Hey all you crazy scripters, hows life? :)
I'm currently working on a little custom menu. Right now I'm a bit stuck. I would like the actor's current weapon and shield to be displayed under their HP and MP.
Everything I've tried has just thrown errors back at me.
This is my latest attempt. I tried to place -
draw_equipments(actor, x)
Inside the "draw_actor_simple_status"
And above it, I placed.
def draw_equipments(x, y)
@actor.equips.each_with_index do |item, i|
draw_item_name(item, x, y + line_height * i)
end
end
This just ends up giving me the error "Undefined method for 'equips'"
I don't know how to explain to it what equips is, as I'm not even sure what/where it is.
- part 2: actors in grid-
Hey, good to see you again. Glad you stuck with me and my idiocy.
I would like the actors to show up 2x2 (like the mockup) but currently, they just kinda continue off the screen.
Here is a mock up -
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fi5bizRX.png&hash=57e063ba891d1a24b7afdba4dd68c05dc1976154)
This is what I have so far -
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCfsnICw.png&hash=00090ccd8a9a12a91b979ac765e95d8c8c3b3839)
draw_item_name(item, x, y, enabled?)
From what I've found, that is what draws the item name + icon.
for item you would use @actor.equips[index] Obviously make sure you are using @actor correctly and index is a number 0-? (you'll have to mess with it because I really don't know much about it haha) but it corresponds to the equip slots for each actor.
For the grid part, you'll need a formula for the x/y values. Here's one that i whipped up. If you need help actually making it work with your script, then I'll need your menu script xD
Well, that's disappointing. I thought I would be able to put it in myself, but nope, I failed. :(
All I did was make it error.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIj5vGfL.png&hash=dee4ece67142b50b6ca1856fa49de8a829131bd5)
Well, here's the script. .-.
I don't know how to write script so I 'make' them by stealing pieces from the RTP scripts.
class Window_Base < Window
def draw_actor_simple_status(actor, x, y)
draw_actor_hp(actor, x, y)
draw_actor_mp(actor, x, y + line_height * 1)
end
end
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :pending_index # Pending position (for formation)
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, window_width, window_height)
@pending_index = -1
refresh
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
Graphics.width - 0
end
#--------------------------------------------------------------------------
# * Get Window Height
#--------------------------------------------------------------------------
def window_height
Graphics.height - 160
end
#--------------------------------------------------------------------------
# * Get Number of Items
#--------------------------------------------------------------------------
def item_max
$game_party.members.size
end
#--------------------------------------------------------------------------
# * Get Item Height
#--------------------------------------------------------------------------
def item_height
(height - standard_padding * 2) /2
end
#--------------------------------------------------------------------------
# * Get Item Width
#--------------------------------------------------------------------------
def item_width
(width - standard_padding * 2 + spacing) / col_max - spacing
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index)
actor = $game_party.members[index]
enabled = $game_party.battle_members.include?(actor)
rect = item_rect(index)
draw_item_background(index)
draw_actor_face(actor, rect.x + 1, rect.y + 1, true)
draw_actor_simple_status(actor, rect.x + 108, rect.y + line_height / 2)
end
#--------------------------------------------------------------------------
# * Draw Background for Item
#--------------------------------------------------------------------------
def draw_item_background(index)
if index == @pending_index
contents.fill_rect(item_rect(index), pending_color)
end
end
#--------------------------------------------------------------------------
# * Processing When OK Button Is Pressed
#--------------------------------------------------------------------------
def process_ok
super
$game_party.menu_actor = $game_party.members[index]
end
#--------------------------------------------------------------------------
# * Restore Previous Selection Position
#--------------------------------------------------------------------------
def select_last
select($game_party.menu_actor.index || 0)
end
#--------------------------------------------------------------------------
# * Set Pending Position (for Formation)
#--------------------------------------------------------------------------
def pending_index=(index)
last_pending_index = @pending_index
@pending_index = index
redraw_item(@pending_index)
redraw_item(last_pending_index)
end
end
#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
# This command window appears on the menu screen.
#==============================================================================
class Window_MenuCommand < Window_Command
#--------------------------------------------------------------------------
# * Initialize Command Selection Position (Class Method)
#--------------------------------------------------------------------------
def self.init_command_position
@@last_command_symbol = nil
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0)
select_last
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 544
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
item_max
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
add_main_commands
add_formation_command
add_original_commands
add_save_command
add_game_end_command
end
#--------------------------------------------------------------------------
# * Add Main Commands to List
#--------------------------------------------------------------------------
def add_main_commands
add_command(Vocab::item, :item, main_commands_enabled)
add_command(Vocab::equip, :equip, main_commands_enabled)
add_command(Vocab::status, :status, main_commands_enabled)
end
#--------------------------------------------------------------------------
# * Add Formation to Command List
#--------------------------------------------------------------------------
def add_formation_command
end
#--------------------------------------------------------------------------
# * For Adding Original Commands
#--------------------------------------------------------------------------
def add_original_commands
end
#--------------------------------------------------------------------------
# * Add Save to Command List
#--------------------------------------------------------------------------
def add_save_command
add_command(Vocab::save, :save, save_enabled)
end
#--------------------------------------------------------------------------
# * Add Exit Game to Command List
#--------------------------------------------------------------------------
def add_game_end_command
end
#--------------------------------------------------------------------------
# * Add Save to Command List
#--------------------------------------------------------------------------
def add_save_command
add_command(Vocab::save, :save, save_enabled)
end
#--------------------------------------------------------------------------
# * Get Activation State of Main Commands
#--------------------------------------------------------------------------
def main_commands_enabled
$game_party.exists
end
#--------------------------------------------------------------------------
# * Get Activation State of Formation
#--------------------------------------------------------------------------
def formation_enabled
$game_party.members.size >= 2 && !$game_system.formation_disabled
end
#--------------------------------------------------------------------------
# * Get Activation State of Save
#--------------------------------------------------------------------------
def save_enabled
!$game_system.save_disabled
end
#--------------------------------------------------------------------------
# * Processing When OK Button Is Pressed
#--------------------------------------------------------------------------
def process_ok
@@last_command_symbol = current_symbol
super
end
#--------------------------------------------------------------------------
# * Restore Previous Selection Position
#--------------------------------------------------------------------------
def select_last
select_symbol(@@last_command_symbol)
end
# =-=-=-=-
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
return 1
end
#--------------------------------------------------------------------------
# * Get Digit Count
#--------------------------------------------------------------------------
def col_max
return 4
end
#--------------------------------------------------------------------------
# * Get Spacing for Items Arranged Side by Side
#--------------------------------------------------------------------------
def spacing
return 8
end
#--------------------------------------------------------------------------
# * Calculate Width of Window Contents
#--------------------------------------------------------------------------
def contents_width
(item_width + spacing) * item_max - spacing
end
#--------------------------------------------------------------------------
# * Calculate Height of Window Contents
#--------------------------------------------------------------------------
def contents_height
item_height
end
#--------------------------------------------------------------------------
# * Get Leading Digits
#--------------------------------------------------------------------------
def top_col
ox / (item_width + spacing)
end
#--------------------------------------------------------------------------
# * Set Leading Digits
#--------------------------------------------------------------------------
def top_col=(col)
col = 0 if col < 0
col = col_max - 1 if col > col_max - 1
self.ox = col * (item_width + spacing)
end
#--------------------------------------------------------------------------
# * Get Trailing Digits
#--------------------------------------------------------------------------
def bottom_col
top_col + col_max - 1
end
#--------------------------------------------------------------------------
# * Set Trailing Digits
#--------------------------------------------------------------------------
def bottom_col=(col)
self.top_col = col - (col_max - 1)
end
#--------------------------------------------------------------------------
# * Scroll Cursor to Position Within Screen
#--------------------------------------------------------------------------
def ensure_cursor_visible
self.top_col = index if index < top_col
self.bottom_col = index if index > bottom_col
end
#--------------------------------------------------------------------------
# * Get Rectangle for Displaying Items
#--------------------------------------------------------------------------
def item_rect(index)
rect = super
rect.x = index * (item_width + spacing)
rect.y = 0
rect
end
#--------------------------------------------------------------------------
# * Get Alignment
#--------------------------------------------------------------------------
def alignment
return 1
end
#--------------------------------------------------------------------------
# * Move Cursor Down
#--------------------------------------------------------------------------
def cursor_down(wrap = false)
end
#--------------------------------------------------------------------------
# * Move Cursor Up
#--------------------------------------------------------------------------
def cursor_up(wrap = false)
end
#--------------------------------------------------------------------------
# * Move Cursor One Page Down
#--------------------------------------------------------------------------
def cursor_pagedown
end
#--------------------------------------------------------------------------
# * Move Cursor One Page Up
#--------------------------------------------------------------------------
def cursor_pageup
end
#-=-=-=-=-=-=-=-=
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# * Start Processing
#--------------------------------------------------------------------------
def start
super
create_command_window
create_gold_window
create_status_window
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_MenuCommand.new
@command_window.y = 32
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:equip, method(:command_personal))
@command_window.set_handler(:status, method(:command_personal))
@command_window.set_handler(:save, method(:command_save))
@command_window.set_handler(:cancel, method(:return_scene))
end
#--------------------------------------------------------------------------
# * Create Gold Window
#--------------------------------------------------------------------------
def create_gold_window
end
#--------------------------------------------------------------------------
# * Create Status Window
#--------------------------------------------------------------------------
def create_status_window
@status_window = Window_MenuStatus.new(@command_window.width, 0)
@status_window.x = 0
@status_window.y = 128
end
#--------------------------------------------------------------------------
# * [Item] Command
#--------------------------------------------------------------------------
def command_item
SceneManager.call(Scene_Item)
end
#--------------------------------------------------------------------------
# * [Skill], [Equipment] and [Status] Commands
#--------------------------------------------------------------------------
def command_personal
@status_window.select_last
@status_window.activate
@status_window.set_handler(:ok, method(:on_personal_ok))
@status_window.set_handler(:cancel, method(:on_personal_cancel))
end
#--------------------------------------------------------------------------
# * [Formation] Command
#--------------------------------------------------------------------------
def command_formation
@status_window.select_last
@status_window.activate
@status_window.set_handler(:ok, method(:on_formation_ok))
@status_window.set_handler(:cancel, method(:on_formation_cancel))
end
#--------------------------------------------------------------------------
# * [Save] Command
#--------------------------------------------------------------------------
def command_save
SceneManager.call(Scene_Save)
end
#--------------------------------------------------------------------------
# * [Exit Game] Command
#--------------------------------------------------------------------------
def command_game_end
SceneManager.call(Scene_End)
end
#--------------------------------------------------------------------------
# * [OK] Personal Command
#--------------------------------------------------------------------------
def on_personal_ok
case @command_window.current_symbol
when :skill
SceneManager.call(Scene_Skill)
when :equip
SceneManager.call(Scene_Equip)
when :status
SceneManager.call(Scene_Status)
end
end
#--------------------------------------------------------------------------
# * [Cancel] Personal Command
#--------------------------------------------------------------------------
def on_personal_cancel
@status_window.unselect
@command_window.activate
end
#--------------------------------------------------------------------------
# * Formation [OK]
#--------------------------------------------------------------------------
def on_formation_ok
if @status_window.pending_index >= 0
$game_party.swap_order(@status_window.index,
@status_window.pending_index)
@status_window.pending_index = -1
@status_window.redraw_item(@status_window.index)
else
@status_window.pending_index = @status_window.index
end
@status_window.activate
end
#--------------------------------------------------------------------------
# * Formation [Cancel]
#--------------------------------------------------------------------------
def on_formation_cancel
if @status_window.pending_index >= 0
@status_window.pending_index = -1
@status_window.activate
else
@status_window.unselect
@command_window.activate
end
end
end