take on your request... you'll have to hold on... I'm busy trying to figure out how to display a character's battler <.<;

@Rasse - Your script should be finished today... I only got round to it late last night...
If it's not done by tonight then shoot me
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Keith, if you need help with a battler method, feel free to MSN me, I believe you have mine.

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That's true... will do later :P
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Code: [Select]
class Window_Base < Window
  def draw_actor_battler(actor, x, y)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    cw = bitmap.width
    ch = bitmap.height
    rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x, y, bitmap, rect)
  end#of "def draw_actor_battler(actor, x, y)"
end#of class Window_Base
I'm tired and didn't check to make sure this is right but it should be. Basically, I just changed RPG::Cache.character to RPG::Cache.battler and changed cw/ch to store the full size of the battler instead of 1/4th the size like it does with character graphics. Also, the arguments work just like any other draw_actor syntax in Window_Base. Now, I'm going to put my PS2 back together and go to sleep..

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Strange... I tried exactly the same... and it didn't work then... but I put in that and it worked fine...
Wonder what I did wrong :-\

[EDIT]
Rasse, your menu is done... it's just the menu screen though... i'll post the status screen later ;)
Spoiler for:
Code: [Select]
$data_mapinfos = load_data('Data/MapInfos.rxdata')

class Window_Steps
  def initialize
    super(0, 0, 480, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
  contents.clear
  contents.font.color = system_color
  contents.draw_text(4, 0, 120, 32, 'Location')
  contents.font.color = normal_color
  name = $data_mapinfos[$game_map.map_id].name 
  contents.draw_text(0, 32, 128, 32, name)
  end
end

class Scene_Menu
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  def main
    s1 = "Items"
    s2 = "Skills"
    s3 = "Status"
    s4 = "Equip"
    s5 = "Exit"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 0
    @playtime_window.y = 320
    @steps_window = Window_Steps.new
    @steps_window.x = 160
    @steps_window.y = 0
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 64
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  def update
    @command_window.update
    @playtime_window.update
    @steps_window.update
    @gold_window.update
    @status_window.update
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 1
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
      end
      return
    end
  end
  def update_status
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 1
        if $game_party.actors[@status_window.index].restriction >= 2
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Skill.new(@status_window.index)
      when 2
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Status.new(@status_window.index)
      when 3
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new(@status_window.index)
      end
      return
    end
  end
end
Replace Scene_Menu with that
And replace Window_MenuStaus with this
Spoiler for:
Code: [Select]
class Window_MenuStatus < Window_Selectable
  def initialize
    super(0, 0, 480, 416)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
    self.active = false
    self.index = -1
  end
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 64
      y = i * 100
      actor = $game_party.actors[i]
      draw_actor_graphic(actor, x - 32, y + 60)
      draw_actor_name(actor, x, y)
      draw_actor_class(actor, x + 144, y)
      draw_actor_level(actor, x, y + 16)
      draw_actor_state(actor, x + 90, y + 48)
      draw_actor_exp(actor, x, y + 32)
      draw_actor_hp(actor, x + 236, y + 16)
      draw_actor_sp(actor, x + 236, y + 32)
    end
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 100, self.width - 32, 80)
    end
  end
end

You'll have to get a large party script or something else of the sort... I couldn't work out how to make the scrolling menus :-\

I've rearranged some windows to try and make it look better... if you don't like it, or you have any queries, PM me ;)

@Shinami - The scrolling thing didn't work :-\
« Last Edit: May 29, 2007, 02:09:27 PM by Keith »
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That is VERY strange. I'll double check to make sure I didn't do anything special for vertical scrolling.

EDIT:

Code: [Select]
def draw_item(index)
    skill = @data[index]
    if @actor.skill_can_use?(skill.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4 + index % 1 * (288 + 32)
    y = index * 32
    rect = Rect.new(0, -35, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(skill.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 5, bitmap, Rect.new(0, 0, 24, 24), opacity)
    cw = contents.text_size(skill.name).width
    self.contents.draw_text(0 + bitmap.width, y, cw, 32, skill.name, 0)
    self.contents.draw_text(0 + 180, y, 48, 32, skill.sp_cost.to_s, 2)
  end

That's the draw_skill method inside the skill windows that I altered. All I recall changing was this since they affect the way everything is structured on the screen.

Code: [Select]
x = 4 + index % 1 * (288 + 32)
    y = index * 32
« Last Edit: May 30, 2007, 12:03:23 AM by Shinami »

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I meant with the menu status window :D
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Heading to sleep right now. I'll look into this later on because now I'm curious about the difference between a skill/item window and the menu_status window.

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Skill/item windows scroll anyway don't they?
All Rasse wants scrolling is Window_Target and Window_MenuStatus :P (Correct me if i'm wrong)

@Rasse - Replace Window_Status with this
Spoiler for:
Code: [Select]
class Window_Base < Window
  def draw_actor_battler(actor, x, y)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    cw = bitmap.width
    ch = bitmap.height
    rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x, y, bitmap, rect)
  end
end

class Window_StatusTop < Window_Base
  def initialize
    super(0, 0, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = crisis_color
    self.contents.draw_text(272, 0, 128, 32, "Status")
  end
end

class Window_Status < Window_Base
  def initialize(actor)
    super(0, 0, 640, 416)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    @actor = actor
    refresh
  end
  def refresh
    self.contents.clear
    draw_actor_battler(@actor, 160, 128)
    draw_actor_graphic(@actor, 32, 96)
    draw_actor_name(@actor, 4, 0)
    draw_actor_class(@actor, 4 + 144, 0)
    draw_actor_level(@actor, 96, 32)
    draw_actor_state(@actor, 96, 64)
    draw_actor_hp(@actor, 320, 16, 172)
    draw_actor_sp(@actor, 320, 48, 172)
    draw_actor_parameter(@actor, 320, 80, 0)
    draw_actor_parameter(@actor, 320, 112, 1)
    draw_actor_parameter(@actor, 320, 144, 2)
    draw_actor_parameter(@actor, 320, 176, 3)
    draw_actor_parameter(@actor, 320, 208, 4)
    draw_actor_parameter(@actor, 320, 240, 5)
    draw_actor_parameter(@actor, 320, 272, 6)
    self.contents.font.color = system_color
    self.contents.draw_text(320, 304, 80, 32, "Exp:")
    self.contents.draw_text(320, 338, 80, 32, "Next Level:")
    self.contents.font.color = normal_color
    self.contents.draw_text(320 + 72, 304, 84, 32, @actor.exp_s, 2)
    self.contents.draw_text(320 + 72, 338, 84, 32, @actor.next_rest_exp_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(0, 200, 96, 32, "Equipment:")
    draw_item_name($data_weapons[@actor.weapon_id], 0, 224)
    draw_item_name($data_armors[@actor.armor1_id], 0, 256)
    draw_item_name($data_armors[@actor.armor2_id], 0, 288)
    draw_item_name($data_armors[@actor.armor3_id], 0, 320)
    draw_item_name($data_armors[@actor.armor4_id], 0, 352)
  end
  def dummy
    self.contents.font.color = system_color
    self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
    self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
    self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
    self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
    self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
    draw_item_name($data_weapons[@actor.weapon_id], 0, 224)
    draw_item_name($data_armors[@actor.armor1_id], 0, 256)
    draw_item_name($data_armors[@actor.armor2_id], 0, 288)
    draw_item_name($data_armors[@actor.armor3_id], 0, 320)
    draw_item_name($data_armors[@actor.armor4_id], 0, 352)
  end
end
And change Scene_Status to this
Spoiler for:
Code: [Select]
class Scene_Status
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
  end
  def main
    @actor = $game_party.actors[@actor_index]
    @status_window = Window_Status.new(@actor)
    @status_window.y = 64
    @top_window = Window_StatusTop.new
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @status_window.dispose
    @top_window.dispose
  end
  def update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(2)
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Status.new(@actor_index)
      return
    end
    if Input.trigger?(Input::L)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Status.new(@actor_index)
      return
    end
  end
end

Any queries, PM me ;)
« Last Edit: May 30, 2007, 06:14:13 PM by Keith »
Sincerely,
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@Halestorm5: I'm almost done with your menu.
here are the pictures of the status and inventory screens



I added a bit extra to the Status screen because it looked pretty empty with only the battler on one side



That really came out well too.

I'll give it all to you in a single script when it's done, I just wanna know if you like it so far.

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I really like the looks of it.

And, if its not too much, can you instead of showing black as the background, can you make the map the player is on show instead? But grey shaded?

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I was actually going to try and figure out how to do that, I thought it would look nice, seeing as the windows don't take up the whole screen.

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In def main stick in
Code: [Select]
@spriteset = Spriteset_Map.new
Then all you need to do is add it into the update and dispose lists ;)
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lol, oh cool thanks. ;D

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If you want to, NAM, you can use self.contents.fill_rect to make that bar solid.

Just use this syntax: self.contents.fill_rect(x,y,width,length,Color.new(red,green,blue,power))

If you need more details, just ask.

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I think the seperation works because it makes it more apparent what Icons go to what items.

thanks for the tip though

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Any luck yet Shinami? :-\
I'm pretty stuck here... :P
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I'm stuck... -_-; I'm not 100% sure though but I think it has something to do with the way Window_Selectable is used.

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It is because Window_MenuStatus overwrites the method update_cursor_rect

If you want to make Window_MenuStatus scroll, you will need to overwrite these methods of Window_Selectable:

Code: [Select]
  #--------------------------------------------------------------------------
  # * Get Top Row
  #--------------------------------------------------------------------------
  def top_row
    # Divide y-coordinate of window contents transfer origin by 1 row
    # height of 32
    return self.oy / 32
  end
  #--------------------------------------------------------------------------
  # * Set Top Row
  #     row : row shown on top
  #--------------------------------------------------------------------------
  def top_row=(row)
    # If row is less than 0, change it to 0
    if row < 0
      row = 0
    end
    # If row exceeds row_max - 1, change it to row_max - 1
    if row > row_max - 1
      row = row_max - 1
    end
    # Multiply 1 row height by 32 for y-coordinate of window contents
    # transfer origin
    self.oy = row * 32
  end
  #--------------------------------------------------------------------------
  # * Get Number of Rows Displayable on 1 Page
  #--------------------------------------------------------------------------
  def page_row_max
    # Subtract a frame height of 32 from the window height, and divide it by
    # 1 row height of 32
    return (self.height - 32) / 32
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width / @column_max - 32
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * 32 - self.oy
    # Update cursor rectangle
    self.cursor_rect.set(x, y, cursor_width, 32)
  end

You would need to change the size of the window, and a few other things, but I believe that if you overwrite them that will probably do the trick.

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sorry I haven't been on for a while, I was very very buisy
I'll get right back on this since I just got RMXP on my new comp

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@Modern - I'll try that then :)

[EDIT]
I've no idea what to change there :-\
Whilst i'm trying to figure out how to complete Ferenn's request, anyone have any more requests?
« Last Edit: June 08, 2007, 10:50:44 AM by Rune »
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Whilst i'm trying to figure out how to complete Ferenn's request, anyone have any more requests?

Anyone? :(
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There's mine on the second page.
Working on world of sorrow again.

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That is true O_o
Will start later :P

[EDIT]
Here's your menu, sorry, I couldn't get EXP in a percentage, there's only a limit to what I can do T.T;
Spoiler for:
Code: [Select]
$data_mapinfos = load_data('Data/MapInfos.rxdata')

class Window_Location < Window_Base
  def initialize
    super(0, 0, 160, 256)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
  contents.clear
  contents.font.color = system_color
  contents.draw_text(4, 80, 120, 32, 'Location:')
  contents.font.color = normal_color
  name = $data_mapinfos[$game_map.map_id].name 
  contents.draw_text(4, 96, 128, 32, name)
  end
end

class Window_Steps < Window_Base
  def initialize
    super(0, 0, 160, 80)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Number of Steps")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 16, 120, 32, $game_party.steps.to_s, 2)
  end
end

class Window_PlayTime < Window_Base
  def initialize
    super(0, 0, 160, 80)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Play Time")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 16, 120, 32, text, 2)
  end
end

class Window_Gold < Window_Base
  def initialize
    super(0, 0, 160, 80)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 8, 120-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 8, cx, 32, $data_system.words.gold, 2)
  end
end

class Window_MenuStatus < Window_Selectable
  def initialize
    super(0, 0, 480, 400)
    @column_max = 1
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
    self.active = false
    self.index = -1
    @item_max = 8
  end
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 32
      y = i * 96
      actor = $game_party.actors[i]
      draw_actor_name(actor, x, y)
      draw_actor_exp(actor, x, y + 32)
      draw_actor_hp(actor, x + 236, y)
      draw_actor_sp(actor, x + 236, y + 32)
    end
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, @index * 96, self.width - 32, 80)
    end
  end
  def draw_actor_exp(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 24, 32, "Exp")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
    self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
    self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
  end
end

class Scene_Menu
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  def main
    s1 = "Items"
    s2 = "Skills"
    s3 = "Equip"
    s4 = "Status"
    s5 = "Save"
    s6 = "Quit"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 320
    @playtime_window.y = 400
    @steps_window = Window_Steps.new
    @steps_window.x = 160
    @steps_window.y = 400
    @gold_window = Window_Gold.new
    @gold_window.x = 480
    @gold_window.y = 400
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @loc_window = Window_Location.new
    @loc_window.y = 224
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @playtime_window.dispose
    @steps_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @loc_window.dispose
  end
  def update
    @command_window.update
    @playtime_window.update
    @steps_window.update
    @gold_window.update
    @status_window.update
    @loc_window.update
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 1
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Save.new
      when 5
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
      end
      return
    end
  end
  def update_status
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 1
        if $game_party.actors[@status_window.index].restriction >= 2
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Skill.new(@status_window.index)
      when 2
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new(@status_window.index)
      when 3
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end

Any queries or problems, PM me ;)
I'll start on your Status screen now... in the meantime, i'd better learn how to make equip screens :P

[EDIT 2]
Here's your status screen :)
Replace Window_Status with this
Spoiler for:
Code: [Select]
class Window_Base < Window
  def draw_actor_battler(actor, x, y)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    cw = bitmap.width
    ch = bitmap.height
    rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x, y, bitmap, rect)
  end
end

class Window_Status < Window_Base
  def initialize(actor)
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    @actor = actor
    refresh
  end
  def refresh
    self.contents.clear
    draw_actor_battler(@actor, 224, 160)
    draw_actor_name(@actor, 32, 0)
    draw_actor_class(@actor, 192, 0)
    draw_actor_level(@actor, 320, 0)
    draw_actor_state(@actor, 480, 0)
    draw_actor_hp(@actor, 4, 64, 172)
    draw_actor_sp(@actor, 4, 96, 172)
    draw_actor_parameter(@actor, 4, 160, 0)
    draw_actor_parameter(@actor, 4, 192, 1)
    draw_actor_parameter(@actor, 4, 224, 2)
    draw_actor_parameter(@actor, 4, 288, 3)
    draw_actor_parameter(@actor, 4, 320, 4)
    draw_actor_parameter(@actor, 4, 352, 5)
    draw_actor_parameter(@actor, 4, 384, 6)
    self.contents.font.color = system_color
    self.contents.draw_text(448, 64, 80, 32, "Exp:")
    self.contents.draw_text(448, 96, 80, 32, "Next Level:")
    self.contents.font.color = normal_color
    self.contents.draw_text(448 + 72, 64, 84, 32, @actor.exp_s, 2)
    self.contents.draw_text(448 + 72, 96, 84, 32, @actor.next_rest_exp_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(448, 160, 96, 32, "Equipment:")
    draw_item_name($data_weapons[@actor.weapon_id], 448, 192)
    draw_item_name($data_armors[@actor.armor1_id], 448, 224)
    draw_item_name($data_armors[@actor.armor2_id], 448, 256)
    draw_item_name($data_armors[@actor.armor3_id], 448, 288)
    draw_item_name($data_armors[@actor.armor4_id], 448, 320)
  end
  def dummy
    self.contents.font.color = system_color
    self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
    self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
    self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
    self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
    self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
    draw_item_name($data_weapons[@actor.weapon_id], 448, 192)
    draw_item_name($data_armors[@actor.armor1_id], 448, 224)
    draw_item_name($data_armors[@actor.armor2_id], 448, 256)
    draw_item_name($data_armors[@actor.armor3_id], 448, 288)
    draw_item_name($data_armors[@actor.armor4_id], 448, 320)
  end
end

And replace Scene_Status with this
Spoiler for:
Code: [Select]
class Window_Window1 < Window_Base
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
  end
end

class Window_Window2 < Window_Base
  def initialize
    super(160, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
  end
end

class Window_Window3 < Window_Base
  def initialize
    super(320, 0, 320, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
  end
end

class Window_Window4 < Window_Base
  def initialize
    super(0, 64, 192, 416)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
  end
end

class Window_Window5 < Window_Base
  def initialize
    super(448, 64, 192, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
  end
end

class Window_Window6 < Window_Base
  def initialize
    super(448, 160, 192, 320)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
  end
end

class Window_Window7 < Window_Base
  def initialize
    super(192, 64, 256, 416)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    refresh
  end
  def refresh
    self.contents.clear
  end
end

class Scene_Status
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
  end
  def main
    @actor = $game_party.actors[@actor_index]
    @status_window = Window_Status.new(@actor)
    @wina_window = Window_Window1.new
    @winb_window = Window_Window2.new
    @winc_window = Window_Window3.new
    @wind_window = Window_Window4.new
    @wine_window = Window_Window5.new
    @winf_window = Window_Window6.new
    @wing_window = Window_Window7.new
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @status_window.dispose
    @wina_window.dispose
    @winb_window.dispose
    @winc_window.dispose
    @wind_window.dispose
    @wine_window.dispose
    @winf_window.dispose
    @wing_window.dispose
  end
  def update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(3)
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Status.new(@actor_index)
      return
    end
    if Input.trigger?(Input::L)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Status.new(@actor_index)
      return
    end
  end
end

Again, any queries or problems, PM me ;)

I'll get to work on your equip screen straight away ;)

[EDIT 3]
Your Equip screen is finished ;D
Just replace Window_EquipLeft with this
Spoiler for:
Code: [Select]
class Window_EquipLeft < Window_Base
  def initialize(actor)
    super(0, 64, 272, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype
    self.contents.font.size = $defaultfontsize
    @actor = actor
    refresh
  end
  def refresh
    self.contents.clear
    draw_actor_graphic(@actor, 192, 48)
    draw_actor_name(@actor, 4, 0)
    draw_actor_level(@actor, 4, 32)
    draw_actor_parameter(@actor, 4, 64, 0)
    draw_actor_parameter(@actor, 4, 96, 1)
    draw_actor_parameter(@actor, 4, 128, 2)
    if @new_atk != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 64, 40, 32, " >>", 1)
      if @new_atk > @actor.atk
        self.contents.font.color = Color.new(0, 255, 0)
      elsif @new_atk < @actor.atk
        self.contents.font.color = Color.new(255, 0, 0)
      else
        self.contents.font.color = normal_color
      end
      self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
    end
    if @new_pdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 96, 40, 32, " >>", 1)
      if @new_pdef > @actor.pdef
        self.contents.font.color = Color.new(0, 255, 0)
      elsif @new_pdef < @actor.pdef
        self.contents.font.color = Color.new(255, 0, 0)
      else
        self.contents.font.color = normal_color
      end
      self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
    end
    if @new_mdef != nil
      self.contents.font.color = system_color
      self.contents.draw_text(160, 128, 40, 32, " >>", 1)
      if @new_mdef > @actor.mdef
        self.contents.font.color = Color.new(0, 255, 0)
      elsif @new_mdef < @actor.mdef
        self.contents.font.color = Color.new(255, 0, 0)
      else
        self.contents.font.color = normal_color
      end
      self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
    end
  end
  def set_new_parameters(new_atk, new_pdef, new_mdef)
    if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      refresh
    end
  end
end

That should do ;) , any queries or problems, PM me ;)

This means that i'm open for requests ;D
Any takers?
« Last Edit: June 09, 2007, 08:05:49 PM by Rune »
Sincerely,
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This is what I use to convert exp into a percent.

Spoiler for EXP in percent:
Code: [Select]
xp = actor.next_rest_exp
xp_tg = actor.next_exp
if $data_actors[current_actor+1].final_level = actor.level#This keeps the game from crashing when
  percentage = ((100 * 1.0) / 100)                                   #someone reaches the final level set by the
else                                                                                  #dev team in a project.
  percentage = (((100 * 1.0) / 100) - ((xp * 1.0) / xp_tg))#100 percent - (percentage of exp to lvl gained)
end

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Ohh okies thanks ;D I'll add that :D

[EDIT]
Where do I put it?
« Last Edit: June 09, 2007, 08:39:32 PM by Rune »
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On the the menu equip and status screem I get the error, no implicit from nil to interger.
Working on world of sorrow again.

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Which line on each script?
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I need a simple battle script where its like a side batte system, but instead the chars are at the bottom facing upwards and when they attack they run forward and strike.

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Um... don't mean to disappoint you but... if you read my first post, it says what I cando, it doesn't list CBSes... sorry >.<;
Unless NAMKCOR or Shinami can do them, you're out of luck :-\ sorry...
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[EDIT]
Where do I put it?
More or less, just use it to make your own draw_exp method that displays percent however you want.

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Um... don't mean to disappoint you but... if you read my first post, it says what I cando, it doesn't list CBSes... sorry >.<;
Unless NAMKCOR or Shinami can do them, you're out of luck :-\ sorry...
Sorry, I thought it was something else.
That's completely ok.

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you can go into the Sideview and change the x and y of the battlers
I'd do it if I had more time...

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I'm having troubles with a card system so~...I doubt I could do a CBS. I'll be occupied with C++ anyways after I finish a request.

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[EDIT]
Where do I put it?
More or less, just use it to make your own draw_exp method that displays percent however you want.

Like this?
Code: [Select]
class Window_Base < Window
  def draw_actor_exp(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 24, 32, "Exp")
    self.contents.font.color = normal_color
    xp = actor.next_rest_exp_s
    xp_tg = actor.next_exp_s
    if $data_actors[@actor+1].final_level = actor.level
      percentage = ((100 * 1.0) / 100)
    else
      percentage = (((100 * 1.0) / 100) - ((xp * 1.0) / xp_tg))
    end
    self.contents.draw_text(x, y, 48, 32, percentage_s, 2)
    self.contents.draw_text(x, y, 20, 32, "%")
  end
end
If so then I keep getting loads of errors... too many to list T.T;

Anyay, whilst i'm waiting for Qig to reply, anyone got a request?
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If so then I keep getting loads of errors... too many to list T.T;
First things first, you had @actor in $data_actors[@actor+1].final_level when @actor isn't defined so ofcourse you're going to get an error there. I fixed this to actor.id+1 since $data_ variables don't start at 0 like other arrays. Why? Hell if I know.

Another one is percentage_s. I'm guessing you were wanting percentage.to_s since that converts the variables contents into a string. The damn next_exp_s and next_rest_xp_s methods in Game_Actor were also messing with it...how the hell I made it work with a bar script is beyond me. I messed around and made you something that should work for what you need it to do.

Spoiler for Here you go:
Code: [Select]
class Game_Actor
 
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] : "-------"
  end
 
  def next_rest_exp
    return @exp_list[@level+1] > 0 ?
      (@exp_list[@level+1] - @exp) : "-------"
  end
end
 
class Window_Base < Window
  def draw_actor_exp(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 24, 32, "Exp")
    self.contents.font.color = normal_color
    xp = actor.next_rest_exp
    xp_tg = actor.next_exp
    if $data_actors[actor.id+1].final_level == actor.level
      percentage = ((100 * 1.0) / 100)
    else
      percentage = (((100 * 1.0) / 100) - ((xp * 1.0) / xp_tg))
    end
    self.contents.draw_text(x+10, y, 48, 32, percentage.to_s, 2)
    self.contents.draw_text(x+60, y, 20, 32, "%")
  end
end
Enjoy. I'm going to go try once more to crash. I've been up for almost 48 hours. God damn I hate personal problems.

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Still won't work, undefined method 'final_level'
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Any requests? :(
Sincerely,
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Isn't NAM doing yours?
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My request? I still havent been PMed about it...

I'm really sorry Halestorm, I've been pretty busy lately
I have to move everything to a new comp, and I've been doing a lot that has to do with my college preparations.
I'll have it to you within the week

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Anyone got any more requests?
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On the Chaos Project website, I found his CMS - StormTronics CMS Nemesis Edition. However, due to complications, I can't use G-777's muti-equip script with it, so I ask that you can provide the script, except the CMS uses the default equip menu.

Unless, of course, you can make the two compatible, in which case, that'd be fantastic.

Please and thank you =)

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I'll see what I can do ;)
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I have a request. In my game I wanted to make it so that you can "rent out" the houses you buy. For instance if you rent out house 1, you get 1 G every 20 seconds, but only when it's being rented out. If you want to move back into the house, then you don't get the 1 G every 20 seconds. Is that possible to do?

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wah
I think that that request can be easily done through common events. I'll try it out.

EDIT: I did it. It's attached as a game disk. Just extract it and look through the events on the map and the one common event. Note that just watching the menu won't increase gold. Also, it gives 10 gold every second. It's a mistake in the text.
« Last Edit: June 21, 2007, 09:40:11 PM by mastermoo420 »

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I think that that request can be easily done through common events. I'll try it out.

EDIT: I did it. It's attached as a game disk. Just extract it and look through the events on the map and the one common event. Note that just watching the menu won't increase gold. Also, it gives 10 gold every second. It's a mistake in the text.
Oh, yeah I see. I havn't really used any common events, but I understand how they work now. Thanks.  ;D

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On the Chaos Project website, I found his CMS - StormTronics CMS Nemesis Edition. However, due to complications, I can't use G-777's muti-equip script with it, so I ask that you can provide the script, except the CMS uses the default equip menu.

Unless, of course, you can make the two compatible, in which case, that'd be fantastic.

Please and thank you =)

I tried but... ahh... I kinda messed up, sorry >.<
I'm $hite at this >.<;
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I'm really sorry but I lost RMXP and am having problems getting windows back up on my lappy
you'll have to remove me from the script shop as I don't have RMXP anymore

sorry Halestorm :tpg:

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Have you got a backup of the script(s) so I can finish them for him?
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I have the backup of the inventory and the status screens (not on this lappy atm)
but I wasn't able to back up the main menu (which was almost done :tpg:)

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can you do random battle scripts? what i mean is the player gets into a battle after taking 5 steps and then gets into another battle after takeing 13 steps (those numbers are just examples, it can be any number between 5-30)

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You set that anyway, when you set the map name, bgm, tileset, and crap lke that
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You set that anyway, when you set the map name, bgm, tileset, and crap lke that
no, you set i single number as how many steps it takes to get into a battle it is fixed. i want it to be random.

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The number is random anyway, it picks a random number around the number you type
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The number is random anyway, it picks a random number around the number you type
i didnt know that, thanks

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I have the backup of the inventory and the status screens (not on this lappy atm)
but I wasn't able to back up the main menu (which was almost done :tpg:)

Could you post the inventory and status screens then?
I'll redo the menu for ya ;)
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yeah, I promise I'll upload the scripts.rxdata tonight

edit: attached in the .zip below
« Last Edit: June 28, 2007, 06:24:47 PM by NAMKCOR »

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Perfect :D Will start tomorrow :P
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Just Helping.. And Getting Drunk :P
You gotta think of a team name now, cause youre working like a team :blizj:

And My Game Too When It Ever Finishes :P
Martynator and 24 Sneaky Snoopers are viewing this board.
Why don't they join then? :lol:

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Hi I am here for another request on my game If some one would like to help that would be greatly thankfull.   and this is what I want for my menu:

This is what it should look like in the equip zone:

This is how it should look in the Main menu:


See thats the one Thing I want And if you could I will give full credit to you and put your name in my game. 
 
 Thanks again! :blizj:



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sorry for the double post but can some one make a script were It shows begining credits when you start the game?

See like this:

Make sure it has a call script so I Can put it in right before I telaport.

Make sure Its Not an avi file.

Make sure it scrolls the map as it show credits.

And please make it cool!

(lol)

If you do this i will put your name in my game and give full credit! ;8



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there is a script that allows you to show a cutscene before the menu
all you'd need to do is use show/hide pictures in that cutscene.

I'll try to dredge it up for you (it just requires a bit of eventing work on your part when you get it)

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oh ok thank you so much! :blizj: ;8



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Hi I am here for another request on my game If some one would like to help that would be greatly thankfull.   and this is what I want for my menu:

This is what it should look like in the equip zone:

This is how it should look in the Main menu:


See thats the one Thing I want And if you could I will give full credit to you and put your name in my game. 
 
 Thanks again! :blizj:

Will do once i've got this other request out of the way ;)

[EDIT]

NAM!!!

When I open this item screen with no items, it comes up with an error, I can see i'm not as advanced as you :P and youre bound to know your own scripts more than me :P

Error:
Undefined method 'price' on line 114
Line is:     @price = item.price / 2

I don't remember editing that line at all or anything to do with that window so... what's wrong? :P
« Last Edit: June 29, 2007, 04:18:29 PM by Rune »
Sincerely,
Your conscience.

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oooh
put in a failsafe before that to see if the item == nil
if so, make the price 0
it displays the sell price of items and I forgot to put in that failsafe ;D

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ohh ok :P
Also, did you figure out how to display weapons and armors in the menu?

[EDIT]
@halestorm - here it is... the time you've been waiting for!! ;8

Insert each of these scripts above main and name them exactly what the spoiler says :P

DO NOT OVERWRITE Scene_Item OR Scene_Status

Spoiler for Status:
Code: [Select]
#=======================================================
#Scene_Status modifications
#Here are the modifications for the status window through the menu
#Status_Actor shows the actor's graphic, level, battler, state, and name
#Actor_Stats shows the actor's statistics
#========================================================
class Status_Actor < Window_Base
  def initialize(actor)
    super(0, 70, 319, 340)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh(actor)
  end
  def refresh(actor)
    self.contents.clear
    self.contents.font.name = $defaultfonttype
    draw_actor_name(actor, 0,0)
    draw_actor_class(actor,175,0)
    draw_actor_level(actor, 0, 24)
    draw_actor_graphic(actor, 210, 90)
    battler= RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    self.contents.blt(40, 75, battler, Rect.new(0, 0, 319, 340))
    draw_actor_state(actor, 105, 280)
  end
end
class Actor_Stats < Window_Base
  def initialize(actor)
    super(319,70,320,340)
    self.contents = Bitmap.new(width-32, height-32)
    refresh(actor)
  end
  def refresh(actor)
    self.contents.clear
    self.contents.font.name = $defaultfonttype
    self.contents.draw_text(0,0,80,32,"________________")
    self.contents.draw_text(0, 0, 80, 32, "STATS")   
    draw_actor_hp(actor, 60,32,172)
    draw_actor_sp(actor, 60,64,172)
    for i in 0...6
      draw_actor_parameter(actor,60, 96+32*i, i)
    end
  end
end
class Scene_Status
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
  end
  def main
    @spriteset = Spriteset_Map.new
    # Acquiring the actor
    @actor = $game_party.actors[@actor_index]
    # Drawing up the actor's image Window and stats window
    @window_actor = Status_Actor.new(@actor)
    @window_stats = Actor_Stats.new(@actor)
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @spriteset.dispose
    @window_actor.dispose
    @window_stats.dispose
  end
end


Now go into Scene_Status and wherever it says $scene = Scene_Menu.new(3)
Change the 3 to 2

Now search in Scene_Equip for $scene = Scene_Menu.new(2)
Change the 2 to 3

Spoiler for Inventory:
Code: [Select]
class Window_Selectable
  alias initialize_old initialize
  def initialize(x, y, width, height)
    initialize_old(x, y, width, height)
    @column_max = 1
  end
end

class Window_Help < Window_Base
  def initialize
    super(0, 0, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
  end
end

class Window_Item < Window_Selectable
  def initialize
     if !$game_temp.in_battle
      super(320, 64, 320, 416)
      @column_max = 1
       refresh
      self.index = 0
    else
      super(0, 64, 640, 416)
      @column_max = 2
      refresh
      self.index = 0
      self.y = 64
      self.height = 256
      self.back_opacity = 160
    end
  end
 
    def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    if item.is_a?(RPG::Item) and
       $game_party.item_can_use?(item.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    if !$game_temp.in_battle
      x = 4
      y = index * 32
    else
        x = 4 + index % 2 * (288 + 32)
        y = index / 2 * 32
    end     
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    if !$game_temp.in_battle
      self.contents.blt(x+256, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(x, y, 212, 32, item.name, 0)
      self.contents.draw_text(x + 240, y, 16, 32, "|", 1)
    else
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
      self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
      self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
    end
  end
end

class Window_Target < Window_Selectable
  def initialize
    super(0, 0, 336, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    self.z += 10
    @item_max = $game_party.actors.size
    refresh
  end
 
  def refresh
    self.contents.clear
    for i in 0...$game_party.actors.size
      x = 4
      y = i * 116
      actor = $game_party.actors[i]
      draw_actor_name(actor, x, y)
      draw_actor_class(actor, x + 144, y)
      draw_actor_level(actor, x + 8, y + 32)
      draw_actor_state(actor, x + 8, y + 64)
      draw_actor_hp(actor, x + 152, y + 32)
      draw_actor_sp(actor, x + 152, y + 64)
      draw_actor_graphic(actor, x + 80, y + 55)
    end
  end
end

class Window_Stock < Window_Base
  def initialize
    super(0, 355,320, 125)
    self.contents = Bitmap.new(width - 32, height - 32)
  end
 
  def update_stock(item)
    self.contents.clear
    self.contents.font.name = $fontface
    number = $game_party.item_number(item.id)
    if item == nil
      @price = 0
    else
      @price = item.price / 2
    end
    self.contents.draw_text(0,0,168,32, "Stock  :", 0)
    self.contents.draw_text(200, 0, 24, 32, number.to_s, 2)
    self.contents.draw_text(0,40, 320, 32, "Sell Price:",0)
    self.contents.draw_text(176, 40, 48, 32, @price.to_s, 2)
  end
end

class Scene_Item
  def main
    @spriteset = Spriteset_Map.new
    @help_window = Window_Help.new
    @item_window = Window_Item.new
    if !$game_temp.in_battle
      @stock_window = Window_Stock.new
    end
    @item_window.help_window = @help_window
    @target_window = Window_Target.new
    @target_window.visible = false
    @target_window.active = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    if !$game_temp.in_battle
      @stock_window.dispose
    end
    @spriteset.dispose
    @help_window.dispose
    @item_window.dispose
    @target_window.dispose
  end

  alias update_old update_item
  def update_item
    @item = @item_window.item
    if !$game_temp.in_battle
      @stock_window.update_stock(@item)
    end
    update_old
  end
end

Nothing else to change there I don't think :-\

Thats all atm whilst I try and figure out how to display weapons and armors in Window_MenuStatus T.T

Any problems, you know where I am :blizj:

[EDIT 2]
@xinrua - you want me to add a couple other windows to that blank space? I looks a bit empty to me :P

[EDIT 3]
@xinrua - Your Equip screen in finished =D
I'll need some more time for the menu itself to figure out how to eat my socks display the battler T.T

Replace Scene_Equip with this

Spoiler for Scene_Equip:
Code: [Select]
class Window_EquipItem < Window_Selectable
  def initialize(actor, equip_type)
    super(0, 0, 368, 160)
    @actor = actor
    @equip_type = equip_type
    @column_max = 1
    refresh
    self.active = false
    self.index = -1
  end
  def item
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    if @equip_type == 0
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
      end
    end
    if @equip_type != 0
      armor_set = $data_classes[@actor.class_id].armor_set
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0 and armor_set.include?(i)
          if $data_armors[i].kind == @equip_type-1
            @data.push($data_armors[i])
          end
        end
      end
    end
    @data.push(nil)
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    for i in 0...@item_max-1
      draw_item(i)
    end
  end
  def draw_item(index)
    item = @data[index]
    x = 0
    y = index * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x + 32, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 64, y, 144, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

class Window_EquipRight < Window_Selectable
  def initialize(actor)
    super(0, 0, 480, 256)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    @actor = actor
    refresh
    self.index = 0
  end
  def item
    return @data[self.index]
  end
  def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @item_max = @data.size
    self.contents.font.color = Color.new(255, 0, 0)
    self.contents.draw_text(160, 32, 92, 32, $data_system.words.weapon + ":")
    self.contents.draw_text(160, 64, 92, 32, $data_system.words.armor1 + ":")
    self.contents.draw_text(160, 96, 92, 32, $data_system.words.armor2 + ":")
    self.contents.draw_text(160, 128, 92, 32, $data_system.words.armor3 + ":")
    draw_item_name(@data[0], 252, 32)
    draw_item_name(@data[1], 252, 64)
    draw_item_name(@data[2], 252, 96)
    draw_item_name(@data[3], 252, 128)
    draw_actor_battler(@actor, 32, 16)
  end
  def draw_actor_battler(actor, x, y)
    bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    cw = bitmap.width
    ch = bitmap.height
    rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x, y, bitmap, rect)
  end
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
    def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(144, 32 + @index * 32, 288, 32)
    end
  end
end

class Window_EquipLeft < Window_Base
  def initialize(actor)
    super(0, 0, 272, 208)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    @actor = actor
    refresh
  end
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 4, 0)
    draw_actor_level(@actor, 4, 32)
    draw_actor_parameter(@actor, 4, 64, 0)
    draw_actor_parameter(@actor, 4, 96, 1)
    draw_actor_parameter(@actor, 4, 128, 2)
    if @new_atk != nil
      if @new_atk > @actor.atk
        self.contents.font.color = Color.new(0, 255, 0)
      elsif @new_atk < @actor.atk
        self.contents.font.color = Color.new(255, 0, 0)
      else
        self.contents.font.color = normal_color
      end
      self.contents.draw_text(160, 64, 40, 32, " -->", 1)
      self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
    end
    if @new_pdef != nil
      if @new_pdef > @actor.pdef
        self.contents.font.color = Color.new(0, 255, 0)
      elsif @new_pdef < @actor.pdef
        self.contents.font.color = Color.new(255, 0, 0)
      else
        self.contents.font.color = normal_color
      end
      self.contents.draw_text(160, 96, 40, 32, " -->", 1)
      self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
    end
    if @new_mdef != nil
      if @new_mdef > @actor.mdef
        self.contents.font.color = Color.new(0, 255, 0)
      elsif @new_mdef < @actor.mdef
        self.contents.font.color = Color.new(255, 0, 0)
      else
        self.contents.font.color = normal_color
      end
      self.contents.draw_text(160, 128, 40, 32, " -->", 1)
      self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
    end
  end
  def set_new_parameters(new_atk, new_pdef, new_mdef)
    if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      refresh
    end
  end
end

class Scene_Equip
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
  end
  def main
    @actor = $game_party.actors[@actor_index]
    @help_window = Window_Help.new
    @right_window = Window_EquipRight.new(@actor)
    @right_window.x = 160
    @right_window.y = 64
    @left_window = Window_EquipLeft.new(@actor)
    @left_window.y = 272
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window1.x = 272
    @item_window1.y = 320
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window2.x = 272
    @item_window2.y = 320
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window3.x = 272
    @item_window3.y = 320
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window4.x = 272
    @item_window4.y = 320
    @item_window5 = Window_EquipItem.new(@actor, 4)
    @item_window5.x = 272
    @item_window5.y = 320
    @right_window.help_window = @help_window
    @item_window1.help_window = @help_window
    @item_window2.help_window = @help_window
    @item_window3.help_window = @help_window
    @item_window4.help_window = @help_window
    @item_window5.help_window = @help_window
    @right_window.index = @equip_index
    refresh
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @help_window.dispose
    @left_window.dispose
    @right_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
  end
  def refresh
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    item1 = @right_window.item
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    if @right_window.active
      @left_window.set_new_parameters(nil, nil, nil)
    end
    if @item_window.active
      item2 = @item_window.item
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
    end
  end
  def update
    @left_window.update
    @right_window.update
    @item_window.update
    refresh
    if @right_window.active
      update_right
      return
    end
    if @item_window.active
      update_item
      return
    end
  end
  def update_right
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(2)
      return
    end
    if Input.trigger?(Input::C)
      if @actor.equip_fix?(@right_window.index)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
    if Input.trigger?(Input::L)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
  end
  def update_item
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.equip_se)
      item = @item_window.item
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      @right_window.refresh
      @item_window.refresh
      return
    end
  end
end

You shouldn't need to change anything there ;)
Any probs or queries, PM me ;)
« Last Edit: June 30, 2007, 11:16:28 AM by Rune »
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rune, in my script if you look at the Scene_Status, you'll see how to draw a battler.
also, in the Inventory script, there are lines that talk about icons, that's how you draw
the weapons/armors' icons

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No, I know that ><;
And i'll try the icon thing ;)
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no problem man, I'll be getting back to helping out ASAP

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Argh! >< I don't understand your scripting >_____<

I might have to leave the rest of this to you T.T
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what's there not to understand ???

show what script segments trouble you

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I've no idea what aliasing does, is, etc, and I cant find where it talks about icons, I know how to place them, I just can't get them in Window_MenuStatus T_T
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aliasing is a way to preserve the previous code from a def that you are modifying.

as for the menustatus, I was planning on making a new window called Window_PlayerEquip
that displays the actor's equipment icons in order as specified.

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Very true :)

How would you make it though? >_<;

I'm pretty stuck here T____T


In other words, how do you change one window's contents, depending on Window_MenuStatus' index?
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U2 ever heard about pm ??? WE are following your whole discussion here ''live at the simple script shop''

And My Game Too When It Ever Finishes :P
Martynator and 24 Sneaky Snoopers are viewing this board.
Why don't they join then? :lol:

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Live's always good ^_^

Except when the band's crap.... or paedo
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Very true :)

How would you make it though? >_<;

I'm pretty stuck here T____T


In other words, how do you change one window's contents, depending on Window_MenuStatus' index?

I should be getting RMXP back tuesday, so I'll get started once I've got it up and running.
so, how efficient do you think the code is?

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After being gone for a while, I'm back. May I suggest something with the requests? When I did a CMS topic way back before the board messed up(or so it seems like it messed up), on the opening post I had a list of people in line waiting and the name of the person who's request I was working on as well as links to each menu I had finished with a screenshot of each menu next to the d/l link for that menu. I like keeping things nice and organized. ^-^;

In other words, how do you change one window's contents, depending on Window_MenuStatus' index?
I usually have this done by using a case in an update method with the command window's index passed an argument. As for an example on how aliasing works, click the spoiler.

Spoiler for Alias explanation:
At first, it can be hard to understand what the alias syntax can do and it can be even harder to use it properly.
Here's how the alias syntax works. The alias syntax is a powerful syntax that allows to you add to the beginning or the end of an existing method without having to overwrite the method you are changing. Using aliases can dramatically increase the compatability of your scripts with most other kinds of scripts.

As you can see in the example scripts I included, you must alias a method. This is done in the following manner.
Code: [Select]
alias new_method_name old_method_name

I tend to add my forum name to the method when I alias one so as to prevent any sort of alias name problems with other people's scripts. I don't know what sort of things would occur if that happened but I don't think it'd be anything good. Once you alias a method, you must call the aliased name you gave the method. Look at example 1 and 2. If you have any further questions, just PM them.

SIDE NOTE:The window in Example-2 is for you to see one way of many that you can use to output something that you made with an alias. Example-2 is for example purposes only.

Spoiler for Example 1-Using psuedo RGSS to explain aliases:
Code: [Select]
#original class
class Foo
  def foo
    var1 = 9
    var2 = 6
  end
end

#Now we will build on the method foo with the alias syntax.
class Foo
  alias shinami_foo foo
  def foo
    shinami_foo
    var3 = var1 + var2
    p var3
  end
end

Spoiler for EXAMPLE 2-Luck attribute script done with alias:
Code: [Select]
class Game_Actor
  attr_accessor :luck
  #allows the instance variable @luck to be called like a method with $game_actor[ACTOR_ID].luck
  #This is only possible if you make the variable used by attr_accessor an instance variable.
 
  alias shinami_setup  setup
  def setup(actor_id)
    shinami_setup(actor_id)
    @luck = rand(100)
  end#of aliased "def setup(actor_id)"
end#of class Game_Actor

class Window_SM < Window_Base
 
  def initialize
    super(0, 0, 100, 240)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Tahoma"
    self.contents.font.size = 22
    actor = $game_party.actors[3]
    self.contents.draw_text(0, 0, 128, 32, actor.luck.to_s)
  end#of "def initialize"
end#of class Window_SM

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Cool, will read once I get back later :D

how efficient do you think the code is?

Code? You mean what i've been working on?

I'm almost done with both menu screens, I just need to add the battler into xinrua's menu properly... and the equipment on Halestorm's. Apart from that, works perfectly :)
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I meant how efficient do you think mine is.

Hopefully, I'll bb tomorrow

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Ohh yours!...

I've already given them to halestorm, which must say a lot :P
They're better than anything I could do, nice work :D

By efficient do you mean working perfectly and looks like what he requested? Because if so, yeah :) except, both me and hale got an error, in the status screen, no text shows up... I thought sorted it, but the same error happened for halestorm. Any idea how to fix this? Bearing in mind that I didn't  edit the status script in any way... other than fixing that problem, I don't know how I fixed it... I might have done a couple of changes to 'Main', or maybe I changed something in your status screen :-\ I dunno... ;9
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hmmm...does Halestorm have the font override that I had in the scripts.rxdata?
and did it work originally?

edit: YES I'M BACK IN BLACK! Re-Add me plz
« Last Edit: July 04, 2007, 02:29:57 AM by NAMKCOR »

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I didn't think he'd need that T.T should I PM it to him, or leave the rest to you?
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well, lemme see what you've got

as for the script override, try it

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I'll PM you the menu, and i'll send him the override
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alright cool, and please, add me back to the list of helpers

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Just have ;)

I kinda forgot before...
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hey ummmmm... is the menu done becuase...... :tpg: I was wondering if you could make the equip menu so it shows the picture called Face_Ozaki....instead of the battaler.....

Can you please?



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but not just that I  want it to show Like for all the charecters so they have different pics..... do you know what I mean?

can you please do it?

if its to much work i'll try it even if I am bad at scripting...

Oh and sorry for the double post! 



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Yeah I can do that ;)

And I need to figure out how to display different battlers depending on Window_MenuStatus's index T.T So, sorry if the menu takes a while

PS. Use the edit post feature ;)
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what the heck is the edit post feature?



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It's the "modify" button underneath your profile picture/info next to your post.

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Under your name and avatar at each of your posts, you will see 2 or 3 buttons. One saying Quote, one saying Modify and one with a red X. Quote, quotes the post and you can do this with all posts including ones that aren't your own, the X buttonm deletes the post, and the Modify button allows you to edit your post ;)

[EDIT]
Damn you modern, you got there before me >_>
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alright, rune, I looked at your progress on the menu, and I can't make heads or tails of what you did, so I'm gonna start it from scratch, it'll take me a bit, but I hope Halestorm is still willing to wait.
Did Halestorm get the Item/Status menus working? and if so, how'd he like them?

oh and, $fontsize, it bugged up every time I tried it "can't convert nil to integer"

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No, Halestorm's still having trouble... any other ideas?
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I'll pick them up off my attach, I have an Idea of what may be wrong with them.

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k cool thnx



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Could you do me a script so a credits option apears in the main menu? I'd also lik for the credits text to be customizable through the script itself and not an external file.

Thanks in advance, even if you may not help.
<3 phenom
<3 Hypnotic

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You want the credits moving upwards through the screen or other?
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Here is a script that I shall request:

Let's say we have 12 items, they are all fish.

So, to see if you have caught them in the past, even if you sold them, or lost them, you just open up a categorized item log, that has all the items that were never in possesion dimmed, and the items you have currently in possesion normal, and those that you had once had in perhaps a brighter colour?

Just someway to tell the difference between the three states.

It does not have to be for every item you have in your game, but if it is easier, then only specific items that you can change the script to input those items, and also customize the categories they belong in.

Then say you can access this from the menu, like an option saying "Item log"

The items should also have icons next to them, unless they were never in possession      :D


Hope you can do this!


Oh, I also need a simple script that is a page you can access from the menu that displays specific variable names and there values.
« Last Edit: July 10, 2007, 12:19:25 AM by zzzdude »
Huge sig is huuuuge.

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for the 2nd part of your request, if you press one of the F buttons (I think it's F1, F2 or F3) you will get the list you are asking for, while in debug mode

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I'm not too sure I could do that :-\

Maybe someone else? :-\
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Sure, I'll take that first request.

Give me some time though. It doesn't sound like it will take long, and the script I am on now is getting soooo boring that I need a break. I need to do a couple things first, but yeah, it shouldn't be a problem.

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Can I request a CMS:




Something like that...(I hope you can see it well, I know it's crappy)

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Hmm, well I am not taking the request, so I am no authority, but you might want to add a little more to it. For instance, is it a 1-person CMS? If not, be sure to proportion where each character should go properly. If it is a 1-person CMS, it is way too empty. The battler column is not so wide, it'd prolly look like this:

______________________
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
|                                         |
______________________

and the options would be more narrow and shorter as well. Are you sure you want all that blank space?

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Hmmm, it's supposed to look like a comic book page, and yeah, it is a one person cms.
I was hopping to use a different battler in battle, than in menu, because the menu battler, I want to be bigger.

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this one is simple enough, I'll take this one for ya
post the large, menu battler plz and I'll make it as close to the mockup as I can

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:)
K
I might have to resize it, though, hold on.
(I'll edit this post unless you post)

EDIT:


Don't worry about the bg color.
(btw, will that fit normally in a battle? Because if it will, I'll just use that)
« Last Edit: July 11, 2007, 01:03:38 AM by SirJackRex »

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I'll be able to work with that, I'll have the script to you A.S.A.P.

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I'll be able to work with that, I'll have the script to you A.S.A.P.

Thank you for this!

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Here is a script that I shall request:

Let's say we have 12 items, they are all fish.

So, to see if you have caught them in the past, even if you sold them, or lost them, you just open up a categorized item log, that has all the items that were never in possesion dimmed, and the items you have currently in possesion normal, and those that you had once had in perhaps a brighter colour?

Just someway to tell the difference between the three states.

It does not have to be for every item you have in your game, but if it is easier, then only specific items that you can change the script to input those items, and also customize the categories they belong in.

Then say you can access this from the menu, like an option saying "Item log"

The items should also have icons next to them, unless they were never in possession      :D


Hope you can do this!


Oh, I also need a simple script that is a page you can access from the menu that displays specific variable names and there values.

Are you using a default menu? Also, is it alright if instead of showing the items even if you've never had them, I only show the items. It's just as easy to do it either way. Also, how do you want the categories to work. Do you want to be able to see all the categories and move across? Post a design layout please. I will work on the "engine" while you do that.


EDIT::

It's not really useable at this point. Well, it is actually, it works fine, but I don't have it integrated into any menu system, because you need to tell me if you are using default or not. Regardless, here's a screen of the current layout. Feel free to object and give suggestions as to what it ought to look like:

« Last Edit: July 11, 2007, 05:21:30 AM by modern algebra »

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Looking good

Modern, would you like me to add you to the list of makers, or is it just this request you're doing?

If you're 'staying' then PM me with a list of what you can do, will attempt, and wont do ;)
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sorry it took so long to get Halestorm's done
but here it is

Code: [Select]
#===============================================================================
# NAMKCOR's Requested 2-Member-CMS v1.00
#-------------------------------------------------------------------------------
# Features:
# > Upgraded Item Menu
#   -- Displays all items, how many in stock, and their sell price
# > Upgraded Status Menu
#   -- Streamlined design shows all necessary character information
# > Upgraded Main Menu
#   -- Shows both characters, icons for all their equipment, location window
#      gold and time windows
#   -- Icon display designed for use with Gullaime777's Multi-Slot-Equipment
#       if you aren't using the aforementioned script, but wish to use this
#       menu, PM/email me and I'll make a version for use without it
#-------------------------------------------------------------------------------
# Compatability:
#   Most likely incompatable with other CMSes
#   Most likely SDK compatable
#   Battler display WILL bug with ANY Animated Side View CBS
#   -No Known Incompatability Issues-
#-------------------------------------------------------------------------------
# Versions History:
#   1.00 - Finished all features, most likely bug free
#-------------------------------------------------------------------------------
# Bugs and Incompatability:
#  If you find bugs or incompatability issues with this script, contact me and
#  I will do what I can to make it compatable/fix whatever bugs you find
#-------------------------------------------------------------------------------
# Contact Info:
#   RMRK - NAMKCOR
#   ChaosProject - NAMKCOR
#   IMGHQ - NAMKCOR
#   E-Mail - Rockman922@aol.com -or- rockmanamkcor@yahoo.com
#-------------------------------------------------------------------------------
# Special Thanks:
#   Halestorm5 - for giving me my first CMS request :D
#-------------------------------------------------------------------------------
# This menu was created for Halestorm5 on rmrk
# This menu is only to be posted on RPG Maker Resource Kit, Chaos Project, and
# Infernal Monkey Games IQ (rmrk.net, chaosproject.co.nr, imghq.co.nr)
# if this script is posted on any site other than the ones mentioned above
# it is stolen and I would like to be contacted immediately
#===============================================================================

#===============================================================
#DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU ARE DOING!
#===============================================================

#-------------------------------------------------------------------------------
# Main Menu : Has : WindowStatus, Location, Gold, Time, Command Window
#-------------------------------------------------------------------------------
class Window_MenuStatus < Window_Selectable
  def initialize
    super(0, 0, 440, 240)
    @column_max = 2
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    refresh
    self.active = false
    self.index = -1
  end
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 10 + 200 * i
      y = 5
      actor = $game_party.actors[i]
      if actor != nil
          battler= RPG::Cache.battler(actor.battler_name, actor.battler_hue)
          self.contents.blt(25 + 200*i, 23, battler, Rect.new(0, 0, 319, 340))
          draw_actor_name(actor, x, y)
          draw_actor_hp(actor, x,150,172)
          draw_actor_sp(actor, x, 170, 172)
      end
    end
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(@index * 200, 0, 200, self.height - 32)
    end
  end
end

class EQ_Window < Window_Base
  def initialize(id)
    super(0,0,220,60)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh(id)
  end
  def refresh(id)
    actor = $game_party.actors[id]
    item = actor.equipments
    for i in 0...item.size
      if item[i] != nil
        bitmap = RPG::Cache.icon(item[i].icon_name)
        self.contents.blt(30*i, 0, bitmap, Rect.new(0, 0, 24, 24))
      end
    end
  end
end

class Location_Window < Window_Base
  def initialize
    super(200,360,250,60)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    data = load_data("Data/MapInfos.rxdata")
    self.contents.draw_text(0,0,227,28,data[$game_map.map_id].name, 0)
  end
end

class Scene_Menu
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  def main
    @spriteset = Spriteset_Map.new
    # Drawing up the command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save"
    s6 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    @command_window.x = 472
    @command_window.y = 30
    # When party number of people 0 is
    if $game_party.actors.size == 0
      # Nullifying the item, skill, equipment and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # In case of saving prohibition
    if $game_system.save_disabled
      # Saving is made invalid
      @command_window.disable_item(4)
    end
    @p1_window = EQ_Window.new (0)
    @p1_window.x = 25
    @p1_window.y = 290
    @p2_window = EQ_Window.new (1)
    @p2_window.x = 245
    @p2_window.y = 290
    @locationiseverything = Location_Window.new
    # Drawing up the play time window
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 25
    @playtime_window.y = 360
    # Drawing up the Goldwyn dough
    @gold_window = Window_Gold.new
    @gold_window.x = 472
    @gold_window.y = 360
    # Drawing up the status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 25
    @status_window.y = 50
    # Transition execution
    Graphics.transition
    # Main loop
    loop do
      # Renewing the game picture
      Graphics.update
      # Updating the information of input
      Input.update
      # ??????
      update
      # When the picture changes, discontinuing the loop
      if $scene != self
        break
      end
    end
    # Transition preparation
    Graphics.freeze
    # Releasing the window
    @command_window.dispose
    @playtime_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @p1_window.dispose
    @p2_window.dispose
    @locationiseverything.dispose
    @spriteset.dispose
  end
  def update
    # Renewing the window
    @command_window.update
    @playtime_window.update
    @gold_window.update
    @status_window.update
    @p1_window.refresh(0)
    @p2_window.refresh(1)
    @locationiseverything.refresh
    @spriteset.update
    # When the command window is active,: Update_command is called
    if @command_window.active
      update_command
      return
    end
    # When the status window is active,: Update_status is called
    if @status_window.active
      update_status
      return
    end
  end
end

#-------------------------------------------------------------------------------
# Inventory : Has : description, stock window, stock selector, target selector
#-------------------------------------------------------------------------------
class Window_Help < Window_Base
  def initialize
    super(0, 0, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
  end
end

class Window_Item < Window_Selectable
  def initialize
     if !$game_temp.in_battle
      super(320, 64, 320, 416)
      @column_max = 1
       refresh
      self.index = 0
    else
      super(0, 64, 640, 416)
      @column_max = 2
      refresh
      self.index = 0
      self.y = 64
      self.height = 256
      self.back_opacity = 160
    end
  end
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    if item.is_a?(RPG::Item) and
       $game_party.item_can_use?(item.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    if !$game_temp.in_battle
      x = 4
      y = index * 32
    else
        x = 4 + index % 2 * (288 + 32)
        y = index / 2 * 32
    end     
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    if !$game_temp.in_battle
      self.contents.blt(x+256, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(x, y, 212, 32, item.name, 0)
      self.contents.draw_text(x + 240, y, 16, 32, "|", 1)
    else
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
      self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
      self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
    end
  end
end

class Window_Target < Window_Selectable
  def initialize
    super(0, 0, 336, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    self.z += 10
    @item_max = $game_party.actors.size
    refresh
  end
  def refresh
    self.contents.clear
    for i in 0...$game_party.actors.size
      x = 4
      y = i * 116
      actor = $game_party.actors[i]
      draw_actor_name(actor, x, y)
      draw_actor_class(actor, x + 144, y)
      draw_actor_level(actor, x + 8, y + 32)
      draw_actor_state(actor, x + 8, y + 64)
      draw_actor_hp(actor, x + 152, y + 32)
      draw_actor_sp(actor, x + 152, y + 64)
      draw_actor_graphic(actor, x + 80, y + 55)
    end
  end
end

class Window_Stock < Window_Base
  def initialize
    super(0, 355,320, 125)
    self.contents = Bitmap.new(width - 32, height - 32)
  end
 
  def update_stock(item)
    self.contents.clear
    self.contents.font.name = $fontface
    number = $game_party.item_number(item.id)
    if item != nil
      @price = item.price / 2
      self.contents.draw_text(200, 0, 24, 32, number.to_s, 2)
      self.contents.draw_text(125,40,100,32, @price.to_s,2)
    end
    self.contents.draw_text(0,40, 320, 32, "Sell Price:",0)
    self.contents.draw_text(0,0,168,32, "Stock  :", 0)
  end
end

class Scene_Item
  def main
    @spriteset = Spriteset_Map.new
    @help_window = Window_Help.new
    @item_window = Window_Item.new
    if !$game_temp.in_battle
      @stock_window = Window_Stock.new
    end
    @item_window.help_window = @help_window
    @target_window = Window_Target.new
    @target_window.visible = false
    @target_window.active = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    if !$game_temp.in_battle
      @stock_window.dispose
    end
    @help_window.dispose
    @item_window.dispose
    @target_window.dispose
    @spriteset.dispose
  end

  alias update_old update_item
  def update_item
    @item = @item_window.item
    @spriteset.update
    if !$game_temp.in_battle
      @stock_window.update_stock(@item)
    end
    update_old
  end
end

#-------------------------------------------------------------------------------
# Status : Has : Battler/etc, Stats
#-------------------------------------------------------------------------------
class Status_Actor < Window_Base
  def initialize(actor)
    super(0, 70, 319, 340)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh(actor)
  end
  def refresh(actor)
    self.contents.clear
    draw_actor_name(actor, 0,0)
    draw_actor_class(actor,175,0)
    draw_actor_level(actor, 0, 24)
    draw_actor_graphic(actor, 210, 90)
    battler= RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    self.contents.blt(40, 75, battler, Rect.new(0, 0, 319, 340))
    draw_actor_state(actor, 105, 280)
  end
end
class Actor_Stats < Window_Base
  def initialize(actor)
    super(319,70,320,340)
    self.contents = Bitmap.new(width-32, height-32)
    refresh(actor)
  end
  def refresh(actor)
    self.contents.clear
    self.contents.draw_text(0,0,80,32,"________________")
    self.contents.draw_text(0, 0, 80, 32, "STATS")   
    draw_actor_hp(actor, 60,32,172)
    draw_actor_sp(actor, 60,64,172)
    for i in 0...6
      draw_actor_parameter(actor,60, 96+32*i, i)
    end
  end
end
class Scene_Status
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
  end
  def main
    @spriteset = Spriteset_Map.new
    # Acquiring the actor
    @actor = $game_party.actors[@actor_index]
    # Drawing up the actor's image Window and stats window
    @window_actor = Status_Actor.new(@actor)
    @window_stats = Actor_Stats.new(@actor)
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @window_actor.dispose
    @window_stats.dispose
    @spriteset.dispose
  end
end

I've almost got SirJackRex's done too
« Last Edit: July 26, 2007, 03:04:08 PM by NAMKCOR »

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Looking good :)
Is that all 3 scripts in one?
Sincerely,
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yeah, to make it easy for ppl to use

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Umm, no I don't think so. Maybe I will become a full-time maker once I finish a few of my own scripts. If there are any requests which look interesting which neither of you have time to do, I might take it. Otherwise, no.

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You'll love it!
For taking a crack at the RMRK Wiki
Wait, is that my cms too?

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No, thats halestorm's :P

Sincerely,
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You'll love it!
For taking a crack at the RMRK Wiki
Good, because I didn't request 2 people party member and my username isn't halestorm.

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Is Halestorm still around? I haven't seen him in a while. Maybe someone should PM him.

And lol @ SirJackRex

If you noticed it was for Halestorm, why would you possibly think it was for you?  :P

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yeah, to make it easy for ppl to use

I got confused because of that.

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yeah, to make it easy for ppl to use

I got confused because of that.

oh, well I made it for halestorm, but other people might like it, so yeah
yours 'll be done sometime either today or tomorrow

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You'll love it!
For taking a crack at the RMRK Wiki
Thank you!  :)

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Okay zzzdude, Your script is done. I am posting a topic on it. If you want the layout changed then that will not be a problem, but be specific. I have the previous version saved on my computer, so it is not a problem to do it whatever way you want.

Here is a link: http://rmrk.net/index.php/topic,18932.0.html

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Quote
You want the credits moving upwards through the screen or other?
That works :)
<3 phenom
<3 Hypnotic

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Thank you!  :)

it's mostly done, but due to last minute packing, it may be delayed a bit
may == 50% chance

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Quote
You want the credits moving upwards through the screen or other?
That works :)

I'll try that :P

Will start later, i'm pretty busy atm
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a battle system which is exactly like the original rpgmxp, only instead of turnbased, there's bar that must fill up for each character before they can attack, like ff7.  also, if you could make it so the charcters graphic changes after a certain amount of damage is taken, that would be awesome. thanks! oh, it's for rpg maker xp

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oh dear lord that's not a simple script. In any case, check out the link I gave you in the other topic. See if that is what you're looking for. There is another one called TRTAB and another Timed-Hit Battle System which might be good to check out as well.

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I have to agree, that's a pretty difficult script to make... for the first bit you could search around for an RTAB, or what modern said... for the second piece of your request... I could try it, but don't get your hopes up ;)
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Hey Rune no need to sound rude, or anything I can tell your realy busy at the moment, but are you done with the script for my menu yet?

Oh and I learned a bit of script, so I fixed the equip menu so it shows a picture instead of a battler, so no need for you to do that anymore!  ;8



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Sorry, I've been trying but I can't think of anything to get it to work properly :-\

Maybe a better scripter could finish it off for you :-\

@crazy39 - PM me the names of all the images you intend to use. And say whether they are battlers, faces, etc... ;)

@VampireHSS - You have no idea how much I hate saying this ;9 I tried, but I can't get the text to  move upwards throught the screen... :(
One idea I have... you could do this with events and pictures :P But you might not be able to access it from the menu :(

And everyone... sorry I take so long with your requests... my computer's a f**kup most of the time.
Plus, there's a lot I can't do ;9
« Last Edit: July 17, 2007, 12:56:54 PM by Rune »
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What are you having problems with RUne? I won't be able to take it on, but I might be able to give you suggestions on how to move forward.

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He wants a character's battler to be displayed depending on Window_MenuStatus's index :-\ I cant get it to work properly though :-\ all I can do is display all battlers in one place :-\
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Well, in the update method, I'd say refresh the window with the battler on it everytime the index changes. So keep a variable which holds previous index, and then refresh every time it changes:. Something like this:

Code: [Select]
if previous_index != @status_window.index
  previous_index = @status_window.index
  @battler_window.refresh (previous_index)
end

And in the refresh of the battler window, have it take a new argument (index), and then take the actor from it, i.e.:

Code: [Select]
def refresh (index)
  actor = $game_party.actors[index]

and draw the battler off actor. If you can't figure it out, just send me the script I guess and I will work past that hurdle for you.

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actually, there is no need to keep the previous one.
just have the battler display in refresh say

Code: [Select]
actor = $game_party.actors[index]
where index is the index of the menu window
without all the other stuff, as if the index doesn't change, the battler won't
that should work

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I just tried those, but I kinda messed it up ;9

I'm no good at this... ;9 i'll remove what I changed, then PM modern the script ;9

~Edit

@crazy39 - doesn't matter

~Edit

@crazy39 - I hate this program! >_< I tried, but failed, sorry ;9
« Last Edit: July 17, 2007, 08:20:42 PM by Rune »
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yeah, but I figured no point to refresh the window all the time. Anyway, I'll look at it later.

@Rune, why are the location windows and stuff there? Those weren't part of the original request. Is there a reason they're added in?
« Last Edit: July 17, 2007, 08:23:19 PM by modern algebra »

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Okay... does this mean i'm free? I think it does O_o

*checkseses*

@modern - I thought it looked a bit empty with just a blank space there T.T; take them out if you wish...


but not just that I  want it to show Like for all the charecters so they have different pics..... do you know what I mean?

can you please do it?

if its to much work i'll try it even if I am bad at scripting...

Oh and sorry for the double post! 

Sorry, will get on it at once

@xinrua - Post a list of all your characters IN order of their appearance in the database and post the faces you want to use for them underneath or next to each battler ;)
« Last Edit: July 17, 2007, 08:59:13 PM by Rune »
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k one sec let me get them uploaded!



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ok here they are:



next:



next:



next:



next:



ok it should be in the order!

Thank you so much for your help!



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So those aren't battlers? You want them to be pictures?

That's fine, I would ask that you title each picture in this way:

<name of character>_Graphic

so, if your character is Aluxes, then it would be:

Aluxes_Graphic

or if your character is Xinrua, then Xinrua_Graphic.

If you can't tag "_Graphic" onto them for any reason, then any other thing would be fine, like _Face or something, just tell me what they are.

EDIT:

Oh, and what would you like to be in that spot when you are not hovering over your character?

EDIT 2:

And do you really want the gold to be right under the character?
If you do, do you want it to be under just one character or all the characters?

@rune: Had you started on his equip menu?

EDIT 3:

Is that the actual size of the pictures? There will be a lot of empty space...
« Last Edit: July 18, 2007, 02:15:45 AM by modern algebra »

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EDIT 1:

ummm.. well ok.. this is what I want yes its not the battaler its is a picture.
oh and is it possible if you add a location thing in there i forgotabout that you can put it were you want!  ;8

EDIT 2:


Yes the gold should go under only one charecter, and if its to hard just put it to the side of the status right under were the number of steps are, oh and i was thinking of, in the menu it is only able to show 2 charecters, but when you click on the keybored, the right key, it will show 2 more charecters.

EDIT 3:

yes it is the actual size of the Battaler. I was thinking you could make it so it shows Were the charecter is from in the empty space.

EDIT 4:

If  you have more questions I can answere themin they mean while I did change the names of the pictures, so what do you want me to do wit them do you want to see them?



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Nope, I think I have everything I need from you.

Actually, do you want me to put a notifier saying something like "for more characters, press right"?

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ya that would be sweet, and make it so it allso if there are no more charecters then make it so it shows that like it says no party members found!

Thanks you so much!!! :bean: ;8 :blizj:



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Ok, I'll work on it maybe tomorrow, and it should be no more than an hour or 2 once I start, unless something unexpected comes up.

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sweet thank you again so much!



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@modern - Yes I already gave him the equip menu

@xin - Thanks, but I meant what are the faces called :D
Unless the faces shown are named correctly :-\

~Edit

@xin - never mind, i'll let you add the names

Put all the pictures you posted in your characters folder
Then CTRL + F search "Face_Ozaki"
YOu should see what to do from there ;)

Replace the Equip script ?I gave you earlier with this one
Spoiler for:
Code: [Select]
class Window_EquipItem < Window_Selectable
  def initialize(actor, equip_type)
    super(0, 0, 368, 160)
    @actor = actor
    @equip_type = equip_type
    @column_max = 1
    refresh
    self.active = false
    self.index = -1
  end
  def item
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    if @equip_type == 0
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons[i])
        end
      end
    end
    if @equip_type != 0
      armor_set = $data_classes[@actor.class_id].armor_set
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0 and armor_set.include?(i)
          if $data_armors[i].kind == @equip_type-1
            @data.push($data_armors[i])
          end
        end
      end
    end
    @data.push(nil)
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    for i in 0...@item_max-1
      draw_item(i)
    end
  end
  def draw_item(index)
    item = @data[index]
    x = 0
    y = index * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x + 32, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 64, y, 144, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

class Window_EquipRight < Window_Selectable
  def initialize(actor)
    super(0, 0, 480, 256)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    @actor = actor
    refresh
    self.index = 0
  end
  def item
    return @data[self.index]
  end
  def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @item_max = @data.size
    self.contents.font.color = Color.new(255, 0, 0)
    self.contents.draw_text(160, 32, 92, 32, $data_system.words.weapon + ":")
    self.contents.draw_text(160, 64, 92, 32, $data_system.words.armor1 + ":")
    self.contents.draw_text(160, 96, 92, 32, $data_system.words.armor2 + ":")
    self.contents.draw_text(160, 128, 92, 32, $data_system.words.armor3 + ":")
    draw_item_name(@data[0], 252, 32)
    draw_item_name(@data[1], 252, 64)
    draw_item_name(@data[2], 252, 96)
    draw_item_name(@data[3], 252, 128)
    draw_actor_face(@actor, 80, 128)
  end
  def draw_actor_face(actor, x, y)
    case @actor.id
    when 1
      bitmap = RPG::Cache.character("Face_Ozaki", actor.character_hue)
    when 2
      bitmap = RPG::Cache.character("Insert face 2 name here", actor.battler_hue)
    when 3
      bitmap = RPG::Cache.character("Insert face 3 name here", actor.battler_hue)
    when 4
      bitmap = RPG::Cache.character("Insert face 4 name here", actor.battler_hue)
    when 5
      bitmap = RPG::Cache.character("Insert face 5 name here", actor.battler_hue)
    end
    src_rect = Rect.new(0, 0, 96, 96)
    self.contents.blt(x - 96 / 2, y - 96, bitmap, src_rect)
  end
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
    def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(144, 32 + @index * 32, 288, 32)
    end
  end
end

class Window_EquipLeft < Window_Base
  def initialize(actor)
    super(0, 0, 272, 208)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    @actor = actor
    refresh
  end
  def refresh
    self.contents.clear
    draw_actor_name(@actor, 4, 0)
    draw_actor_level(@actor, 4, 32)
    draw_actor_parameter(@actor, 4, 64, 0)
    draw_actor_parameter(@actor, 4, 96, 1)
    draw_actor_parameter(@actor, 4, 128, 2)
    if @new_atk != nil
      if @new_atk > @actor.atk
        self.contents.font.color = Color.new(0, 255, 0)
      elsif @new_atk < @actor.atk
        self.contents.font.color = Color.new(255, 0, 0)
      else
        self.contents.font.color = normal_color
      end
      self.contents.draw_text(160, 64, 40, 32, " -->", 1)
      self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
    end
    if @new_pdef != nil
      if @new_pdef > @actor.pdef
        self.contents.font.color = Color.new(0, 255, 0)
      elsif @new_pdef < @actor.pdef
        self.contents.font.color = Color.new(255, 0, 0)
      else
        self.contents.font.color = normal_color
      end
      self.contents.draw_text(160, 96, 40, 32, " -->", 1)
      self.contents.draw_text(200, 96, 36, 32, @new_pdef.to_s, 2)
    end
    if @new_mdef != nil
      if @new_mdef > @actor.mdef
        self.contents.font.color = Color.new(0, 255, 0)
      elsif @new_mdef < @actor.mdef
        self.contents.font.color = Color.new(255, 0, 0)
      else
        self.contents.font.color = normal_color
      end
      self.contents.draw_text(160, 128, 40, 32, " -->", 1)
      self.contents.draw_text(200, 128, 36, 32, @new_mdef.to_s, 2)
    end
  end
  def set_new_parameters(new_atk, new_pdef, new_mdef)
    if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      refresh
    end
  end
end

class Scene_Equip
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
  end
  def main
    @actor = $game_party.actors[@actor_index]
    @help_window = Window_Help.new
    @right_window = Window_EquipRight.new(@actor)
    @right_window.x = 160
    @right_window.y = 64
    @left_window = Window_EquipLeft.new(@actor)
    @left_window.y = 272
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window1.x = 272
    @item_window1.y = 320
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window2.x = 272
    @item_window2.y = 320
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window3.x = 272
    @item_window3.y = 320
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window4.x = 272
    @item_window4.y = 320
    @item_window5 = Window_EquipItem.new(@actor, 4)
    @item_window5.x = 272
    @item_window5.y = 320
    @right_window.help_window = @help_window
    @item_window1.help_window = @help_window
    @item_window2.help_window = @help_window
    @item_window3.help_window = @help_window
    @item_window4.help_window = @help_window
    @item_window5.help_window = @help_window
    @right_window.index = @equip_index
    refresh
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @help_window.dispose
    @left_window.dispose
    @right_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
  end
  def refresh
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    item1 = @right_window.item
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    if @right_window.active
      @left_window.set_new_parameters(nil, nil, nil)
    end
    if @item_window.active
      item2 = @item_window.item
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef)
    end
  end
  def update
    @left_window.update
    @right_window.update
    @item_window.update
    refresh
    if @right_window.active
      update_right
      return
    end
    if @item_window.active
      update_item
      return
    end
  end
  def update_right
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(2)
      return
    end
    if Input.trigger?(Input::C)
      if @actor.equip_fix?(@right_window.index)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
    if Input.trigger?(Input::L)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
  end
  def update_item
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.equip_se)
      item = @item_window.item
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      @right_window.refresh
      @item_window.refresh
      return
    end
  end
end

Any problems/queries, you know where I am... well, you don't but... you get what I mean... right?





I confuse myself at times @___@
« Last Edit: July 18, 2007, 12:12:29 PM by Rune »
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thnks i am sceeing if it works!



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Sincerely,
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thnx umm it does not work so I will just you the first one you made!



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Ok, I am going to try something new with yours xinrua, so I might take a little longer. It should make the menu look nicer thoguh, so be patient :)

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ooh ok sweet thnx! ;D



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Oh, and hat do you mean "where te character is from?"

Can you give me details on what that means. If it's some kind of in-game element thingy, then you'll have to tell me what it is for each character and stuff. You can PM me if you don't want to post. Also, what is the name of the picture file that you want to take up that spot when you are not hovering over a character?

EDIT:

I'm pretty much done. Waiting for your details. I won't finish it tonight though, maybe tomorrow.
« Last Edit: July 18, 2007, 11:13:39 PM by modern algebra »

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ohheythar :O
I would like to request a CMS pl0xz.

Like this:


Dunno if you can do something with it though.
Some kind of a ring menu, but like this -  -   _   -  -

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No image shows for one, and two, I won't be able to do this ;9 I can't do ring menus :-\ Someone else might though...

thnx umm it does not work so I will just you the first one you made!
What's wrong with it? Are no images showing, you get an error? What?
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EDIT 1:

I named the pictures Face_Ozaki and same with the others.

so what i could say is that I got an error, and this is what it said:




can you fix it, or tell me what i did wrong?

EDIT 2:

oops...never mind I got it to work you forgot an r where you wrote:

bitmap = RPG::Cache.character("Face_Ozaki", actor.character_hue)
                                            ^
                                             l
                                             l
                                    Right There

But its all good now I fixed it.

EDIT 4:

There was one more error I found it was this:

« Last Edit: July 19, 2007, 04:25:53 PM by xinrua »



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I would like to request a CMS pl0xz.

Like this:


Dunno if you can do something with it though.
Some kind of a ring menu, but like this -  -   _   -  -

err....what?
you need to be a bit more descriptive...

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I think he means a ring, but looking at it head on. The middle one is the one you select.

1   2    3     4    5

If you press right it becomes

2     3     4     5     1

and it's animated, so the icons move, not the selector

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what I don't get is

A) how many party members
B) How do you want said party member(s) to be selected for skill, equip
C) how do you want the icons displayed when the menu button is pressed
D) etc...

I can't make the CMS properly without a mockup of the screen that you are expecting

Oh, and SirJack's CMS is finished
Code: [Select]
#===============================================================================
# NAMKCOR's Requested 1-Member-CMS v1.00
#-------------------------------------------------------------------------------
# Features:
# > Upgraded Main Menu
# -- Displays single actor (battler and some stats)
#    - Note, this is a 1 person CMS, if you have multiple party members
#      the script will not allow you to do anything to any member but the first
#      this is not a bug, it's how the script is intended to work
# -- Displays Play Time and Location in a single window
#-------------------------------------------------------------------------------
# Compatability:
#   Most likely incompatable with other CMSes
#   Most likely SDK compatable
#   Battler display WILL bug with ANY Animated Side View CBS
#   -No Known Incompatability Issues-
#-------------------------------------------------------------------------------
# Versions History:
#   1.00 - Finished all features, most likely bug free
#-------------------------------------------------------------------------------
# Bugs and Incompatability:
#  If you find bugs or incompatability issues with this script, contact me and
#  I will do what I can to make it compatable/fix whatever bugs you find
#-------------------------------------------------------------------------------
# Contact Info:
#   RMRK - NAMKCOR
#   ChaosProject - NAMKCOR
#   IMGHQ - NAMKCOR
#   E-Mail - Rockman922@aol.com -or- rockmanamkcor@yahoo.com
#-------------------------------------------------------------------------------
# Special Thanks:
#   SirJackRex - for giving me my 2nd CMS request :D
#-------------------------------------------------------------------------------
# This menu was created for SirJackRex on rmrk
# This menu is only to be posted on RPG Maker Resource Kit, Chaos Project, and
# Infernal Monkey Games IQ (rmrk.net, chaosproject.co.nr, imghq.co.nr)
# if this script is posted on any site other than the ones mentioned above
# it is stolen and I would like to be contacted immediately
#===============================================================================

#===============================================================
#DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU ARE DOING!
#===============================================================

#-------------------------------------------------------------------------------
# Main Menu : Has : WindowStatus, Time/Location, Command Window
#-------------------------------------------------------------------------------
class Window_PlayTime < Window_Base
  def initialize
    super(0, 0, 200, 150)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  alias old_refresh refresh
  def refresh
    old_refresh
    self.contents.font.color = system_color
    self.contents.draw_text(0, 60, 227, 28, "Area")
    self.contents.font.color = normal_color
    data = load_data("Data/MapInfos.rxdata")
    self.contents.draw_text(0,90,227,28,data[$game_map.map_id].name, 0)
  end
end

class CharInfo < Window_Base
  def initialize
    super(0,0,300,375)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents = Bitmap.new(width - 32, height - 32)
    draw_actor_name($game_party.actors[0], 4, 0)
    draw_actor_class($game_party.actors[0], 4 + 144, 0)
    draw_actor_level($game_party.actors[0], 148, 17)
    draw_actor_state($game_party.actors[0], 4,17)
    battler= RPG::Cache.battler($game_party.actors[0].battler_name,  $game_party.actors[0].battler_hue)
    self.contents.blt(50, 75, battler, Rect.new(0, 0, 319, 340))
    draw_actor_hp($game_party.actors[0], 10, 260)
    draw_actor_sp($game_party.actors[0], 10, 280)
    draw_actor_exp($game_party.actors[0], 10, 300)
  end
end

class Scene_Menu
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  def main
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "Save"
    s6 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    @command_window.x = 370
    @command_window.y = 25
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 370
    @playtime_window.y = 249
    @status_window = CharInfo.new
    @status_window.x = 70
    @status_window.y = 25
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @playtime_window.dispose
    @status_window.dispose
  end
  def update
    @command_window.update
    @playtime_window.update
    @status_window.refresh
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      update_status
      return
    end
  end
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_window.index
      when 0  # item
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 1  # skill
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        $scene = Scene_Skill.new
      when 2  # equipment
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        $scene = Scene_Equip.new
      when 3  # status
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        $scene = Scene_Status.new
      when 4  # save
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Save.new
      when 5  # end game
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
      end
      return
    end
  end
end

sorry it took so long, I've been very buisy and aside from posting here and there, I haven't been on my compy
« Last Edit: July 19, 2007, 06:45:20 PM by NAMKCOR »

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Errmm... xinrua?

What is the name of the picture you want displayed whenever you are not hovering over a character, for inctance when you are going through the command window (Items, Status, Skills, Save, End, Game, etc...)

and am I right in saying you have the pictures labelled "Face_<character name>"?

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EDIT 4:

There was one more error I found it was this:



Where do you get that? What do you do to get it?
Sincerely,
Your conscience.

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I think that's the initialization of Scene_Equip, so there's probably a problem
right as they hit the Equip button in the command menu

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Can you create a sort of "dummy window" when enter is pressed, like, in place of the menu..you could try using the menu script..And edit the menu.. nothing big but can you change the options to
Items
Dark power
Treasure
Melody
Exit

Just leave the scripts that link to the options blank..i can handle that
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that would conflict with enter being used to activate different stuffs
...err I think

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ok to answer modern algebra:

Just make it blank when your in the command window or if you could just put an empty place were I can put the picture I want there, and yes you are right in saying that I have pictures labelled "Face_<character name>"

I have allready made them and called them it so you just leave that part empty as well, and I will type it in.

And what I mean by were the charecter is from, is I just want to type the info of the charecter, like were he lives what he has to do, or just what he looks like thats it.

Now to answere Rune:

Ok well its at line 115 were it looks like this:



So thats what it is.

please try to fix it.
« Last Edit: July 19, 2007, 08:38:20 PM by xinrua »



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Try changing that line to
Code: [Select]
self.contents.blt(x, y, bitmap, src_rect)
Sincerely,
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still not working did I mention I am using PK edition



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Okay, xinrua:

Here is the script:

Code: [Select]
class Window_BattlerInfo < Window_Base
 
  def initialize
    super (380,206,240,274)
    self.contents = Bitmap.new (width-32,height-32)
    self.z = 200
    self.opacity = 0
  end
 
  def refresh (menu_index)
    self.contents.clear
    if menu_index != -1
      info = []
      actor = $game_party.actors[menu_index]
      picture = RPG::Cache.picture ("Face_"+actor.name)
      cw = picture.width
      self.contents.blt (104 - cw/2,0,picture, Rect.new (0,0,cw,picture.height))
      # Here is where you edit the description of the party members based on Actor
      # ID. Below are two ways you can do it. Try to keep it within 3 or 4 lines.
      # It depends on the size of the corresponding picture.
      case actor.id
      when 1
        # Here is one way to do it, just type info.push "line description" It's neater
        info.push "First line of Actor 1's description"
        info.push "Second line of Actor 1's description"
        # etc....
      when 2
        # Here is a second way. Write info = ["first line", "second line", "etc..."]
        info = ["First line of Actor 2's description","Second line of Actor 2's description"]
      when 3
        info.push "Birthdate:   19 July 2007"
      when 4
      # Make a branch for all actors in the database
      end
      for i in 0...info.size
        self.contents.draw_text (0,picture.height + 10 + 32*i,228,32,info[i])
      end
    end
  end
end

class Window_Location < Window_Base
  def initialize
    super(0, 96, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, "Location")
    $data_map_infos      = load_data("Data/MapInfos.rxdata")
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $data_map_infos[$game_map.map_id].name, 2)
  end
end

class Window_MenuStatus < Window_Selectable
  def initialize
    super(0, 0, 480, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    @first_page = true
    refresh
    self.active = false
    self.index = -1
  end
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    if @item_max <= 2
      for i in 0...$game_party.actors.size
        x = 64
        y = i * 116
        actor = $game_party.actors[i]
        draw_actor_graphic(actor, x - 40, y + 80)
        draw_actor_name(actor, x, y)
        draw_actor_class(actor, x + 144, y)
        draw_actor_level(actor, x, y + 32)
        draw_actor_state(actor, x + 90, y + 32)
        draw_actor_exp(actor, x, y + 64)
      end
    else
      bitmap = []
      for i in 0...2
        bitmap.push (Bitmap.new (448,232)) #create a bitmap to store actor data
        if i == 0 || $game_party.actors.size == 4
          num = 2
        else
          num = 1
        end
        for j in 0...num
          actor = $game_party.actors[j+2*i]
          graphic = RPG::Cache.character(actor.character_name, actor.character_hue)
          x = 64
          y = j*116
          # draw actor graphic
          bitmap[i].blt(24 - graphic.width / 8, y+80 - graphic.height / 4, graphic, Rect.new(0, 0, graphic.width / 4, graphic.height / 4))
          bitmap[i].draw_text (x,y,120,32,actor.name) #draw actor name
          bitmap[i].draw_text (x+144,y,236,32,actor.class_name) #draw actor class
          bitmap[i].draw_text(x + 32, y+32, 24, 32, actor.level.to_s, 2)# draw actor level
          bitmap[i].draw_text(x + 24, y+64, 84, 32, actor.exp_s, 2)
          bitmap[i].draw_text(x + 108, y+64, 12, 32, "/", 1)
          bitmap[i].draw_text(x + 120, y+64, 84, 32, actor.next_exp_s)
          bitmap[i].font.color = system_color
          bitmap[i].draw_text(x, y+32, 32, 32, "Lv")
          bitmap[i].draw_text(x, y+64, 24, 32, "E")
          text = make_battler_state_text(actor, 120, true)
          bitmap[i].font.color = actor.hp == 0 ? knockout_color : normal_color
          bitmap[i].draw_text(x+90, y+32, 120, 32, text)
        end
        tw = bitmap[i].text_size ($game_party.gold.to_s).width
        bitmap[i].font.color = system_color
        bitmap[i].draw_text(24- graphic.width / 8+tw,90,100,32,$data_system.words.gold)
        bitmap[i].font.color = normal_color
        bitmap[i].draw_text(24- graphic.width / 8,90,tw,32,$game_party.gold.to_s)
      end
      @bitmap = bitmap
      if @first_page == true
        self.contents.blt (0,0,bitmap[0],Rect.new(0,0,448,232))
      else
        self.contents.blt (0,0,bitmap[1],Rect.new(0,0,448,232))
      end
      if $game_party.actors.size > 2
        self.contents.draw_text (300,150,144,32, "Scroll Left or Right to")
        self.contents.draw_text (300,176,144,32, "see more characters")
      end
    end
  end

  def scroll_right (increment)
    self.contents.clear
    if @first_page == true
      self.contents.blt (-8*increment,0,@bitmap[0],Rect.new(0,0,448,232))
      self.contents.blt (448-8*increment,0,@bitmap[1],Rect.new(0,0,448,232))
      if increment == 55
        @first_page = false
      end
    else
      self.contents.blt (-8*increment,0,@bitmap[1],Rect.new(0,0,448,232))
      self.contents.blt (448-8*increment,0,@bitmap[0],Rect.new(0,0,448,232))
      if increment == 55
        @first_page = true
      end
    end
  end
 
  def scroll_left (increment)
    self.contents.clear
    if @first_page == true
      self.contents.blt (-448+8*increment,0,@bitmap[1],Rect.new(0,0,448,232))
      self.contents.blt (8*increment,0,@bitmap[0],Rect.new(0,0,448,232))
      if increment == 55
        @first_page = false
      end
    else
      self.contents.blt (-448+8*increment,0,@bitmap[0],Rect.new(0,0,448,232))
      self.contents.blt (8*increment,0,@bitmap[1],Rect.new(0,0,448,232))
      if increment == 55
        @first_page = true
      end
    end
  end
 
  def get_page
    if @first_page == true
      return 0
    else
      return 1
    end
  end
 
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(0, (@index%2) * 116, 280, 96)
    end
  end
end

class Window_PlayTime < Window_Base
  def initialize
    super(0, 0, 160, 112)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z = 200
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 8, 120, 32, "Play Time")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 40, 120, 32, text, 2)
  end
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end


class Scene_Menu
  def initialize(menu_index = 0)
    @menu_index = menu_index
    @increment = 0
  end
  def main
    s1 = "Items"
    s2 = "Skills"
    s3 = "Equip"
    s4 = "Status"
    s5 = "Save"
    s6 = "End Game"
    if $game_party.actors.size == 0
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @location_window = Window_Location.new
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
    @command_window.index = @menu_index
    @command_window.x = 222
    @command_window.y = 246
    @command_window.z = 200
    @steps_window = Window_Steps.new
    @playtime_window = Window_PlayTime.new
    @playtime_window.x = 470
    @playtime_window.y = 10
    @battler_window = Window_BattlerInfo.new
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @battler_window.dispose
    @location_window.dispose
    @playtime_window.dispose
    @status_window.dispose
    @steps_window.dispose
  end
  def update
    if @status_window.active
      if @status_window.get_page == 1
        if $game_party.actors.size < 4
          @status_window.index = 2
        else
          if @status_window.index % 2 == 0
            @status_window.index = 2
          else
            @status_window.index = 3
          end
        end
      else
        @status_window.index %= 2
      end
    end
    @playtime_window.update
    if @increment != 0
      @increment += 1
      @increment %= 56
      if @scroll == true
        @status_window.scroll_right (@increment)
      else
        @status_window.scroll_left (@increment)
      end
      if @increment == 0
        @status_window.refresh
        @status_window.active = true
      end
      return
    end
    if @command_window.active
      @command_window.update
      update_command
      return
    end
    if @status_window.active
      @status_window.update
      update_status
      return
    end
  end
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.actors.size == 0 and @command_window.index < 4
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 1
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4
        if $game_system.save_disabled
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Save.new
      when 5
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.new
      end
      return
    end
  end
  def update_status
    @battler_window.refresh (@status_window.index)
    if $game_party.actors.size > 2
      if Input.trigger? (Input::RIGHT)
        @increment = 1
        @scroll = true
        @status_window.active = false
        $game_system.se_play ($data_system.cursor_se)
        @battler_window.refresh (-1)
        return
      elsif Input.trigger? (Input::LEFT)
        @scroll = false
        @increment = 1
        @status_window.active = false
        $game_system.se_play ($data_system.cursor_se)
        @battler_window.refresh (-1)
        return
      end
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @status_window.active = false
      @status_window.index = -1
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 1
        if $game_party.actors[@status_window.index].restriction >= 2
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Skill.new(@status_window.index)
      when 2
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new(@status_window.index)
      when 3
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end


Credit Rune for this, all I did was add the scrolling function and the face display. It's his script, I didn't even touch all the stuff he had done.




And for your other problem with the Equip Menu, try replacing:

Code: [Select]
case @actor.id
when 1
bitmap = RPG::Cache.character ("Face_Ozaki",@actor.character_hue)
when 2
bitmap = RPG::Cache.character ("Face_Talier",@actor.character_hue)
when 3
bitmap = RPG::Cache.character ("Face_Toyomori",@actor.character_hue)
when 4
bitmap = RPG::Cache.character ("Face_Yuka",@actor.character_hue)
when 5
bitmap = RPG::Cache.character ("Face_Yuka",@actor.character_hue)
end

with:

Code: [Select]

bitmap = RPG::Cache.picture("Face_"+@actor.name)


and make sure all of those graphics are imported into the Pictures folder of your game, since you'll need them there for my script.
« Last Edit: July 20, 2007, 03:40:55 AM by modern algebra »

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ooh looks good, but there is something wrong with it as you can see some stuff does not show Like this:




the text in the status window, gold window, and location window does not show as you see in the picture is ther a way to fix this?

EDIT 2:

Oh and you fixed my menu problem! thank you so much thank you all!
« Last Edit: July 20, 2007, 03:54:54 AM by xinrua »



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I don't have it handy, but try Blizzard's font override
that and you should import those battler pix differently, to get rid of the white

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I will Its just a test one to see if it works, and were can I get Blizzard's font override.

(Edit Ooops)

Ok I just found the overide and it works!
« Last Edit: July 20, 2007, 04:10:33 AM by xinrua »



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glad I could help

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When you import those pictures, it looks best if you make the background transparent by left clicking on it.

Oh, and just so you know, it was the scrolling animation that I had never done before, so thank you for giving me an opportunity to work that out  ;D

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Oh and you fixed my menu problem! thank you so much thank you all!

You mean the equip menu?
If so, i'm open for requests ^_^
Sincerely,
Your conscience.

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yer welcome modren....?

And yep The pic I used in there was just a test to see if it would work just incase my computer crashes, and i loose evrything.

I changed the pics in the equip menu different from the ones in the menu. It make it look better, oh and thank you for your help it works realy great!

You guys are like the first people who helped me with scripts I all ways had to wait for ever, so thank you so much!

(Edit 1)

Ok hey umm you can do this request last becuase you allready helped me. This is for a friend I need A script for hime for a skill and item window he wants everything reversed like the description at the bottom. please do this for him I tried it but my computer crashed so it got deleted.

so please do this! :bean: ;8
« Last Edit: July 20, 2007, 07:51:46 PM by xinrua »



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errrm... I don't know what you're requesting?

If you mean rearrange the item and skills windows, do you have a mockup?

Or do you mean reverse the description like make all the words backwords :P

I don't think I will be able to take it, someone else might though.

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I'll probably be able to do it, can you post a mockup?

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what I mean is my friend needs two scripts, and this is what he wants:

for the skill window:



And for the item window:



And that should be good thnkxs for your help!




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alright, so I'll use "what ever you want to put here" to display the actor's battler and such

and for the item screen, he's ok with a blank space down at the bottom till he selects an item?
or does he want the actors always to show there?

that's all I need to know ^_^

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yes it is blank until he selects an Item, and what he just said to me were in the skill menu were it says
"what ever you want to put here" he probly wants same thing done with the item menu, so were you pick a skill, and then your charecters popup in the blank spot. To were you can give the skill to any charecter you want.

and he said if that does not work then just let it show what ever you think should be there.



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alright, I'll make the item menu exactly as per the mockup
the skill menu I'm confused about, he wants the same blank space at the bottom, with the "w/e you want" space still there?
if yes, I'll have no problem
if no, explain ?_?

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he wants the same thing as the item menu only on the side of were he said "what ever you want to put here"

so when you click on an skill, the charecters show in that box then you pick who you want to have that skill.

understand now?



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yeah, I get it
alright, I'll get to work on it

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ya thnks for helping



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umm...does he have a custom skill learn script or something?
because the skills menu is not normally used to display skills that are learned, it
displays currently learned skills, and selecting one (for use out of battle) pops up the actor
select window to choose who to teach it to.

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ok well let me see the script I will see if my friend and I can edit it.

no I do not have the script any more, becuase my computer crashed, so I had to get a new computer. so its all gone.

I would have gave you the version we were working on but Its my stupid old computers falt!

ok so maybe i'll be able to fix it.



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Can I request a simple HUD that's in the top lefthand side of the screen.
All it needs to do is show the member in the first slot of the party's HP, EXP and gold.

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umm...does he have a custom skill learn script or something?
because the skills menu is not normally used to display skills that are learned, it
displays currently learned skills, and selecting one (for use out of battle) pops up the actor
select window to choose who to teach it to.


eh? NAM, the skills menu doesn't teach actor skills. I think he just wants it so that the target window is always there, horizontal selection along the bottom. So that instead of making target window visible after you select a skill, it just becomes active and you select which actor down along the bottom row.

@SirJackRex: Blizzard's Tons of Addons Features an HUD like that.
« Last Edit: July 25, 2007, 03:54:52 PM by modern algebra »

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any one is good for me just put what you think is good.



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@modern:
he wants the same thing as the item menu only on the side of were he said "what ever you want to put here"

so when you click on an skill, the charecters show in that box then you pick who you want to have that skill.

understand now?

@xiruna:wow I worded that wrong
the skills window normally is used to select certain skills for out of battle use, then which one to use it on, not which to teach it to.
that and I'm confused all over again.
you are working on a skill learning script, but don't have it anymore, and want me to make an interface for it?

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@SirJackRex: Blizzard's Tons of Addons Features an HUD like that.

Yeah, I guess I can use Tons of Addons...Thanks!  ;8

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whatever just forget about the skill window. Just can you do the item window sence there is so much confusion?

EDIT:

Ohh cool I just found a script thats sorta like the one My friend wanted so i'll just edit it!



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for the skill or both?
cuz I've only gotta fix up the selection thing to finish the inventory

also: dreadfully sorry about all the confused-ness

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just the skill.



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sorry again about all the confusion

Item menu complete
Code: [Select]
#===============================================================================
# NAMKCOR's Requested InventorySystem(Xinrua) v1.00
#-------------------------------------------------------------------------------
# Features:
# > Upgraded Item Menu
#   -- Displays item select at the top, descriptions below, and
#      customized horizontal display target window
#-------------------------------------------------------------------------------
# Compatability:
#   Most likely incompatable with other CMSes
#   Most likely SDK compatable
#   -No Known Incompatability Issues-
#-------------------------------------------------------------------------------
# Versions History:
#   1.00 - Finished all features, most likely bug free
#-------------------------------------------------------------------------------
# Bugs and Incompatability:
#  If you find bugs or incompatability issues with this script, contact me and
#  I will do what I can to make it compatable/fix whatever bugs you find
#-------------------------------------------------------------------------------
# Contact Info:
#   RMRK - NAMKCOR
#   ChaosProject - NAMKCOR
#   IMGHQ - NAMKCOR
#   E-Mail - Rockman922@aol.com -or- rockmanamkcor@yahoo.com
#-------------------------------------------------------------------------------
# Special Thanks:
#   Xinrua - for giving me the request
#-------------------------------------------------------------------------------
# This menu was created for Xinrua on rmrk
# This menu is only to be posted on RPG Maker Resource Kit, Chaos Project, and
# Infernal Monkey Games IQ (rmrk.net, chaosproject.co.nr, imghq.co.nr)
# if this script is posted on any site other than the ones mentioned above
# it is stolen and I would like to be contacted immediately
#===============================================================================

#===============================================================
#DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU ARE DOING!
#===============================================================

#-------------------------------------------------------------------------------
# Inventory : Has : NAMWindow_Target, Scene_Item
#-------------------------------------------------------------------------------
class NAMWindow_Target < Window_Selectable
  def initialize
    super(0, 325, 640, 150)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z += 10
    @column_max = 4
    @item_max = $game_party.actors.size
    refresh
  end
  def refresh
    self.contents.clear
    for i in 0...$game_party.actors.size
      x = (i * 152) + 7
      y = 4
      actor = $game_party.actors[i]
      draw_actor_name(actor, x, y)
      draw_actor_state(actor, x, y + 63)
      draw_actor_hp(actor, x, y + 27)
      draw_actor_sp(actor, x, y + 43)
    end
  end
  def update_cursor_rect
    if @index <= -2
      self.cursor_rect.set(@index * 150, 0, 150, self.height-32)
    elsif @index == -1
      self.cursor_rect.set(0, 0, @item_max * 150 - 32, self.height-32)
    else
      self.cursor_rect.set(@index * 150, 0, 150, self.height-32)
    end
  end
end

class Scene_Item
  def main
    @help_window = Window_Help.new
    @item_window = Window_Item.new
    @item_window.y = 0
    @item_window.height = 250
    @help_window.y = 250
    @item_window.help_window = @help_window
    @target_window = NAMWindow_Target.new
    @target_window.visible = false
    @target_window.active = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @help_window.dispose
    @item_window.dispose
    @target_window.dispose
  end
  def update_item
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(0)
      return
    end
    if Input.trigger?(Input::C)
      @item = @item_window.item
      unless @item.is_a?(RPG::Item)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      unless $game_party.item_can_use?(@item.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      if @item.scope >= 3
        @item_window.active = false
        @target_window.x = 0
        @target_window.visible = true
        @target_window.active = true
        if @item.scope == 4 || @item.scope == 6
          @target_window.index = -1
        else
          @target_window.index = 0
        end
      else
        if @item.common_event_id > 0
          $game_temp.common_event_id = @item.common_event_id
          $game_system.se_play(@item.menu_se)
          if @item.consumable
            $game_party.lose_item(@item.id, 1)
            @item_window.draw_item(@item_window.index)
          end
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
end
« Last Edit: July 26, 2007, 01:14:32 AM by NAMKCOR »

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This is a CMS, but im not worried about having it completely customized - using the DMS format is fine with me as long as the new parts are included :) (this is from the topic in this forum, except i have added more to the information at the bottom)

yes, i know there are scripts out there for more than 4 party members in the menu, but im needing a BIG group for my game, approximately 15 people, and they are all supposed to be fighting at the same time, using Mr. Mo's SBABS script (found here: http://anonym.to/?http://www.hbgames.org/forums/showthread.php?t=19797). Before you take one look at this request and dub it "too hard", think about how you would really make it ;). All I really need is an edit of the DMS so that i can select more than just 4 party members for skills/equipment/status, etc., but i HAVE to have at least 15 party members.

the way that i think this could be done is by having a "scroll" option that you can select down at the bottom of the 4 party members that are part of the dms, and have it allow you to swap back and forth between the party members in groups of 4. It doesnt have to be anything fancy, im just needing a menu system that allows me to work with the whole team, and not just 4 party members. What this means is to allow me to use the menu commands (ie. status, equipment, skills, etc.) on all the party members. Also, please add a switch that i can turn on/off to allow certain party members to not be shown on the menu.

___

Alright, here's a list of the features I'm looking for. Ill seperate these into 2 groups: Needed Features and Wanted Features. All the features in Needed Features are what I need in the script, but the ones in the Wanted Features are not as important so if you cannot do one of these features, dont worry about it - just as long as all the Needed Features are finished and as many of the Wanted Features that you can manage.

---===Needed Features===---
-Scroll through a list of every single member of your team, including those who are not currently in your main party.
-Can have up to 20 party members on the list at one time.
-View stats for all party members in the list (same stats that are shown on the DMS main menu window)
-Control which party members can be seen in the list using a series scripted switches
-Use items on any party member in the list from the main menu (this can be switched on or off in the script itself)
-Use skills from any party member in the list from the main menu (this can be switched on or off in the script itself)
-Equip/Unequip weapons and armor from any party member in the list from the main menu (this can be switched on or off in the script itself)
-Check the status of any party member in the list from the main menu (this can be switched on or off in the script itself)

---===Wanted Features===---
-Steps window removed and Play Time window moved down to allow more menu commands (personally the steps window is annoying and there is no real point in having it)
-Gradient Bars used for HP, SP, & Exp for all party members on the list
-New menu commands: Active Party, Teams, Load
-”Active Party” menu command: Change the members of your current active team with those from the whole list to allow easy party changing (this can be switched on or off in the script itself)
-”Teams” menu command: Save up to 10 different party member configurations for quick party customization. Can have from 1 to 4 party members per team.
-”Load” menu command: Load a previously saved game. (i find it annoying that you can save the game but you cannot load it from the menu, so i fixed that!)



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jeez, if I wasn't going camping next week I'd take a shot at that

(yeah Rune, plz, next to my name on the 1st post, put <CAMPING> plz :D)

If noone else takes it by the time I come back, I'll take a crack at it

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jeez, if I wasn't going camping next week I'd take a shot at that

(yeah Rune, plz, next to my name on the 1st post, put <CAMPING> plz :D)

If noone else takes it by the time I come back, I'll take a crack at it

thanks :) i know its looks like a big request, but its basically just allowing a scrolling method to switch between party members and then use the menu commands on the current page of the party... from what i can tell, it's nothing overly big, but you're the one coding it  ;). the other features are just to enhance the CMS.

OH! i forgot to add this (sorry), could you make it so that i can switch the party members to the active party through the menu? (basically a party-switching script for the menu itself) this is a needed script i totally forgot about ,sorry :(

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Can I request a script that has a rating system for how much damage you do in battle, like:
If you strike with a high amount of damage, it'll say something like AWESOME!, and the less damage, you get stuff like Sweeet!, Amazing!, Pretty Good, Good, Bad, Horrible...

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Can I request a script that has a rating system for how much damage you do in battle, like:
If you strike with a high amount of damage, it'll say something like AWESOME!, and the less damage, you get stuff like Sweeet!, Amazing!, Pretty Good, Good, Bad, Horrible...

I'll see what I can do when I get back from vacation on sunday
(leaving this afternoon)
:NAMKCOR calls dibs on this request XD:

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Awesome, thanks!  :o

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jeez, if I wasn't going camping next week I'd take a shot at that

(yeah Rune, plz, next to my name on the 1st post, put <CAMPING> plz :D)

If noone else takes it by the time I come back, I'll take a crack at it

thanks :) i know its looks like a big request, but its basically just allowing a scrolling method to switch between party members and then use the menu commands on the current page of the party... from what i can tell, it's nothing overly big, but you're the one coding it  ;). the other features are just to enhance the CMS.

OH! i forgot to add this (sorry), could you make it so that i can switch the party members to the active party through the menu? (basically a party-switching script for the menu itself) this is a needed script i totally forgot about ,sorry :(

F*ck. I'm afraid that's a little bit too complicated for the likes of my unbelievably puny brain...

@kami130 - Same there matey, sorry :(
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alright, in most of my tracks (.mp3's) they have sort of an intro, but then i want them to loop for things like long maps where the song might repeat many times. Obviousy, I don't want hour long tracks. So:

can you make a script where when a track's filename ends in _A (to choose whether I want this script to act or not on certain songs) and that same track ends, the game continues to play a similar mp3 with a filename based on the playing track w/o the _A? ("track name"_B.mp3

Or, if the _A must stay, _A2 is fine.

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when I'm done with the other request, I'll see what I can do.
might not be able to do it though
« Last Edit: August 04, 2007, 06:49:53 PM by NAMKCOR »

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on second thought, perhaps, rather than searching for tracks with ending _A, it could just only load the 'track'_A.mp3, if it has one, and if it doesn't, it loops like normal.

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Aye, I am back again.

requesting a script which allows a new option in the menu to choose a character graphic, from a selected list of graphics, and when you make this selection from the menu, it changes a selected variables value as well.

If you can make it so where the buttons look like the character graphic, but it also changes the battle graphic, that would be better.

I could care less about how its setup although, so you can make that your own stuff.

And this script will be useful for others, say they have magic, and they can use it to transform into say a cat.

And it is rather important in my game, so if you can make it as soon as possible, the better.
Huge sig is huuuuge.

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You guys should make a separate topic with all the completed scripts you guys have made. Lock it, and direct here for questions. It will make it a lot easier for people to find your scripts.

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ok...I have a request..it should be simple but i suck at scripting and cant do it myself

first off, if you havn't, look here

http://rmrk.net/index.php/topic,7451.msg118725.html#msg118725

I added the movie script in the game, and in Scene_title I swapped the commands that load the title with the command to load the movie, in hopes of getting the movie to play at the title screen.

I hear the audio to the movie, but the screen is black..help please

The Movie script
Spoiler for:
###########################################################
class Scene_Movie
###########################################################
#Created by SoundSpawn
###########################################################
#Fixed by Popper
###########################################################
#Instruction
#  1) Movies must in in a new folder called Movies in your directory
#  2)If you call this script from and event (EG:    Call Script: $scene = Scene_Movie.new("INTRO") )
#  3) Have fun playin movies with this script!!!
###########################################################
###########################################################
###########################################################

def initialize(movie)
@readini = Win32API.new 'kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l'
@movie_name = Dir.getwd()+"\\Movies\\"+movie+".avi"
main
end

def main
game_name = "\0" * 256
@readini.call('Game','Title','',game_name,255,".\\Game.ini")
game_name.delete!("\0")
@wnd = Win32API.new('user32','FindWindowEx','%w(l,l,p,p)','L')
@temp = @wnd.call(0,0,nil,game_name).to_s
movie = Win32API.new('winmm','mciSendString','%w(p,p,l,l)','V')
movie.call("open \""+@movie_name+"\" alias FILE style 1073741824 parent " + @temp.to_s,0,0,0)
@message = Win32API.new('user32','SendMessage','%w(l,l,l,l)','V')

@detector = Win32API.new('user32','GetSystemMetrics','%w(l)','L')
@width = @detector.call(0)
if @width == 640
fullscreen
Graphics.update
sleep(0.1)
Graphics.update
sleep(0.1)
Graphics.update
sleep(0.1)
fullscreen
end


status = " " * 255
movie.call("play FILE",0,0,0)
loop do 
sleep(0.1)
@message.call(@temp.to_i,11,0,0)
Graphics.update
@message.call(@temp.to_i,11,1,0)
Input.update
movie.call("status FILE mode",status,255,0)
true_status = status.unpack("aaaa")
if true_status.to_s != "play"
break
end
if Input.trigger?(Input::B)
$scene = Scene_Map.new
break
end
end
$scene = Scene_Map.new
end
end

And Scene_title


Spoiler for:
class Scene_Title
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def main
    # ????????
    if $BTEST
      battle_test
      return
    end
    # ??????????
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes       = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items         = load_data("Data/Items.rxdata")
    $data_weapons       = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies       = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
    # ?????????????
    $game_system = Game_System.new
    # ?????????????
    $scene = Scene_Movie.new("Title")
    # ????????????
    s1 = "New Game"
    s2 = "Continue"
    s3 = "Exit"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.back_opacity = 160
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 288
    # ???????????
    # ?????????????????????????
    # ???? @continue_enabled ? true????? false ???
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.sav")
        @continue_enabled = true
      end
    end
    # ???????????????????????????????
    # ?????????????????????????
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
    # ???? BGM ???
    $game_system.bgm_play($data_system.title_bgm)
    # ME?BGS ??????
    Audio.me_stop
    Audio.bgs_stop
    # ?????????
    Graphics.transition
    # ??????
    loop do
      # ????????
      Graphics.update
      # ???????
      Input.update
      # ??????
      update
      # ????????????????
      if $scene != self
        break
      end
    end
    # ?????????
    Graphics.freeze
    # ????????????
    @command_window.dispose
    # ?????????????
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    # ????????????
    @command_window.update
    # C ??????????
    if Input.trigger?(Input::C)
      # ???????????????????
      case @command_window.index
      when 0  # ??????
        command_new_game
      when 1  # ???????
        command_continue
      when 2  # ???????
        command_shutdown
      end
    end
  end
  #--------------------------------------------------------------------------
  # ? ???? : ??????
  #--------------------------------------------------------------------------
  def command_new_game
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    # BGM ???
    Audio.bgm_stop
    # ??????????????????????
    Graphics.frame_count = 0
    # ??????????????
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # ?????????????
    $game_party.setup_starting_members
    # ???????????????
    $game_map.setup($data_system.start_map_id)
    # ?????????????
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # ????????????
    $game_player.refresh
    # ??????????? BGM ? BGS ??????????
    $game_map.autoplay
    # ?????? (????????)
    $game_map.update
    # ??????????
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # ? ???? : ???????
  #--------------------------------------------------------------------------
  def command_continue
    # ?????????????
    unless @continue_enabled
      # ??? SE ???
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    # ??????????
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # ? ???? : ???????
  #--------------------------------------------------------------------------
  def command_shutdown
    # ?? SE ???
    $game_system.se_play($data_system.decision_se)
    # BGM?BGS?ME ????????
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # ???????
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def battle_test
    # ?????? (??????) ????
    $data_actors        = load_data("Data/BT_Actors.rxdata")
    $data_classes       = load_data("Data/BT_Classes.rxdata")
    $data_skills        = load_data("Data/BT_Skills.rxdata")
    $data_items         = load_data("Data/BT_Items.rxdata")
    $data_weapons       = load_data("Data/BT_Weapons.rxdata")
    $data_armors        = load_data("Data/BT_Armors.rxdata")
    $data_enemies       = load_data("Data/BT_Enemies.rxdata")
    $data_troops        = load_data("Data/BT_Troops.rxdata")
    $data_states        = load_data("Data/BT_States.rxdata")
    $data_animations    = load_data("Data/BT_Animations.rxdata")
    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
    $data_system        = load_data("Data/BT_System.rxdata")
    # ??????????????????????
    Graphics.frame_count = 0
    # ??????????????
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # ??????????????????
    $game_party.setup_battle_test_members
    # ???? ID??????????????????
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    # ????? SE ???
    $game_system.se_play($data_system.battle_start_se)
    # ??? BGM ???
    $game_system.bgm_play($game_system.battle_bgm)
    # ??????????
    $scene = Scene_Battle.new
  end
end


I can get the movie to load and play but only before the command window shows up

and where the red was is where the

 @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)

was replaced with the call command for the movie script..




oh and btw, if it isnt too late, dont worry about my other request
Current project. GAIA
http://rmrk.net/index.php/topic,19136.msg240888.html#msg240888
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Music      00.05%
Story      15.00%
Gmeplay 02.00%
JOIN!!

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well guys, I'm sorry to announce that I cannot do consistent scripting requests anymore
college starts Wednesday, which means less RMXP time.
sorry guys.

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heh..that sucks..btw, i figured out the thing i requested earlier..so dont worry about it  :bean:
Current project. GAIA
http://rmrk.net/index.php/topic,19136.msg240888.html#msg240888
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Story      15.00%
Gmeplay 02.00%
JOIN!!

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:'(

School for me doesn't start till late september.

ANYWAYS

I need that script, still no response?
Huge sig is huuuuge.

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Sorry matey, :'(
I can't do that, a) because i'm a lot busier now, and b) I'm not that advanced, sorry ;9


Someone shoot me please?
Sincerely,
Your conscience.

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Oh, nevermind about it, I got it covered.

But if you look at this script request thread I posted, that would be useful, and rather simple in my eyes.
Huge sig is huuuuge.

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damn... i put my work on hold waiting for you to get back from camping, only to be told that im screwed....  ;9

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damn... i put my work on hold waiting for you to get back from camping, only to be told that im screwed....  ;9

Hey, I can't do much about it
sorry that I can't help.

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damn... i put my work on hold waiting for you to get back from camping, only to be told that im screwed....  ;9

Hey, I can't do much about it
sorry that I can't help.

dont worry about it...  ;)

i was just in a pissy mood when i posted that. i understand completely, although i am bummed about it.

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Does anybody know of any scripts like these:
A script that shows your current equipment inside a little 29x29 box?
And...:
A script that lets you change weapons in battle.

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wah
29x29 box??!?!?!! Wth? Aren't icons 24x24? ><

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Can you guiys make a working Pokemon Battle System by any chance? If not, it's ok  ;9 I'll cotinue searching if it's complex.

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29x29 box??!?!?!! Wth? Aren't icons 24x24? ><

Yeah, they are, but I want them inside a bigger box to make them look cool. (Like in the 2D zeldas)

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Yeah, but you have 5 pieces of equipment  :police:

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icons are 32x32 people
Huge sig is huuuuge.

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Not the last I checked.

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Weapon
Shield
Head
Body
Accessory

I think I have the wrong idea of what you are asking. Design please?

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Question, is this still open for Request? and if by chance, is NAMKOR still Campign? >_<;;

I want an Edit of the Default Battle system...

Here's the Mock-Up:



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DAS, check hbgames.org I recall someone did something just like that.

You are using one character though, since there's no way you can fit four battlers in to that tiny box.

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Actually, there are Four Battlers, but they're Small since they'd be Ripped Sprites sets.

Something like this


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Weapon
Shield
Head
Body
Accessory

I think I have the wrong idea of what you are asking. Design please?

Yeah, this is a mock up of what it should sorta look like:
Spoiler for:


1 = Head
2 = Weapon
3 = Body
4 = Shield
5 = Accessory


And....the little block thing, is what they should go in, 30x30.

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So you want this to be shown on the map? Or somewhere else? Of which actor? In what location on the screen?

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DAS, that's not a simple script at all, you'd need to edit a bunch of battle system classes (battle system classes are the hardest things to edit) as well as making all the menus. Try posting a topic in the request forum but I highly doubt anyone will do it, sideview systems are much more popular.
« Last Edit: August 25, 2007, 06:29:41 AM by Falcon »

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 :( I would like to use a Side-View Battle system...but I hate that when I use the spells...It goes Off-screen...


Most of them aren't Compatibable with Blizz's Scripts...-___-;;

So I thought of a Front View =/

Unless those two problems could be solved...

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So you want this to be shown on the map? Or somewhere else? Of which actor? In what location on the screen?

On the map.
Actor number one.
?.? Just where I put them or something like it?

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I only need the Battle Menu, I found the Script to put those Battlers infront  :mad: Falcon Was right!!!!!!! Over 20 Pages down in RMXORG!!!!!!!|

Want it like a Final Fantasy but without the Bar for the RTBA...Want the Bar for "Soul-Rage" =) The very template given serves as example >.>;;

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Oh no, someone just spent three consecutive days playing elder scrolls three: marrowind...

I got way to many ideas now.

Ok, so script ideas:

  • Specific weaponry requires two hands, so the one weapon will require both weapon and sheild slots to be open in order to equip
  • A message system similiar to the one in marrowind***
  • Speed skill, the more you walk, the faster you can walk. also displayed in the satus screen

And others which I can't remember at the time

***marrowind message system:
When you go talk to selected events, it brings up a menu similiar to marrowind. A list fo topics on the right, and their reply on the left.
Each NPC will usually say the same thing about each topic, except if the event is supposed to give important information, like part of a quest, or to describe the lifestyle of that character.
Huge sig is huuuuge.

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the first and last have been done ^_^

take a look around the scripts database for the last one
and the first is included in D-Wolfman's extra accessory stuff on .org

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Hey! Okay, I was wondering if it was possible to make a battle system in which there is no escape command, and you have the options of changing your armor and weapons in battle, as well as switching members out of battle for other ones, like ffx.

also, if it's possible, could you make it so that before battle each character may equip five items to use, and while in battle those are the only ones that they can use? and once they run out of the five items, they can't use any items in battle until they equip more? for example, when you're not in a battle, you may give the main character two potions to carry, and then once in battle, only he can use only those two potions. I don't know if this second one is possible..anyway, thanks soooo much!!

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Most of it has been done. Devvulfman made a script which gets rid of the escape bar I believe, and someone recently gave me a project which contained a battle switching script by Sephiroth Spawn. The second request is much more reasonable (I haven't seen one yet), and while I cannot do it as I still do not have my computer (though I do have RMXP), my initial idea (for any scripter willing to do it) would be to create a public array in Game_Actor which holds the IDs of the items that are useable. Then, from that it would probably just involve writing a special battle-only Window_Items class which draws from that array rather then from $game_party stuff. And obviously, you would need to write a simple scene to equip the items.

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Okay guys...

I haven't been on RMRK much recently, and I feel it'd be best if this topic were owned by someone who comes on more often.
Basically, i'm looking for someone to pass posession of this topic onto. Any offers?
Sincerely,
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I can't do tons and tons of requests
(I can do more lately because of additional free time)
but I'll take the topic if you need someone to Rune

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I don't need to, i'd just prefer it if it belongs to someone who's on more often than me, anyways, thanks mate :) If an Admin could do whatever to pass this topic on, that'd be sweet :)

I can still take requests, I just won't be on as often to take them...
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alright, np, I can take care of it

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how do you make a victory counter then put it in the status window

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I'm sorry, what?

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ok im a complete n00b at scripting in rmxp, i just wanted to know how to put
a victory counter in my characters status window  :)

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I have to say, I've tried that once, using variables, but I couldn't get it to work :-\
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A victory counter as in?

It counts how many troops are defeated or how many enemies have been defeated? By the entire party, or by each individual party member? That strikes me as something easily done. Basically, if the entire party, it would just be adding an accessible variable to Game_Party, and then an alias of Scene_Battle, end_battle method (I don't know what the method is actually called) and adding the enemies to the party variable.

If actors, it would be similar, though a little bit different depending on if you want them to count just the enemies they themselves have finished, or if you want to count all enemies the party defeats with them in the party. And, you would need to modify the status window a bit to display.

Anyway, which do you want done? Victory counter is very non-descript.


EDIT:

You guys should make them follow a request template. Like, if a window a paint mockup, and exact features of everything they want done, or something like that.

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I'll write one up. (need the topic switched to my possession as well)

as for a victory counter
I has a plan, will make a configurable one, probably will be done by the end of the day

going to make a custom status screen to display it all as well
(if you have something in mind that isn't the same as the default, post a mockup
otherwise I'm just going to use the default status screen with additional info)

edit: delayed due to halloween party preparations, can you wait till t'morrah?

currently will allow you to configure:
enemy or troop kill tracking (whether counter gets ++ from enemies or troops)
party or actor kill counters (whether each actor gets a counter or the entire party does)
display name in status screen (self-explanitory)
« Last Edit: October 30, 2007, 07:49:45 PM by NAMKCOR »

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yeh i can wait, no probs :)

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do you want to post a mockup for the status screen or not?

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im not too bothered about the look of it yet :), do whatevers easiest
 

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any progress?

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sorry, having trouble figuring out where to put the damn incrementor part of it >.<
the configuration is all set, easy and clean, just need to figure out where I can put the damn counter increase for individual enemies...

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I've no experience with battle scripts, but couldn't you look for where it says something like, $scene = Scene_Map and put it near there?

Or have you tried that?
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nono, it's a kill counter for battle
so I need to put an incrementor in 2 places

the first is for if they decide to have individual enemies increment the counter (no idea)
the second is if they want the troops to increment the counter (battle result window)

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I would consider the item/skill/attack effect methods of game_battler.

Another feasible option would be this method in Scene_Battle:

Code: [Select]
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 5 : damage display)
  #--------------------------------------------------------------------------
  def update_phase4_step5
    # Hide help window
    @help_window.visible = false
    # Refresh status window
    @status_window.refresh
    # Display damage
    for target in @target_battlers
      if target.damage != nil
        target.damage_pop = true
      end
    end
    # Shift to step 6
    @phase4_step = 6
  end


In either case it would just involve going through the targets, seeing if they have no hp, and adding them if they do not. You have to make an exception, I think, for skills that target all and resurrection skills.
The reason I suggest Game_Battler methods is because:

A) It will work with more then the default Battle System
B) Very easy to make the exceptions. All you need to do is alias the original methods, check their health before it goes through. If it is at 0 after running the original method, and it wasn't before, then you add them. The only problem is that I don't think that there is a 'user' argument for items, so you would need to find a clever way to do it for items.

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well ressurection doesn't really matter, it's a kill counter, so you gain per kill regardless of if they stay dead.

thanks for the advice tho, I'll see what I can do there

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nono, it's a kill counter for battle

Yeah, I meant in the Battle scripts :D
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sorry it's not done yet, but I'm being tripped up by that one part...that and my VM crashing and me having to restore all the data

ANNOUNCEMENT
I'm entered in Blizzard's Blizz-ABS Sample Game contest
I'm going to be working on it until the submission date of 12/15/2007
so my script requests will be delayed until past then

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Alright, in the meantime, i'll try and do any requests I can ;)
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If I find something interesting and unique come up here, I'll offer to do it.

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Can I have a centered battle system... Turn base with like a waiting bar and the characters/monsters to have a health bar...if possible if the health bar can't be done ill have other 2 please...

Can I have the status screen with not the sprite image but battle image and all the words with less of a gap and the exp have a bar and numbers rather than just numbers



Thanks in Advance
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Can I have a centered battle system... Turn base with like a waiting bar and the characters/monsters to have a health bar...if possible if the health bar can't be done ill have other 2 please...
On the HP bars, do you want those to show up for bosses? I should be able to make something quickly enough though about the bars. As for the battle system, do a search for CBSes. There are a huge amount of CBSes that have been made.



Can I have the status screen with not the sprite image but battle image and all the words with less of a gap and the exp have a bar and numbers rather than just numbers
All of the words with less of a gap?

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numbers rather than just numbers

'Cause I understood that
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Can I have a centered battle system... Turn base with like a waiting bar and the characters/monsters to have a health bar...if possible if the health bar can't be done ill have other 2 please...
On the HP bars, do you want those to show up for bosses? I should be able to make something quickly enough though about the bars. As for the battle system, do a search for CBSes. There are a huge amount of CBSes that have been made.

Yes the bar to show up for bosses and cheers for the CBSes

Can I have the status screen with not the sprite image but battle image and all the words with less of a gap and the exp have a bar and numbers rather than just numbers
All of the words with less of a gap?
yes so the words are like tighter together with not a massive gap if you get what i mean


numbers rather than just numbers

'Cause I understood that
I mean as in have an experiance bar with numbers rather than the original which is just numbers
« Last Edit: November 12, 2007, 08:55:35 PM by Edsta »
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how about you post a mockup
we don't know what you mean because we aren't mind readers

oh, and don't title your replies

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Im a learner so what:P
Hope this image help?



If not can you just do the writing closer together please :) Sorry if i been a pain lolz
« Last Edit: November 13, 2007, 04:27:38 PM by Edsta »
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I understand about the experience, but I can't do bars sorry -.-

Also, I still don't understand what you mean by the writing closer together :-\

*smacks self in face with cat*

Sorry if we're stressing you here >.<
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Nah im not stressed I thought i was stressing you out   ??? lolz

This help?


« Last Edit: November 13, 2007, 10:47:54 PM by Edsta »
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WTF do you mean you can't do bars Rune? Tsunokiette has a good bar script in the script database. It's right here. Any time I do something with bars, it's his script that I use. It's reliable, easy to use, and doesn't lag even when you have 20+ bars(think all-in-1 CMS) on the screen.

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@Edsta - Ah, much better :P

@Shinami - Thanks, i'll check that out in a minute

Bah! I haven't scripted in ages. Where do you put that script and how do you call it/make a bar?

I'm becoming a n00b again!! :tpg:
« Last Edit: November 16, 2007, 06:38:27 PM by Rune »
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Sorry for the late 3-day response. As for how to use Tsuno's bar script, it's simple. You define a bar method in Window_Base like this one.

Code: [Select]
def draw_hp_bar(actor,x,y,width = 140)
    hp = actor.hp
    max_hp = actor.maxhp
    percentage = ((hp * 1.0) / max_hp)
    bar_width = (percentage * width)
    empty_width = (width - bar_width)
    gray = Color.new(50,50,50,255)
    hp1 = Color.new(248,45,30,255)
    hp2 = Color.new(248,116,30,255)
    hp3 = Color.new(247,154,30,255)
    hp4 = Color.new(245,203,30,255)
    hp5 = Color.new(247,231,30,255)
    hp6 = Color.new(243,247,30,255)
    hp7 = Color.new(199,247,30,255)
    hp8 = Color.new(138,247,30,255)
    hp9 = Color.new(111,247,30,255)
    hp10 = Color.new(79,247,30,255)
    hp11 = Color.new(51,247,30,255)
    #draw empty if any
    self.contents.draw_gradient(x + bar_width,y,empty_width - 1,10,[gray])
    #draw gradient
    self.contents.draw_gradient(x,y,bar_width,10,[hp1,hp2,hp3,hp4,hp5,hp6,hp7,hp8,hp9,hp10,hp11])
    #draw border
    self.contents.fill_rect(x,y,width,1,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x + width,y,1,10,Color.new(0,0,0,255))
    self.contents.fill_rect(x,y + 9,width,1,Color.new(0,0,0,255))
  end
I tend to use 10-12 colors per bar. Though, if you wanted to, I suppose you could use an array to store the colors into instead of just using 10 different variables... ^_^; Now all you gotta do is call the bar inside a window. The arguments in this method are actor, x, y, and width. All in all, a simple method to utilize.

As for where to put the script...anywhere should work fine, though I prefer to keep all my scripts in a different order. I.E. Scripts altering the hidden classes go first. Game_ scripts go second. Sprite/Spriteset scripts go third. etc. like the way they're laid out by Enterbrain.

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I would like to request to scripts  :o
The first script i would like to ask for is an Update Notify Script.

It should - every time it starts - , read an page on the net (like http://rmrk.net/MyGame/UpdateNotifier/BETA_0.2.htm).
If the page shows something like: Newest version, it should start normal.
But if it shows something like: Newer Version, it should block the game from starting, and show a message like: BETA 0.3 Released, please update if you want to keep playing.
Spoiler for:





The second script i would like to ask for is an language script.
When i want my character to say Hello in english, Hallo in Dutch, Hallo in German, i would put a string in, like $string_1=Hello.
On game startup it should give an options menu with:
            Please choose your language:
English        Dutch/Nederlands        German/Deutsch
Then when the point comes, he must say Hello, or Hallo, the game reads, (if i chose Dutch), i chose Dutch, and open the file: language/NL_nl.lang , and read in string_1=Hello, it must print Hello.

Spoiler for:



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For your second script, all you need to do is use 3 switches, one for each language. For each event that uses text, you'll  need three conditional branches that execute depending on which language switch has been chosen. If I wasn't clear enough with the explanation, tell me and I'll make a screenshot detailing the way to do it.

Though for text in the menus, that'll require a bit of scripting to the windows in Scene_Shop, Scene_Menu, etc. It wouldn't be too extensive though. You'd just need to add 3 conditional branches to certain places so the text that is displayed is based on which language switch was activated.

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For your second script, all you need to do is use 3 switches, one for each language. For each event that uses text, you'll  need three conditional branches that execute depending on which language switch has been chosen. If I wasn't clear enough with the explanation, tell me and I'll make a screenshot detailing the way to do it.

Though for text in the menus, that'll require a bit of scripting to the windows in Scene_Shop, Scene_Menu, etc. It wouldn't be too extensive though. You'd just need to add 3 conditional branches to certain places so the text that is displayed is based on which language switch was activated.
And the first script, is it scriptable?

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hmmm...it can done in C++ and unless I miss my mark, RGSS uses C++ for the hidden classes so yes, I would imagine it can be done.

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Here's a request.

In a litte project Im working on when Im bored, one of the characters is a gadgetter. They build there own weapons, thx to items they have found around the world.

The request is that when you open the shop window, there's should be a new command called "Gadgetting"


The command should be in that area.

When you open that menu, you will see a list of weapons aviable to build. In the info menu, you will see what kind of items you need to build that weapon.

And exampel:

Shotgun:

What you need to have to build this weapon:
-300 gold

-3 Iron stones

-5 Wodden plates

If you don't have any of those times, you will n0ot be able to build that weapon. But if you have, you can build it, and use it in battle.

I hope it's possible to make this.


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I'll look into Black Shadow's request when I get off work tonight. I don't think it'll take me too long.

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First i would like to compliment you guys who accept the scripting work, i think it was very nice of you guys to accept tasks that other perople arent capable of doing.

Now.. i have a script request.. ok, if you have the time to do this and give the script to me i would be so GRATEFUL

1. using the default battle system u start out with RPGMXP, i would like the enemy to have a hp bar above them.. - if you can, to possibly add the numerical value of their health inside or above the hp bar, being that the hp bar is red, and the text is black..

2. same as #1 but for the actors (your characters)

3. For the actors (in battle) to have a SP bar thats in blue that also states the numerical value.

AND Lastly 4. to have that little bar at the bottom that states when your turn is going to take place (normally is colored yellow)- incase i wasnt specific, the bar underneath the actors (during battle) that displays when the actors next turn is going to be (like a timer). If you can try to fit them all in one script, if you cant its fine with me.

I would once again would like to thank you for helping everyone with the scripts (i wish i knew how to script T_T) whether you help me or not.

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tip #1 - dont title your posts
tip #2 - search for an RTAB system (thats the timer bar you're looking for)

if I wasn't overly-buisy with college and my own project I'd do up the script for bars and such, but I have to lay back...:(
someone should be able to grab it for ya

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I like Stuff :D
cool thanks=)...didnt know what it was called to begin with  :o
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i have a real simple request this time, as for the previous request i have it now, (except the monsters hp, also the hp bar 4 the actors are too transparent but hardly noticable).
I need a simple script that will change the color of the font in a battle that displays your health.. like 20/20 => to 20/20 plz ^^
« Last Edit: November 25, 2007, 05:30:00 AM by Vmaster22 »
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I just got home and I'm starting on the request from Black Shadow. I'm going to mess around with a few new methods and see what I can come up with. I really hope what I've been doing pays off.

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@Vmaster22 - Don't double-post, use the edit button next time ;)

As for the enemy bars script, I have something like that in my game, just needs a little tweaking ;)
And the font colour script shouldn't be too hard, just need to tweak one of the default scripts methinks ;)

~Edit
Spoiler for Enemy Barz:
class Window_Base < Window 
  #--------------------------------------------------------------------------
  # * Draw Slant Bar(by SephirothSpawn)
  #--------------------------------------------------------------------------
  def draw_slant_bar(x, y, min, max, width = 152, height = 6,
      bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
    # Draw Border
    for i in 0..height
      self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
    end
    # Draw Background
    for i in 1..(height - 1)
      r = 100 * (height - i) / height + 0 * i / height
      g = 100 * (height - i) / height + 0 * i / height
      b = 100 * (height - i) / height + 0 * i / height
      a = 255 * (height - i) / height + 255 * i / height
      self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
    end
    # Draws Bar
    for i in 1..( (min / max.to_f) * width - 1)
      for j in 1..(height - 1)
        r = bar_color.red * (width - i) / width + end_color.red * i / width
        g = bar_color.green * (width - i) / width + end_color.green * i / width
        b = bar_color.blue * (width - i) / width + end_color.blue * i / width
        a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
        self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
      end
    end
  end
end


class Window_EnemyHP < Window_Base
 
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    refresh
  end
 
  def refresh
    self.contents.clear
    for i in 0...$game_troop.enemies.size
      @enemy = $game_troop.enemies
      @percent = (@enemy.hp * 100) / @enemy.maxhp
      unless @enemy.hp == 0
      draw_slant_bar(@enemy.screen_x - 55, @enemy.screen_y - 200, @enemy.hp, @enemy.maxhp, width = 75, height = 6, bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
      self.contents.font.color = Color.new(0, 0, 0)
      self.contents.draw_text(@enemy.screen_x - 39, @enemy.screen_y - 230, 100, 32, "#{@percent}" + "%")
    end
  end
end
end
 
class Scene_Battle
 
  alias raz_update update
  alias raz_update_phase5 update_phase5
  alias raz_update_phase4_step1 update_phase4_step1
  alias raz_update_phase4_step5 update_phase4_step5
  alias raz_enemy_hp_main main
 
   def main
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    @enemy_window = Window_EnemyHP.new
    @enemy_window.z = 95
    raz_enemy_hp_main
    @enemy_window.dispose
  end
 
  def update
    @enemy_window.update
    raz_update
  end

  def update_phase5
    # If wait count is larger than 0
    if @phase5_wait_count > 0
      # Decrease wait count
      @phase5_wait_count -= 1
      # If wait count reaches 0
      if @phase5_wait_count == 0
        @enemy_window.visible = false
        # Show result window
        @result_window.visible = true
        # Clear main phase flag
        $game_temp.battle_main_phase = false
        # Refresh status window
        @status_window.refresh
        @enemy_window.refresh
      end
      return
    end
   raz_update_phase5
 end

def update_phase4_step1
  raz_update_phase4_step1
  @enemy_window.refresh
end

  def update_phase4_step5
    # Hide help window
    @help_window.visible = false
    # Refresh status window
    @status_window.refresh
    @enemy_window.refresh
    raz_update_phase4_step5
  end
end

Place that under your other scripts, above main. Should be a plug 'n' play kinda thing ;) It shows HP Percentage, so if you want that changing, just say and I'll see what I can do for ya ;) (Credit to SephirothSpawn, not me! >.<)

Spoiler for Font Colour:
  def draw_actor_hp(actor, x, y, width = 144)
    # Draw "HP" text string
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
    # Calculate if there is draw space for MaxHP
    if width - 32 >= 108
      hp_x = x + width - 108
      flag = true
    elsif width - 32 >= 48
      hp_x = x + width - 48
      flag = false
    end
    # Draw HP
    self.contents.font.color = Color.new(0, 0, 0)
    self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
    # Draw MaxHP
    if flag
      self.contents.font.color = Color.new(0, 0, 0)
      self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
      self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
    end
  end

Go into Window_Base, search (Ctrl + F) for 'draw_actor_hp' (same case) and replace that whole section with that spoiler. Again, should be plug 'n' play. If you want it on SP as well, just say ;)

Any probs with those? PM me ;)
« Last Edit: November 25, 2007, 03:24:05 PM by Rune »
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Thanks.. and sorry for the double post, i would like to say that the hp font color script works great!
but.. the 1st script which is the hp/sp bars on enemies sort of had an error on line 46- undefined method 'hp' for #<Array:0x152b408> (what ever that means). But if i do recall dont you have to download the hp/sp bar for the script? N E ways, i would like to ask one more thing,  sorry if i didnt specify on the black font script, but you guessed it i want the sp font to be black too ^_^, thanks, and sorry for asking alot...
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For taking a crack at the RMRK Wiki
Anyone know of a real time battle system?
Just like the default one, but in real time?

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@Black Shadow:

Given the slight lack of details, I'm not sure if you want the player to have the option to craft ONLY the items for sale in the shop, if you want them to be able to craft more than what is for sale in the shop, or if you want to be able to control what each shop can craft. I have ideas for each. I've made a bit of headway, getting everything visual to look and act right. Now it just comes down to getting everything to function properly BEHIND the visuals. I can't do that though until I get an answer on what sort of functionality you want over what shops can and can't craft. I prefer to script the right thing the first time.

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isn't there already a script for crafting items?

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Yes but he want's a script for crafting items in a shop. Either way, it's a fun little request to do!

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@Black Shadow:

Given the slight lack of details, I'm not sure if you want the player to have the option to craft ONLY the items for sale in the shop, if you want them to be able to craft more than what is for sale in the shop, or if you want to be able to control what each shop can craft. I have ideas for each. I've made a bit of headway, getting everything visual to look and act right. Now it just comes down to getting everything to function properly BEHIND the visuals. I can't do that though until I get an answer on what sort of functionality you want over what shops can and can't craft. I prefer to script the right thing the first time.

Only the items for sale in the shop. Then when you visit a new shop, there will be more items to craft there, and so on.

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For taking a crack at the RMRK Wiki
Anyone know of a real time battle system?
Just like the default one, but in real time?

Could anyone make one? It'd be just for one person...

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Only the items for sale in the shop. Then when you visit a new shop, there will be more items to craft there, and so on.
Alright. I'll try to finish it up tonight or sometime tomorrow. If it's still not done by tomorrow, then Thursday should be the day I finish since I'll have some free time.

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UPDATE

Black Shadow, your request is complete. Check your PM box for the script.

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@Vmaster22 - Sorry about that, I must have edited the script in some weird way which I can't remember O_o

Spoiler for Enemy Barz (Take two):
class Window_Base < Window 
  #--------------------------------------------------------------------------
  # * Draw Slant Bar(by SephirothSpawn)
  #--------------------------------------------------------------------------
  def draw_slant_bar(x, y, min, max, width = 152, height = 6,
      bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
    # Draw Border
    for i in 0..height
      self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
    end
    # Draw Background
    for i in 1..(height - 1)
      r = 100 * (height - i) / height + 0 * i / height
      g = 100 * (height - i) / height + 0 * i / height
      b = 100 * (height - i) / height + 0 * i / height
      a = 255 * (height - i) / height + 255 * i / height
      self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
    end
    # Draws Bar
    for i in 1..( (min / max.to_f) * width - 1)
      for j in 1..(height - 1)
        r = bar_color.red * (width - i) / width + end_color.red * i / width
        g = bar_color.green * (width - i) / width + end_color.green * i / width
        b = bar_color.blue * (width - i) / width + end_color.blue * i / width
        a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
        self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
      end
    end
  end
end


class Window_EnemyHP < Window_Base
 
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    refresh
  end
 
  def refresh
    self.contents.clear
    for i in 0...$game_troop.enemies.size
      @enemy = $game_troop.enemies
      @percent = (@enemy.hp * 100) / @enemy.maxhp
      unless @enemy.hp == 0
      draw_slant_bar(@enemy.screen_x - 55, @enemy.screen_y - 200, @enemy.hp, @enemy.maxhp, width = 75, height = 6, bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
      self.contents.draw_text(@enemy.screen_x - 39, @enemy.screen_y - 230, 100, 32, "#{@percent}" + "%")
    end
  end
end
end
 
class Scene_Battle
 
  alias raz_update update
  alias raz_update_phase5 update_phase5
  alias raz_update_phase4_step1 update_phase4_step1
  alias raz_update_phase4_step5 update_phase4_step5
  alias raz_enemy_hp_main main
 
   def main
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)
    @enemy_window = Window_EnemyHP.new
    @enemy_window.z = 95
    raz_enemy_hp_main
    @enemy_window.dispose
  end
 
  def update
    @enemy_window.update
    raz_update
  end

  def update_phase5
    # If wait count is larger than 0
    if @phase5_wait_count > 0
      # Decrease wait count
      @phase5_wait_count -= 1
      # If wait count reaches 0
      if @phase5_wait_count == 0
        @enemy_window.visible = false
        # Show result window
        @result_window.visible = true
        # Clear main phase flag
        $game_temp.battle_main_phase = false
        # Refresh status window
        @status_window.refresh
        @enemy_window.refresh
      end
      return
    end
   raz_update_phase5
 end

def update_phase4_step1
  raz_update_phase4_step1
  @enemy_window.refresh
end

  def update_phase4_step5
    # Hide help window
    @help_window.visible = false
    # Refresh status window
    @status_window.refresh
    @enemy_window.refresh
    raz_update_phase4_step5
  end
end

Not sure what's changed, but that works okay now ;D

Will sort out the SP colours ASAP ;)

~Edit

Spoiler for Black SP:
  def draw_actor_sp(actor, x, y, width = 144)
    # Draw "SP" text string
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
    # Calculate if there is draw space for MaxHP
    if width - 32 >= 108
      sp_x = x + width - 108
      flag = true
    elsif width - 32 >= 48
      sp_x = x + width - 48
      flag = false
    end
    # Draw SP
    self.contents.font.color = Color.new(0, 0, 0)
    self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
    # Draw MaxSP
    if flag
      self.contents.font.color = Color.new(0, 0, 0)
      self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
      self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
    end
  end

Find "def draw_actor_sp" and replace all the text up to the green text with that ;) Should work for ya :P

Any problems, queries, etc, i'll be right here (sometimes) ;)
« Last Edit: December 05, 2007, 06:35:34 PM by Rune »
Sincerely,
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Heyo! I want to request a simple script (I think it is anyways, dunno) from you guys.

What I need is a script that will give several items once a character reaches a certain level....

Example:
Bob reaches level ten!

Bob Receives Cloth Attire V2!
Bob Receives Cloth Bandana V2!
Bob Receives Fitchfork V2
Etc, etc.

I just need it for two character, they don't have to say what they received, just after the battle where they level up a window pops up that says something like "<Character Name> has received his Version 2 equipment!"

Here is the list of the type of items I need

Spoiler for:
One Sword for character A with four versions. V2 is gained at level 10, V3 is gained at level 20, and V4 is gained at level 25.
The same as the sword above but for character B.

One Body Armor for character A with four versions. V2 is gained at level 10, V3 is gained at level 20, and V4 is gained at level 25.
Same as above.

One Shield for character A with four versions. V2 is gained at level 10, V3 is gained at level 20, and V4 is gained at level 25.
Same as above

One Helmet for character B with four versions. V2 is gained at level 10, V3 is gained at level 20, and V4 is gained at level 25.



That's all I need for now, and I'm sure I can edit the rest. I hope this isn't non simple ;(

If you could create this for me I would very much appreciate it ^-^

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You could do this with common events and setting a check for their levels...

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Eh, really? I don't see/know how you would do it let alone the fact of calling up the items after you gain the level, could you please explain to me how to do so? ^-^

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Well, you could probably just make it so that the event happens after the battle.  :P

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Well the thing is the battle isn't defined, since the people will have to train to get to the level, so I can't do that ;(

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Wait, what? Can you rephrase that?

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The levels are not set, so players of the game I'm making could reach levels at different times. I can't define really what battle they would receive the items, nor do I know how. XD

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wah
No, you can just do a common event. Make it so that it runs a parallel process on a switch that will always be on. Then, make the first action a "Set Variable[something] to hero's level." The next one being a conditional branches or series of conditional branches to check the level and give items if necessary. Then the last command should be a wait command to reduce a bit of lag.

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Here's a new request( Since Im so extremly bad at scripting :P)

For my tactical game, I need a 8 player CMS. Instead of the actors character set, I want faces instead.
Here's how I want the layout of it.(Made in paint)




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Alright, now I dunno if you want me to use the template, but I don't think I will...

I'd like to request a minimap script like the one in so many video games nowadays. I'd like it to be round, and be placed in the upper right corner of the screen, and monsters etc. should have a red dot, others maybe a white dot etc. and you maybe... a green dot! It would be totally wicked if you could make it so it would be possible to easily place a yellow/gold dot for quest "goals" or special points... the yellow dot isn't needed, just my crazy imagination set loose... But all the other things would be cool... oh, and make it easy to use please, I don't understand a word of scripting...
PLEASE!! You can go wild with this if you want, but the position on the screen and the form is IMPORTANT (to me...)
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

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Here's a request, it would really help.

So I'm using the atb system by ParaDog, and I was wondering if anyone could change it a little.  In the later pokemon games, the enemy pokemon is standing on a circular area of ground, like so-so similar to that, I want the atb system changed to look like this- sorry for the horrible pictures. so..yeah, that's it. I'd really appreciate it if anyone could help =)
« Last Edit: December 29, 2007, 05:23:48 AM by imperfectclone19 »

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You could edit the battlers. Or are you hoping for a different floor for different areas? (For that you could use events :P)

@SJR - There's loads of RTABs out there, search around :P
Unless someone here wants to take a shot at it. I'm only a basic scripter.

@D B - I think the term you're looking for is Radar? Correct if wrong.
I think i've seen something like that once, but it wasn't rounded.
I can't help you here, again sorry -.- if someone else could though?

@B S - Can't help AGAIN *shoots self* I can't do CMSes with more than four characters :(
Sorry...
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Hi, there.
I posted this a while back, not sure if Algebra is still helping me. :(

http://rmrk.net/index.php/topic,23163.new.html#new

All I ask for is a script merge (I guess).

Thanx in advance :)
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@D B - I think the term you're looking for is Radar? Correct if wrong.
I think i've seen something like that once, but it wasn't rounded.
I can't help you here, again sorry -.- if someone else could though?

Close, but not quite there. Anyhow, I have found a minimap the way I wanted it (sadly it is square and in the lower right corner of the screen, instead of round and in the upper right hand corner... oh well.)
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

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@D B - I think the term you're looking for is Radar? Correct if wrong.
I think i've seen something like that once, but it wasn't rounded.
I can't help you here, again sorry -.- if someone else could though?

Close, but not quite there. Anyhow, I have found a minimap the way I wanted it (sadly it is square and in the lower right corner of the screen, instead of round and in the upper right hand corner... oh well.)

which one might that be?
because if it's blizzard's, you can configure the location

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No, I don't think it's Blizzards. Let me just check, it's got something to do with Atoria I think. It was in some other add-on pack or something...

EDIT: Okay, it's made by someone called Squall, the script is names "Passability Minimap".
« Last Edit: January 01, 2008, 11:12:56 AM by Demonic Blade »
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

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sorry ChaosSpartan. The module I was looking at turns out that it cannot read mp3 or wav files. If you just want the thing to play through, then all you need to do is make it so that there is no battle BGM, but the way I understood it was that you wanted it to mute while the Battle BGM was playing, and you do need a script for that. Sorry, I wish I could have been of more help :(

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Hi, there.
sorry ChaosSpartan. The module I was looking at turns out that it cannot read mp3 or wav files. If you just want the thing to play through, then all you need to do is make it so that there is no battle BGM, but the way I understood it was that you wanted it to mute while the Battle BGM was playing, and you do need a script for that. Sorry, I wish I could have been of more help :(

No worries. But I dont think I ever mentioned MP3s or WAVs. I just wanted it for MIDIs, but that's fine.  :)
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Well, if that's the case, then I suppose I could probably do it. Do you want the regular map bgm to pause or just to mute? Because I don't see the purpose of muting.

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Hi, there.
Well, pausing is fine. I just dont like it that after every encounter the music starts all over. And in case of multiple encounters, the BGM would just sound annoying.

So, yeah pausing plz.  :)
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Im looking forward to the script thats being created- map  bgm script, cuz i also believe that its annoying  that the bgm music repeats too.
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I don't know anything about scripting, so I'm not sure if this would fit in the Simple Script Shop or not. If it's too big of a request, let me know and I can move it to the main board.

Anyway, can you guys make HUDs? If so, I'll elaborate on what I'm looking for.
Spoiler for My Game Recommendations:
1) Demon Gate --- A great game with a terrific character-relationship system, an engaging story, and plenty of secrets and options for players who wish to be good/evil.
http://www.raizap.com/demongate/

2) Midnight --- A survival-horror game created with RPG Maker XP. Combat plays out in the smoothest running real-time battle system I have seen yet.
http://rmrk.net/index.php/topic,23239.0.html

3) The Healer --- A charming game with beautiful mapping and a fun battle system. One of the few games to use a healer as a main character, and so far it's pulled off well.
http://rmrk.net/index.php/topic,23524.0.html

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I was wondering if you guys could make or possibly already have a script to change the currency so that it would be in Canadian dollars, (ie. pennies,nickles,dimes,quarters,loonies,toonies,$5 bills, $10 bills, $20 bills, $50 bills, and $100 bills.)? So that in the "Wallet Menu" it would show up as "Your wallet contains... $55.92" or on the ATM it would pop up with something like "You currently have $2357.84 in your account. If you know of one or if this is possible please let me know!

*
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Hi, there.
You dont need one. Just go to the Systems Tab in the database and look for currency and change it to whatever you want.

I think default is Zenny.
Sig by MacGravel

**
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Level 87

I was wondering if you could make a script where instead of one large items menu, everyone in your party could equip up to 5 items, and use those ones in battle. like, you could equip 3 potions and 2 elixiers or something, and once you've used up those items, you can't use any others until you equip them outside of the battle. is that possible? i'd really appreciate it if someone could get it done, thanks =)

*******
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Returned from the dead.
Like in Drakengard 2?

Sorry, mate, can't do much to help there. (Again) ;9

But you never know, someone else might.
Sincerely,
Your conscience.

**
Rep:
Level 87
I just founda script by sephi that does what i'm asking, but there's no limits to how many items you can equip per character, and there's not menu scene for it. do you think you would be able to look at that and help, or still no?

*******
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You mean a menu command?

If so, gimme your current menu script, and the one you found. I'll see what I can do ;)
Sincerely,
Your conscience.

**
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I'm using the silent menu system, I don't actually have a link for it.   it would be fine if you made it compatable with the default menu system. here's the link to the script.-http://www.creationasylum.net/index.php?showtopic=6405

**
Rep:
Level 89
Waah
I was thinking on making a new thread but now I spotted this thread.
So I take the freedom to ask my question which includes my request at sametime.

Can anyone of you... ummm... 2? Anyways, can anyone of you make a script or so,  so it is possible to enable .gif
to the Show Picture Event that (in my case) just want to run/show
non-animated pictures saved as .jpg, .png or .bmp?

Ps. I hope this ain't a too tiny request >_>
« Last Edit: February 27, 2008, 12:41:27 AM by Nimmer »

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Returned from the dead.
Sorry I never replied, my internet went a couple of weeks ago -.-

@imperfectclone19 - i'll take a look at that script and see if I can do anything ;) You want a limit to how many items? If so, how many max do you want for each character?

@Nimmer - You want to allow .gifs to be displayed using Show Picture? Do you mean animated gifs, or non-animated? If non-animated, can't you use those anyway? I've never actually tried them myself. :-\
Sincerely,
Your conscience.

*******
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Returned from the dead.
@imperfectclone19 - Sorry mate, I can't seem to even get that script to work right :P
Don't lose hope though, maybe someone else can try :-\
Sincerely,
Your conscience.

*******
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Anybody have any requests?
Sincerely,
Your conscience.

********
Hungry
Rep:
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Mawbeast
2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for December 2009Project of the Month winner for August 20082011 Best Game Creator (Non RM)Gold - GIAW Halloween
I've been away for -ages- and I'm back now, re-downloading RMXP, blah blah blah, see you all 'round

FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

***
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OMFG look!! Text! :D
Would it be possible to request a CMS? Working on some mock-ups atm.

*******
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Returned from the dead.
I can take that up, as long as it ain't more than 4 characters :D
Sincerely,
Your conscience.

***
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OMFG look!! Text! :D
it's not more than 4 characters, mind you although i need to see what characters are available to change in party.



this is the main screen setup, where the characters int he party show up witht he basic info. On the kleft side is the general info we need to know about the game: location, money, play time, and the one thing i wanted to add was the ability to see which members were available to you when you change party. In this specific part of the menu, if possible, i wanted it to scroll down and show the characters names and lvl, and when you pressed a name, their status screen would show up, giving you the remaining info.

The main menu has the Item, equip, ability, status, quest, party, save and quit options on the lower part of the screen, taking you to the respective menus.



this is the status screen, just showing the info of the character and a picture of him/her.



The equipment screen can be a little tricky to make, as i wanted it sorta Final Fantasy 9 style, where the available equipment shows on the bottom when you select what you want to equip on a certain slot. can't remember if it's possible to have an optimize function.



The ability screen is going to b the hardest to do i think, because of the passive skills menu. In a nutshell, passive skills lvl up as you get enough AP and use said AP on certain passive ability, making it more powerful. Each passive skill has a 10 lvl cap. The battle usable abilities also have the same concept, only that they gain 1 exp point for each use. Much like FF2.

Found a Script for the passivle skills, if it helps :D
http://rmrk.net/index.php/topic,23810.0.html



The item menu is rather simple, if not for the current party sprites above, showing hp and MP. It's ok if it doesn't have the sort function, as i might be asking for too much already. ^^;



This is the quest log menu, which needs a quest log script, and, if possible, is divided onto 4 (or 2) sections: main, sub-quests, summon (quests you attain to capture a summon) and help (help people with certain tasks)
http://rmrk.net/index.php/topic,11119.0.html  -This quest log screen can help.

The party screen I haven't made a mockup, but i was thinking of using a Simple Party Selection Script.
http://rmrk.net/index.php/topic,7200.msg121416.html#msg121416


Hope i'm not asking "too" much, i know making these are complicated, but if you need any stuff for your game, like graphics for character sand stuff, let me know.
« Last Edit: April 06, 2008, 04:11:42 PM by Zeldrak »

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Returned from the dead.
*twitch*

Just from looking at those, I know there's gonna be a few things I'm not gonna be able to do.
I'm definitely gonna be able to do the status screen, and I'll see what I can do with the Equipment, Quest and Menu Screens. I won't be able to do everything on the Equipment and menu screens, such as optimization, and the layout of the characters on the menu screen.

I'll give it my best shot either way ;)

~Edit

Do you have an image for that little thing around the 'titles' in the top left corners? If so, what's it called, what folder is it in, and what size is it (height/width)?
Also, for the status screen, could you give me an example of the character picture, so I can fit it in properly?
Thanks ;)
« Last Edit: April 06, 2008, 05:52:50 PM by Rune »
Sincerely,
Your conscience.

***
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Skilled Scripter, Shitty Mapper, Decent Writer.
If you can't finish a part of it Rune, I'll give it a shot. I need a bit of stress relief and I miss working in RMXP. =^-^=

*******
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Level 90
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Wel i'm definitely not gonna be able to do the Ability and Item screens, so if you like, you could take a shot at those :P
Thanks for the help ;8
Sincerely,
Your conscience.

***
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Skilled Scripter, Shitty Mapper, Decent Writer.
Ya welcome. It shouldn't be difficult to do a sort command if I use elements to denote what's what. As stated, a break from tweaking Minkoff's cbs will do me good. =^-^=

***
Rep:
Level 87
OMFG look!! Text! :D
i'm only going to be able to provide face sets of those when  you give me the specitifcs on what size they fit in the screen like that.

the top you said where it shows the name of the menu can be any size you want, as long as it shows the title on a readable font.

*******
Rep:
Level 90
Returned from the dead.
Okay, then. ;8

I've set the face in the equip screen as 128x128 pixels. If you'd like this changing, please say. ;)
Could you please send an example of the character picture at the side of the status screen? Just so I can see where exactly to put it. Thanks ;)
« Last Edit: April 07, 2008, 10:25:28 AM by Rune »
Sincerely,
Your conscience.

***
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Level 87
OMFG look!! Text! :D
willget one done tomorrow, since it's late around here.

*******
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Level 90
Returned from the dead.
Okay, then. ;8

So far, I've done the Status and Equip screens as far as I can. I'm having a little trouble with the command window, as it's somehow conflicting with another window. I may need Shinami's help there.
Sincerely,
Your conscience.

***
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Skilled Scripter, Shitty Mapper, Decent Writer.
Rune, get on MSN and I'll work with yas. =^-^=

***
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OMFG look!! Text! :D
forgot to mention that the party select screen needs to be able to hold 12 characters total.

****
Rep:
Level 88
I'm using the first script on Page7, which was actually my own request for a lost game :bean:, but then I had to take it apart cos of errors. Now that its working, I found its got an error(s) I can't seem to fix. >.<
So, does NAMKCOR still happen to be on? Well, actually there are 3 errors :(

NAMKCOR, if you are still able to go on here, can you fix these errors?
1. There are two rectangles under the two battler images and theyre not being used. And theyre ment to be used for somethin, but I forgot  :-\
2. The Map Name is all bold and blurry.
3. This is rather annoying, this one is. When I go onto the Items in the menu, whilst I have a item, weapon and armour but different amounts of each one like...
    2 potions
    1 Bronze sword
    3 bronze shields
The script reads it as having
    2 Potions
    2 Bronze Swords
    2 Bronze Shields.

It might be cos of modifications done to the script by me to fit me needs, or cos of actual errors in the finished versions, but I need them fixed.
In the spoilers are all of my versions of the scripts.
Spoiler for Status:
Code: [Select]
#-------------------------------------------------------------------------------
# Status : Has : Battler/etc, Stats
#-------------------------------------------------------------------------------
class Status_Actor < Window_Base
  def initialize(actor)
    super(0, 70, 319, 340)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh(actor)
  end
  def refresh(actor)
    self.contents.clear
    draw_actor_name(actor, 0,0)
    draw_actor_class(actor,175,0)
    draw_actor_level(actor, 0, 24)
    draw_actor_graphic(actor, 210, 90)
    battler= RPG::Cache.battler(actor.battler_name, actor.battler_hue)
    self.contents.blt(40, 75, battler, Rect.new(0, 0, 319, 340))
    draw_actor_state(actor, 105, 280)
  end
end
class Actor_Stats < Window_Base
  def initialize(actor)
    super(319,70,320,340)
    self.contents = Bitmap.new(width-32, height-32)
    refresh(actor)
  end
  def refresh(actor)
    self.contents.clear
    self.contents.draw_text(0,0,80,32,"________________")
    self.contents.draw_text(0, 0, 80, 32, "STATS")   
    draw_actor_hp(actor, 60,32,172)
    draw_actor_sp(actor, 60,64,172)
    for i in 0...6
      draw_actor_parameter(actor,60, 96+32*i, i)
    end
  end
end
class Scene_Status
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
  end
  def main
    @spriteset = Spriteset_Map.new
    # Acquiring the actor
    @actor = $game_party.actors[@actor_index]
    # Drawing up the actor's image Window and stats window
    @window_actor = Status_Actor.new(@actor)
    @window_stats = Actor_Stats.new(@actor)
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @window_actor.dispose
    @window_stats.dispose
    @spriteset.dispose
  end
end
Spoiler for Inventory:
Code: [Select]
class Window_Selectable
  alias initialize_old initialize
  def initialize(x, y, width, height)
    initialize_old(x, y, width, height)
    @column_max = 1
  end
end

class Window_Help < Window_Base
  def initialize
    super(0, 0, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
  end
end

class Window_Item < Window_Selectable
  def initialize
     if !$game_temp.in_battle
      super(320, 64, 320, 416)
      @column_max = 1
       refresh
      self.index = 0
    else
      super(0, 64, 640, 416)
      @column_max = 2
      refresh
      self.index = 0
      self.y = 64
      self.height = 256
      self.back_opacity = 160
    end
  end
 
    def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    if item.is_a?(RPG::Item) and
       $game_party.item_can_use?(item.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    if !$game_temp.in_battle
      x = 4
      y = index * 32
    else
        x = 4 + index % 2 * (288 + 32)
        y = index / 2 * 32
    end     
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    if !$game_temp.in_battle
      self.contents.blt(x+256, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(x, y, 212, 32, item.name, 0)
      self.contents.draw_text(x + 240, y, 16, 32, "|", 1)
    else
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
      self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
      self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
    end
  end
end

class Window_Target < Window_Selectable
  def initialize
    super(0, 0, 336, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    self.z += 10
    @item_max = $game_party.actors.size
    refresh
  end
 
  def refresh
    self.contents.clear
    for i in 0...$game_party.actors.size
      x = 4
      y = i * 116
      actor = $game_party.actors[i]
      draw_actor_name(actor, x, y)
      draw_actor_class(actor, x + 144, y)
      draw_actor_level(actor, x + 8, y + 32)
      draw_actor_state(actor, x + 8, y + 64)
      draw_actor_hp(actor, x + 152, y + 32)
      draw_actor_sp(actor, x + 152, y + 64)
      draw_actor_graphic(actor, x + 80, y + 55)
    end
  end
end

class Window_Stock < Window_Base
  def initialize
    super(0, 355,320, 125)
    self.contents = Bitmap.new(width - 32, height - 32)
  end
 
  def update_stock(item)
    self.contents.clear
    self.contents.font.name = $fontface
    number = $game_party.item_number(item.id)
    if item == nil
      @price = 0
    else
      @price = item.price / 2
    end
    self.contents.draw_text(0,0,168,32, "Stock  :", 0)
    self.contents.draw_text(200, 0, 24, 32, number.to_s, 2)
    self.contents.draw_text(0,40, 320, 32, "Sell Price:",0)
    self.contents.draw_text(176, 40, 48, 32, @price.to_s, 2)
  end
end

class Scene_Item
  def main
    @spriteset = Spriteset_Map.new
    @help_window = Window_Help.new
    @item_window = Window_Item.new
    if !$game_temp.in_battle
      @stock_window = Window_Stock.new
    end
    @item_window.help_window = @help_window
    @target_window = Window_Target.new
    @target_window.visible = false
    @target_window.active = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    if !$game_temp.in_battle
      @stock_window.dispose
    end
    @spriteset.dispose
    @help_window.dispose
    @item_window.dispose
    @target_window.dispose
  end

  alias update_old update_item
  def update_item
    @item = @item_window.item
    if !$game_temp.in_battle
      @stock_window.update_stock(@item)
    end
    update_old
  end
end
Spoiler for Menu:
Code: [Select]
#-------------------------------------------------------------------------------
# Features:
# > Upgraded Item Menu
#   -- Displays all items, how many in stock, and their sell price
# > Upgraded Status Menu
#   -- Streamlined design shows all necessary character information
# > Upgraded Main Menu
#   -- Shows both characters, icons for all their equipment, location window
#      gold and time windows
#   -- Icon display designed for use with Gullaime777's Multi-Slot-Equipment
#       if you aren't using the aforementioned script, but wish to use this
#       menu, PM/email me and I'll make a version for use without it
#-------------------------------------------------------------------------------
# Compatability:
#   Most likely incompatable with other CMSes
#   Most likely SDK compatable
#   Battler display WILL bug with ANY Animated Side View CBS
#   -No Known Incompatability Issues-
#-------------------------------------------------------------------------------
# Versions History:
#   1.00 - Finished all features, most likely bug free
#-------------------------------------------------------------------------------
# Bugs and Incompatability:
#  If you find bugs or incompatability issues with this script, contact me and
#  I will do what I can to make it compatable/fix whatever bugs you find
#-------------------------------------------------------------------------------
# Contact Info:
#   RMRK - NAMKCOR
#   ChaosProject - NAMKCOR
#   IMGHQ - NAMKCOR
#   E-Mail - Rockman922@aol.com -or- rockmanamkcor@yahoo.com
#-------------------------------------------------------------------------------
# Special Thanks:
#   Halestorm5 - for giving me my first CMS request :D
#-------------------------------------------------------------------------------
# This menu was created for Halestorm5 on rmrk
# This menu is only to be posted on RPG Maker Resource Kit, Chaos Project, and
# Infernal Monkey Games IQ (rmrk.net, chaosproject.co.nr, imghq.co.nr)
# if this script is posted on any site other than the ones mentioned above
# it is stolen and I would like to be contacted immediately
#===============================================================================

#===============================================================
#DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU ARE DOING!
#===============================================================

#-------------------------------------------------------------------------------
# Main Menu : Has : WindowStatus, Location, Gold, Time, Command Window
#-------------------------------------------------------------------------------
class Window_MenuStatus < Window_Selectable
  def initialize
    super(0, 0, 440, 240)
    @column_max = 2
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
#    self.contents.font.size = $fontsize
    refresh
    self.active = false
    self.index = -1
  end
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = 10 + 200 * i
      y = 5
      actor = $game_party.actors[i]
      if actor != nil
          battler= RPG::Cache.battler(actor.battler_name, actor.battler_hue)
          self.contents.blt(25 + 200*i, 23, battler, Rect.new(0, 0, 319, 340))
          draw_actor_name(actor, x, y)
          draw_actor_hp(actor, x,150,172)
          draw_actor_sp(actor, x, 170, 172)
      end
    end
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(@index * 200, 0, 200, self.height - 32)
    end
  end
end

class EQ_Window < Window_Base
  def initialize(id)
    super(0,0,220,60)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh(id)
  end
  def refresh(id)
    actor = $game_party.actors[id]
#    item = actor.equipments
#    for i in 0...item.size
#      if item[i] != nil
#        bitmap = RPG::Cache.icon(item[i].icon_name)
#        self.contents.blt(30*i, 0, bitmap, Rect.new(0, 0, 24, 24))
      end
    end
#  end
#end

class Location_Window < Window_Base
  def initialize
    super(200,360,250,60)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    data = load_data("Data/MapInfos.rxdata")
    self.contents.draw_text(0,0,227,28,data[$game_map.map_id].name, 0)
  end
end

class Scene_Menu
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  def main
    @spriteset = Spriteset_Map.new
    # Drawing up the command window
    s1 = $data_system.words.item
    s2 = $data_system.words.skill
    s3 = $data_system.words.equip
    s4 = "Status"
    s5 = "End Game"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
    @command_window.index = @menu_index
    @command_window.x = 472
    @command_window.y = 30
    # When party number of people 0 is
    if $game_party.actors.size == 0
      # Nullifying the item, skill, equipment and status
      @command_window.disable_item(0)
      @command_window.disable_item(1)
      @command_window.disable_item(2)
      @command_window.disable_item(3)
    end
    # In case of saving prohibition
    if $game_system.save_disabled
      # Saving is made invalid
      @command_window.disable_item(4)
    end
    @p1_window = EQ_Window.new (0)
    @p1_window.x = 25
    @p1_window.y = 290
    @p2_window = EQ_Window.new (1)
    @p2_window.x = 245
    @p2_window.y = 290
    @locationiseverything = Location_Window.new
    # Drawing up the play time window
    @playtime_window = Window_Steps.new
    @playtime_window.x = 25
    @playtime_window.y = 360
    # Drawing up the Goldwyn dough
    @gold_window = Window_Gold.new
    @gold_window.x = 472
    @gold_window.y = 360
    # Drawing up the status window
    @status_window = Window_MenuStatus.new
    @status_window.x = 25
    @status_window.y = 50
    # Transition execution
    Graphics.transition
    # Main loop
    loop do
      # Renewing the game picture
      Graphics.update
      # Updating the information of input
      Input.update
      # ??????
      update
      # When the picture changes, discontinuing the loop
      if $scene != self
        break
      end
    end
    # Transition preparation
    Graphics.freeze
    # Releasing the window
    @command_window.dispose
    @playtime_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @p1_window.dispose
    @p2_window.dispose
    @locationiseverything.dispose
    @spriteset.dispose
  end
  def update
    # Renewing the window
    @command_window.update
    @playtime_window.update
    @gold_window.update
    @status_window.update
    @p1_window.refresh(0)
    @p2_window.refresh(1)
    @locationiseverything.refresh
    @spriteset.update
    # When the command window is active,: Update_command is called
    if @command_window.active
      update_command
      return
    end
    # When the status window is active,: Update_status is called
    if @status_window.active
      update_status
      return
    end
  end
end

So NAMKCOR (Or anyone who can help), can you help with this? Also, I dunno if I should make a new thread or not for this, so I posted here  :-\
(And Im betting NAMKCOR can't get on here)

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@Zeldrak - That party select screen in the link can already hold quite a few characters. I know, for my game 'Apocalypse' uses it.

~Edit
Are you changing variables, switches, or anything at all when you start a quest. If so, say which, and what ID they start at.

Also, how's that example coming along?
« Last Edit: April 09, 2008, 07:08:54 PM by Rune »
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OMFG look!! Text! :D
i got nearly all the faces hand drawn now, i'll just scan them and put one here so that you can use as a sample.

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OMFG look!! Text! :D
here they are, use these as mockups for now:

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wow, those look good zeldrak

well, you look busy, so sorry to bother, but could you take a look at this?

http://rmrk.net/index.php/topic,25832.0.html

I'm having a really hard time finding people to help me with it >_>

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here they are, use these as mockups for now:

Um... Sorry to mention this, but I meant the character picture at the side of the status screen xD
Though, those may be helpful for the Menu screen. :D
Sincerely,
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OMFG look!! Text! :D
the picture on the status screen... hmm. i have only 1 made, but it can do perfectly. What's the preferable size?

I have a full body, which would be the perfect pics to put on the status screen.

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Thanks to a few RL wrenches, I'm not done with my end yet. I don't think you'll be disappointed though.

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the picture on the status screen... hmm. i have only 1 made, but it can do perfectly. What's the preferable size?

I have a full body, which would be the perfect pics to put on the status screen.
In the long run, it's up to you, it's your status screen. But try not to make it larger than 240x448 pixels if you can. ;)
Imo, a character pic from the waist up would look great, but again, it's your game.
« Last Edit: April 12, 2008, 10:11:48 AM by Rune »
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OMFG look!! Text! :D
have that be the character size then, i'll make waist-up sketches to fit there.

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Okay then ;8
I'll start that part tomorrow, I'm getting kicked off computer now >_>

~Edit
Ugh, sorry, I meant 240x448 pixels >_>
Hope that ain't too late...
« Last Edit: April 12, 2008, 10:12:02 AM by Rune »
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Zeldrak. Would it be okay if you used variables to start/end quests? If so, which variables would be the most convenient to use? (Gimme a range, for example: 50-150)
Sincerely,
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the first 50, since i haven't created any variables yet.

i'll save the first 50 spots for variables and about 100 switches. ig you wante me to save some more, tell me.

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Around how many quests are you going to have altogether? Something tells me 50 ain't gonna do it, and switches aren't enough unless you're planning on using two or three for each quest, which I ain't planning to script. ;8

Variables would be better, just decide around how many quests you're going to have altogether, and save that many variables (preferably grouped together).

Could you tell me:
1) Around how many main quests you're going to have
2) The same, but with Subquests
3) Then Summon Quests

This is just so I can get a rough idea of where to start with the variables in each section.
Sincerely,
Your conscience.

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at this point it's hard to say how many main quests i'll have.

As i haven't structered the full story to an extention where that can be predicted, it's very hard for em to get an accurate number.

as for summon quests, i'll only have about 6 quests. you should decide on the variables.

Side quests are still being planed. but i'd like to have a good amount of them to keep the player entertained through a good part of the game before progressing further into the main story.

Just add me to MSN like shinami did, it' easier to discuss things this way.
I might have a number for those tomorrow, if i get some more ideas for the main part of the story.

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I have a cms request... I need a new ring menu script...
If possible I would like it to zoom in when it is opened. I have some pics to help you understand what I need...
My main screen will look similiar to this. The light gray will be icons or pictures with text under them saying the name of the option. The dark gray will be the game info; it should have the following info: play time, location, steps, and money. When an option is selected the pics or icons for the choices move out and the new scene info is displayed within the ring. Basically the options(item, skill, equip, etc) are always visible and new info is always placed in the ring(like the jak and daxter series^^) I would also like a quest system for my menu

If you need more info, ask what you need^^

EDIT*
I forgot... it is a one hero menu request...
« Last Edit: April 15, 2008, 08:08:54 PM by brandonjenkins »


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Chibedisetiny( I know I spelled your name wrong.)

I know a CMs similar to that. You won't be disapointed.

http://www.hbgames.org/forums/index.php?topic=36228

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(...I just realized this hasn't been updated since april.)
I know, Shinami and myself have been busy with Zeldrak's request.
Speaking of which, have you finished what I couldn't do, Shinami?

I can't seem to get that link to work, but if you need it editing in any way, chibidestiny, send me the script and the edit, and I'll be happy to help ;)

Also, just a reminder that this place ain't dead, the Script Shop is still open. If anyone has any requests, either myself or one of my slaves associates will be more than happy to fulfill it, provided it isn't too complicated for the maker.
Sincerely,
Your conscience.

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I meant the link that Caesis posted.
Sincerely,
Your conscience.

*
Crew Slut
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You'll love it!
For taking a crack at the RMRK Wiki


Would it be possible to make a CMS like that? The outer red ring is health, and ould be a separate image, and would fade from solid to transparent when you loose health, and same with the green inner ring, but for EXP, and it'd become solid when you gain more exp.
What addition graphics would I need, too? Like a colored version of each panel? (If it's possible...)

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could you make a script so when you used a weapon enough u learn a new skill...u know like in FF7 when you used enough limit breaks u learned a new...sorta like that but with weapons....or even magic if it can be done...like use Fire 100 times and then learn Fire II Type thing...thx

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I don't think I'd be able to do either of those three scripts >_>

I'm not sure any other scripters pay any attention to this thread either... I'm beginning to think this thread was a bad idea.

If noone else replies with positive feedback, I suggest you take these elsewhere, post them outside this thread, they'd be more noticeable then.
Sincerely,
Your conscience.

********
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\\\\\
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Do you still perform scripts in this thread? If not, I mean, you could always lock it and put [Closed] in the title, or not lock it and put closed up there, etc. Idk, whatever keeps the people away from posting lol.

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I do still do scripts, it's just that more than half the requests I get, I can't do.
I may as well close this, it isn't achieving anything anymore.
Sincerely,
Your conscience.