Hello guys, I use this menu:
http://www.mundorpgmaker.com/forum/index.php?topic=20296.0
I wish I could insert a picture instead of the face, as in the example image:
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fimg145.imageshack.us%2Fimg145%2F9171%2Fmenp.png&hash=e9be6611d9bf96152b80650a7780f26430197c4e)
I do i do?
Here ya go.
module KPMH_Settings
ACTOR_PICTURES ={
# Actor ID => Filename
1 => "Ralph",
2 => "Ralph",
3 => "Ralph",
4 => "Ralph",
}
PICTURE_Y_OFFSET = 16 # Y-Offset of your picture
CLASS_Y_OFFSET = 32 # Y-Offset of the class name text.
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This is a superclass of all windows in the game.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Image
# filename : filename
# face_index : Face graphic index
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# size : Display size
#--------------------------------------------------------------------------
def draw_image(filename, x, y)
bitmap = Cache.picture(filename)
rect = Rect.new(0, 0, 0, 0)
rect.width = bitmap.width
rect.height = bitmap.height
self.contents.blt(x, y, bitmap, rect)
bitmap.dispose
end
end
#==============================================================================
# Window_HMS
#------------------------------------------------------------------------------
# Janela que exibe os status dos membros da equipe no menu.
#==============================================================================
class Window_HMS < Window_Selectable
#--------------------------------------------------------------------------
# Atualização
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
create_contents
# Define @fw (face width: largura da face) para organização
for actor in $game_party.members
# Exibição dos nomes dos personagens
self.contents.font.color = system_color
@cell_size
self.contents.font.name = KPMH_Settings::MENU_FONT
self.contents.draw_text(actor.index * @cell_size, 0, @cell_size, WLH,
actor.name, 1)
# Exibição dos arquivos de faces dos personagens
if KPMH_Settings::STATUS_WINDOW_MODE == 0 ||
KPMH_Settings::STATUS_WINDOW_MODE == 2
draw_image(KPMH_Settings::ACTOR_PICTURES[actor.id], actor.index * (544 / 4), KPMH_Settings::PICTURE_Y_OFFSET)
end
# Exibição dos gráficos dos personagens
if KPMH_Settings::STATUS_WINDOW_MODE == 1
draw_character(actor.character_name, actor.character_index,
actor.index * @cell_size + @cell_size / 2, WLH + 64)
end
if KPMH_Settings::STATUS_WINDOW_MODE == 2
x = @column_max > 4 ? actor.index * @cell_size + 20 : actor.index *
@cell_size + @cell_size / 2 - 34
y = @column_max > 4 ? WLH + 5 + (96 - @cell_size) / 2 +
@cell_size - 8 - 4 : WLH + 94
draw_character(actor.character_name, actor.character_index, x, y)
end
# Exibição das classes dos personagens
self.contents.font.color = normal_color
self.contents.draw_text(actor.index * @cell_size, 96 + WLH + KPMH_Settings::CLASS_Y_OFFSET, @cell_size,
WLH, actor.class.name, 1)
# Exibição do estado físico dos personagens
draw_actor_state(actor, actor.index * @cell_size, WLH * 2 + 96,
@cell_size)
# Exibição da nível dos personagens
draw_actor_exp(actor, actor.index * @cell_size, WLH * 3 + 96,
@cell_size - 8)
# Exibição do HP dos personagens
draw_actor_hp(actor, actor.index * @cell_size, WLH * 5 + 96,
@cell_size - 8)
# Exibição do MP dos personagens
draw_actor_mp(actor, actor.index * @cell_size, WLH * 6 + 96,
@cell_size - 8)
end
end
end
Enter this below your script. Tell me if there are any problems with it.
I renamed the picture with the name 'Ralph', but I will not show.
There is always the face of the character ;_;
Oh, I forgot to mention that you have to put the picture in your Graphics/Pictures folder.
Yeah =)
I entered the picture in the Pictures folder, but does not work :P
That's weird. Did you change the actor ID's to the actor ID of your actors?
I called the Pictures 'Ralph', with ID1 and the character, too °_°
Something wrong?
Change the name of the picture to Ralph without the quotation marks.
It works perfectly, thanks!
I have a problem though.
You can enter the 'selectable', as big as the pictures? If the box is not as big as your face.
Here you go.
module KPMH_Settings
ACTOR_PICTURES ={
# Actor ID => Filename
1 => "Ralph",
2 => "Ralph",
3 => "Ralph",
4 => "Ralph",
}
PICTURE_Y_OFFSET = 16
CLASS_Y_OFFSET = 32
CURSOR_WIDTH = 136
CURSOR_HEIGHT = 130
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This is a superclass of all windows in the game.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Image
# filename : filename
# face_index : Face graphic index
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# size : Display size
#--------------------------------------------------------------------------
def draw_image(filename, x, y)
bitmap = Cache.picture(filename)
rect = Rect.new(0, 0, 0, 0)
rect.width = bitmap.width
rect.height = bitmap.height
self.contents.blt(x, y, bitmap, rect)
bitmap.dispose
end
end
#==============================================================================
# Window_HMS
#------------------------------------------------------------------------------
# Janela que exibe os status dos membros da equipe no menu.
#==============================================================================
class Window_HMS < Window_Selectable
#--------------------------------------------------------------------------
# Atualização
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
create_contents
# Define @fw (face width: largura da face) para organização
for actor in $game_party.members
# Exibição dos nomes dos personagens
self.contents.font.color = system_color
@cell_size
self.contents.font.name = KPMH_Settings::MENU_FONT
self.contents.draw_text(actor.index * @cell_size, 0, @cell_size, WLH,
actor.name, 1)
# Exibição dos arquivos de faces dos personagens
if KPMH_Settings::STATUS_WINDOW_MODE == 0 ||
KPMH_Settings::STATUS_WINDOW_MODE == 2
draw_image(KPMH_Settings::ACTOR_PICTURES[actor.id], actor.index * (544 / 4), KPMH_Settings::PICTURE_Y_OFFSET)
end
# Exibição dos gráficos dos personagens
if KPMH_Settings::STATUS_WINDOW_MODE == 1
draw_character(actor.character_name, actor.character_index,
actor.index * @cell_size + @cell_size / 2, WLH + 64)
end
if KPMH_Settings::STATUS_WINDOW_MODE == 2
x = @column_max > 4 ? actor.index * @cell_size + 20 : actor.index *
@cell_size + @cell_size / 2 - 34
y = @column_max > 4 ? WLH + 5 + (96 - @cell_size) / 2 +
@cell_size - 8 - 4 : WLH + 94
draw_character(actor.character_name, actor.character_index, x, y)
end
# Exibição das classes dos personagens
self.contents.font.color = normal_color
self.contents.draw_text(actor.index * @cell_size, 96 + WLH + KPMH_Settings::CLASS_Y_OFFSET, @cell_size,
WLH, actor.class.name, 1)
# Exibição do estado físico dos personagens
draw_actor_state(actor, actor.index * @cell_size, WLH * 2 + 96,
@cell_size)
# Exibição da nível dos personagens
draw_actor_exp(actor, actor.index * @cell_size, WLH * 3 + 96,
@cell_size - 8)
# Exibição do HP dos personagens
draw_actor_hp(actor, actor.index * @cell_size, WLH * 5 + 96,
@cell_size - 8)
# Exibição do MP dos personagens
draw_actor_mp(actor, actor.index * @cell_size, WLH * 6 + 96,
@cell_size - 8)
end
end
#--------------------------------------------------------------------------
# Atualização do cursor
#--------------------------------------------------------------------------
def update_cursor
index = @index - @index_increment
if !self.active # Sem cursor
self.cursor_rect.empty
elsif index < @item_max # Padrão
self.cursor_rect.set(index * @cell_size, WLH, KPMH_Settings::CURSOR_WIDTH, KPMH_Settings::CURSOR_HEIGHT)
elsif index >= 100 # Si
self.cursor_rect.set((index - 100) * @cell_size, WLH, KPMH_Settings::CURSOR_WIDTH, KPMH_Settings::CURSOR_HEIGHT)
else # O todo
self.cursor_rect.set(0, WLH, @item_max * KPMH_Settings::CURSOR_WIDTH, KPMH_Settings::CURSOR_HEIGHT)
end
end
end
Thanks Ness, but you can not do that flashes the pictures?
Also, I just got an idea °_°
I use this script to animate monsters (breathing effect):
# ?S?}?X?^?[?X?N???v?g????X?N???v?g
# ?T?|?[?g?f???? http://www2.ezbbs.net/21/minto-aaa/
# by ????
# RPG Maker VX
# ver 1.02
# ?RGSS?p??d?l???X?B
# ver 1.01
#==============================================================================
# ?? MINTO
#------------------------------------------------------------------------------
# ?l?X??t???O??????C?????W???[??????B
#==============================================================================
#module MINTO
# breathing crypt enabling (with true validity/with false invalidity) RGSS
# RGSS["breathing"] = true
#end
#==============================================================================
# ?? ?J?X?^?}?C?Y
#------------------------------------------------------------------------------
# ?@?\??J?X?^?}?C?Y??s??????B
#==============================================================================
module MINTO_Sprite_Battler_01
#--------------------------------------------------------------------------
# ?? ?G?l?~?[??O????????????t???O???
#--------------------------------------------------------------------------
def breathe?
# true with permission/false non- permission
return false #laesst heros atmen wenn an.. aber sieht nicht aus
end
end
#if MINTO::RGSS["breathing"] == true then
#==============================================================================
# ?? MINTO_Sprite_Battler_01
#------------------------------------------------------------------------------
# Sprite_Battler?N???X??????V?X?e?????W???[??????B
#==============================================================================
module MINTO_Sprite_Battler_01
#--------------------------------------------------------------------------
# Object initialization
# viewport : View port
#--------------------------------------------------------------------------
def initialize(viewport)
# data for breathing setting
@zoom_turn = 0.075 #0.075 fand 0.02 ganz gut
@zoom_count = 0 #0
@zoom_puls = 100 #100
@zoom_count = rand(23) #23 normal
# superclass execution
super(viewport)
end
#--------------------------------------------------------------------------
# Frame renewal (breathing)
#--------------------------------------------------------------------------
def update_standby
# ?o?g???[????????
if @battler == nil then
# ???\?b?h????
return
end
# ?o?g???[???G?l?~?[??O???
if @battler.class != Game_Enemy then
# ??????????????????????
if breathe? == false then
# ???\?b?h????
return
end
end
# method addition
@zoom_count += 1
# counts become 24 ???????
if @zoom_count == 24 then #24 fand hier 64 okay
# counts initialization
@zoom_count = 0
# breathing turns the reversal
@zoom_turn *= -1
end
# breathing setting
@zoom_puls -= @zoom_turn
# ?c??Y?[????X?V????
self.zoom_y = (1.0 * @zoom_puls) / 100
end
#--------------------------------------------------------------------------
# ?? ?t???[???X?V
#--------------------------------------------------------------------------
def update
# ?R???v?X??s????????
if @effect_type != Sprite_Battler::COLLAPSE then
# ?A?j????s????????
if @animation_duration == 0 then
# ????????X?V
update_standby
end
end
# ?X?[?p?[?N???X???s
super
end
end
#==============================================================================
# ?? Sprite_Battler
#------------------------------------------------------------------------------
# ?@?o?g???[?\???p??X?v???C?g????BGame_Battler ?N???X??C???X?^???X???????A
# ?X?v???C?g???????I????????????B
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# ?? ?V?X?e???C???N???[?h??
#--------------------------------------------------------------------------
include MINTO_Sprite_Battler_01 # ????X?v???C?g?o?g???[
end
#end
If we put the battler in the menu instead of the pictures, we can animate the battler in the menu :Q_____
It can be done?
It would be the best, and thank you for the support you're giving me =)
Up Please =)