heres what i want it to look like:
where it says: "equip weapons", if you click on it, i want it to bring the cursor to the window where all of the weapons that you have are listed.
and you can only have a maximum of 8 weapons, and 7 items at a time,
if you have 7 items and you get another, then the item in your 7th slot is replaced with the one that you just got.
and in the same window where it says "kills" right below the word "kills" (but still in the same window) i need it to say "Coins:" and then the amount of money that I have.
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi163.photobucket.com%2Falbums%2Ft284%2Ffadarkrmxp%2Fswtitle.jpg&hash=90289cecfe00cab0465f10d9e15eb3fb064d90eb)
and heres what i already have:
[spoiler]#===================================================
# - CLASS Your_Scene Begins
#===================================================
class Your_Scene
#---------------------------------------------------------------------------------
def initialize
end
#---------------------------------------------------------------------------------
def main
@window1 = Window1.new
@window1.x =0
@window1.y =0
@window1.height = 421
@window1.width = 240
#@window1.z = 200
@window2 = Window2.new
@window2.x =517
@window2.y =0
@window2.height = 421
@window2.width = 123
#@window2.z = 200
@window3 = Window3.new
@window3.x =239
@window3.y =0
@window3.height = 56
@window3.width = 120
#@window3.z = 200
@window4 = Window4.new
@window4.x =239
@window4.y =364
@window4.height = 57
@window4.width = 279
#@window4.z = 200
@window5 = Window5.new
@window5.x =358
@window5.y =0
@window5.height = 56
@window5.width = 159
#@window5.z = 200
@window6 = Window6.new
@window6.x =239
@window6.y =55
@window6.height = 310
@window6.width = 279
#@window6.z = 200
@window7 = Window7.new
@window7.x =0
@window7.y =420
@window7.height = 60
@window7.width = 640
#@window7.z = 200
Graphics.transition
loop do
Graphics.update
Input.update
#update
if $scene != self
break
end
end
Graphics.freeze
@window1.dispose
@window2.dispose
@window3.dispose
@window4.dispose
@window5.dispose
@window6.dispose
@window7.dispose
end
#---------------------------------------------------------------------------------
#---------------------------------------------------------------------------------
def update
end
#---------------------------------------------------------------------------------
end
#===================================================
# - CLASS Your_Scene Ends
#===================================================
#===================================================
# - CLASS Window1 Begins
#===================================================
class Window1 < Window_Base
#---------------------------------------------------------------------------------
def initialize
super(0, 0, 240,421)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
self.contents.font.color = text_color(0)
self.contents.draw_text(0, 0, 33, 33, "1")
end
#---------------------------------------------------------------------------------
end
#===================================================
# - CLASS Window1 Ends
#===================================================
#===================================================
# - CLASS Window2 Begins
#===================================================
class Window2 < Window_Base
#---------------------------------------------------------------------------------
def initialize
super(0, 0, 123,421)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
self.contents.font.color = text_color(0)
self.contents.draw_text(0, 0, 33, 33, "2")
end
#---------------------------------------------------------------------------------
end
#===================================================
# - CLASS Window2 Ends
#===================================================
#===================================================
# - CLASS Window3 Begins
#===================================================
class Window3 < Window_Base
#---------------------------------------------------------------------------------
def initialize
super(0, 0, 120,56)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
self.contents.font.color = text_color(0)
self.contents.draw_text(0, 0, 33, 33, "3")
end
#---------------------------------------------------------------------------------
end
#===================================================
# - CLASS Window3 Ends
#===================================================
#===================================================
# - CLASS Window4 Begins
#===================================================
class Window4 < Window_Base
#---------------------------------------------------------------------------------
def initialize
super(0, 0, 279,57)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
self.contents.font.color = text_color(0)
self.contents.draw_text(0, 0, 33, 33, "4")
end
#---------------------------------------------------------------------------------
end
#===================================================
# - CLASS Window4 Ends
#===================================================
#===================================================
# - CLASS Window5 Begins
#===================================================
class Window5 < Window_Base
#---------------------------------------------------------------------------------
def initialize
super(0, 0, 159,56)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
self.contents.font.color = text_color(0)
self.contents.draw_text(0, 0, 33, 33, "5")
end
#---------------------------------------------------------------------------------
end
#===================================================
# - CLASS Window5 Ends
#===================================================
#===================================================
# - CLASS Window6 Begins
#===================================================
class Window6 < Window_Base
#---------------------------------------------------------------------------------
def initialize
super(0, 0, 279,310)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
self.contents.font.color = text_color(0)
self.contents.draw_text(0, 0, 33, 33, "6")
end
#---------------------------------------------------------------------------------
end
#===================================================
# - CLASS Window6 Ends
#===================================================
#===================================================
# - CLASS Window7 Begins
#===================================================
class Window7 < Window_Base
#---------------------------------------------------------------------------------
def initialize
super(0, 0, 640,60)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
self.contents.font.color = text_color(0)
self.contents.draw_text(0, 0, 33, 33, "7")
end
#---------------------------------------------------------------------------------
end
#===================================================
# - CLASS Window7 Ends
#=================================================== [/spoiler]
Thanks in advance!
how'd you the window in the background of the image? did you you use some kind of generater?
I think he's already made the windows, he just needs help putting stuff in them...
I'm not sure how to do it the way you've done it... but my way, you'd need a lot of windows...
Would it be okay if I made one from scratch?
[EDIT]
I've done most of it... but I haven't learned how to do commands like: Use a specific item or activate a common event... And I wasn't sure how to do the equipped weapon, weapon 2, weapon 3... etc... so you'll have to get someone else to do those for you...
Also, I couldn't get the "Coins" in the same window as "Kills" So I put Window_Gold in there... you'll just have to change your currency to 'Coins' in the database :)
Anyway... enough blabber... here's what i've done:
[spoiler]# "Main Menu" Window
class Window_Menu < Window_Base
def initialize
super(0, 0, 128, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
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 = system_color
self.contents.draw_text(4, 0, 120-cx-2, 32, "Main Menu", 2)
end
end
# "Stick Warriors" Window
class Window_Swarriors < Window_Base
def initialize
super(0, 0, 256, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = $defaultfontsize
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(40, 0, 128, 32, "Stick Warriors", 2)
end
end
# Ammo Window
class Window_Var < Window_Base
def initialize
super(0, 0, 256, 288)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = $defaultfontsize
refresh
end
def refresh
self.contents.clear
@pammo = $game_variables[26]
@mchgnammo = $game_variables[27]
@sbmgnam = $game_variables[28]
@rfam = $game_variables[29]
@snrflammo = $game_variables[30]
@rckt = $game_variables[31]
@lsrgn = $game_variables[32]
@lghtsbr = $game_variables[33]
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 128, 32, "Pistol Ammo:", 2)
self.contents.draw_text(0, 32, 128, 32, "Machine Gun Ammo:", 2)
self.contents.draw_text(0, 64, 128, 32, "Sub-Machine Gun Ammo:", 2)
self.contents.draw_text(0, 96, 128, 32, "Rifle Ammo:", 2)
self.contents.draw_text(0, 128, 128, 32, "Sniper Rifle Ammo:", 2)
self.contents.draw_text(0, 160, 128, 32, "Rocket Launcher:", 2)
self.contents.draw_text(0, 192, 128, 32, "Laser Focuser Battery:", 2)
self.contents.draw_text(0, 224, 128, 32, "Lightsaber Battery:", 2)
self.contents.font.color = normal_color
self.contents.draw_text(96, 0, 128, 32, @pammo.to_s, 1)
self.contents.draw_text(96, 32, 128, 32, @mchgnammo.to_s, 1)
self.contents.draw_text(96, 64, 128, 32, @sbmgnam.to_s, 1)
self.contents.draw_text(96, 96, 128, 32, @rfam.to_s, 1)
self.contents.draw_text(96, 128, 128, 32, @snrflammo.to_s, 1)
self.contents.draw_text(96, 160, 128, 32, @rckt.to_s, 1)
self.contents.draw_text(96, 192, 128, 32, @lsrgn.to_s, 1)
self.contents.draw_text(96, 224, 128, 32, @lghtsbr.to_s, 1)
end
end
# Location Window
$data_mapinfos = load_data('Data/MapInfos.rxdata')
class Window_Steps
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(96, 0, 516, 32, name)
end
end
# Kills Window
class Window_Kills < Window_Base
def initialize
super(0, 0, 128, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = $defaultfontsize
refresh
end
def refresh
self.contents.clear
@kills = $game_variables[25]
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 64, 32, "Kills: ", 2)
self.contents.font.color = normal_color
self.contents.draw_text(64, 0, 32, 32, @kills.to_s, 1)
end
end
# Gold Window Edit
class Window_Gold
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
end
end
# Menu Status Window Edit
class Window_MenuStatus
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 480
actor = $game_party.actors[i]
draw_actor_graphic(actor, x + 32, y + 128)
draw_actor_name(actor, x - 64, y + 32)
draw_actor_class(actor, x + 64, y + 96)
draw_actor_level(actor, x - 64, y + 96)
draw_actor_state(actor, x, y + 32)
draw_actor_exp(actor, x - 64, y + 160)
draw_actor_hp(actor, x - 64, y + 128)
end
end
end
# Actual Menu
class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
s1 = "Return To Game"
s2 = $data_system.words.equip
s3 = "Use Item #1"
s4 = "Use Item #2"
s5 = "Use Item #3"
s6 = "Use Item #4"
s7 = "Use Item #5"
s8 = "Use Item #6"
s9 = "Use Item #7"
s10 = "Common Event"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8, s9, s10])
@command_window.x = 480
@command_window.index = @menu_index
if $game_party.actors.size == 0
@command_window.disable_item(1)
end
@menu_window = Window_Menu.new
@menu_window.x = 228
@menu_window.y = 0
@loc_window = Window_Steps.new
@loc_window.x = 0
@loc_window.y = 416
@war_window = Window_Swarriors.new
@war_window.x = 228
@war_window.y = 352
@status_window = Window_MenuStatus.new
@status_window.x = 0
@status_window.y = 0
@var_window = Window_Var.new
@var_window.x = 228
@var_window.y = 64
@kills_window = Window_Kills.new
@kills_window.x = 356
@kills_window.y = 0
@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 352
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@menu_window.dispose
@war_window.dispose
@status_window.dispose
@var_window.dispose
@loc_window.dispose
@kills_window.dispose
@gold_window.dispose
end
def update
@command_window.update
@menu_window.update
@war_window.update
@status_window.update
@var_window.update
@loc_window.update
@kills_window.update
@gold_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.cancel_se)
$scene = Scene_Map.new
when 1
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new
when 2
$game_system.se_play($data_system.decision_se)
when 3
$game_system.se_play($data_system.decision_se)
when 4
$game_system.se_play($data_system.decision_se)
when 5
$game_system.se_play($data_system.decision_se)
when 6
$game_system.se_play($data_system.decision_se)
when 7
$game_system.se_play($data_system.decision_se)
when 8
$game_system.se_play($data_system.decision_se)
when 9
$game_system.se_play($data_system.decision_se)
end
return
end
end
end
You'll also have to go into Scene_Equip and find these lines
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(2)
return
end
Change the '2' to '1'
[/spoiler]
Hope this helps :D
it's nice but i think you didnt get what i was saying. i dont want it to say "use item #1" or whatever. i want it to say the name of the item. it's like a mini item inventory. same with equiping the weapons. iwant it to say the name of the weapon there. nice job though! ;D
I know that :D I just didn't know which items you wanted to use
And I wasn't sure how to get it so your equipped weapon appeared at the top... i'll try and learn that next but if anyone wants to take over with it then feel free :D
ok! ;D