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Simple Script Shop

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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>"?