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Simple Script Shop

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*******
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Returned from the dead.
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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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
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

FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
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*******
Rep:
Level 90
Returned from the dead.
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
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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?