....
Its finished!Heres a screeny of what it looks like with three characters together.
Now lets see...Instruction time!
Step #1----Add this after line 13 in the script Window_Base
def draw_actor_face(actor, x, y)
face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
fw = face.width
fh = face.height
src_rect = Rect.new(0, 0, fw, fh)
self.contents.blt(x - fw / 23, y - fh, face, src_rect)
end
NOTE:To use the facesets, go into your Character graphic folder inside of your projects folder and create a folder called Faces. For each character that will be in your party, you must have a 80x80 picture file with the same name as their character set.
Step #2----Replace line 206-211 in the script Window_Base with this
def draw_actor_exp(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 24, 32, "Exp")
self.contents.font.color = normal_color
self.contents.draw_text(x + 25, y, 84, 32, actor.exp_s, 2)
end
NOTE:This keeps the amount of xp needed for a lvl up from appearing. I had to do this because it was taking up a lot of much needed space.
Step #3---Replace the script Window_MenuStatus with this
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# Set up the window
#--------------------------------------------------------------------------
def initialize
super(0, 0, 480, 420)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 24
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# Draws info on the screen
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = i * 150
y = 0
actor = $game_party.actors[i]
@actor = $game_party.actors[i]
self.contents.draw_text(x, 180, 96, 32, "Equipment")
draw_actor_face(actor, x, y + 100) #To get rid of the Face, put a "#" before the draw_ of this line
#draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of draw of this line
draw_actor_name(actor, x, y - 5)
draw_actor_level(actor, x, y + 100)
draw_actor_exp(actor, x, y + 160)
draw_actor_hp(actor, x, y + 120)
draw_actor_sp(actor, x, y + 140)
draw_item_name($data_weapons[@actor.weapon_id], x - 2, 200)
draw_item_name($data_armors[@actor.armor1_id], x - 2, 220)
draw_item_name($data_armors[@actor.armor2_id], x - 2, 240)
draw_item_name($data_armors[@actor.armor3_id], x - 2, 260)
draw_item_name($data_armors[@actor.armor4_id], x - 2, 280)
end
end
#--------------------------------------------------------------------------
# Update of Cursor
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(@index * 145, 0, self.width - 335, 310)
end
end
end
Step #4----Goto the script Scene_Title and add this right after class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
Step #5----Replace the script Scene_Menu with this.
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#==============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
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
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(4)
end
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 480
@playtime_window.y = 224
# Make steps window
@steps_window = Window_Steps.new
@steps_window.x = 480
@steps_window.y = 320
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 0
@status_window.y = 0
#makes location window
@map = Window_Mapname.new
@map.x = 0
@map.y = 420
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@status_window.dispose
@map.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@playtime_window.update
@steps_window.update
@status_window.update
@map.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 5 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 1 # skill
# If this actor's action limit is 2 or more
if $game_party.actors[@status_window.index].restriction >= 2
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
NOTE:Very little of Scene_Menu was changed or added on to so if you have other custom scripts running in Scene_Menu, I will add this part in for you.
Step #6----Create a new script right before the script called Main and add this in the new script. Name the script whatever you want.
class Game_Map
def name
$map_infos[@map_id]
end
end
Step #7----Create a new script right before the script called Main and add this in the new script. Name it whatever you want. I gave credit to those who's scripts helped me make this in this script.
#3 Person Custom Menu Script written by Shinami
#Written using references from scripts written
#by Constance(his forum is ---> http://www.invisionplus.net/forums/index.php?mforum=rmxp&act=idx)
#and from the FF7 script(for face sets) on the Crankeye forums(http://www.crankeye.com/forums)
class Window_Mapname < Window_Base
def initialize
super(0, 0, 640, 60)
self.contents = Bitmap.new(width - 52, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 24
refresh
end
def refresh
self.contents.clear
# Map Name
#map = $game_map.name
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 220, 32, "Location")
self.contents.font.color = normal_color
self.contents.draw_text(100, 0, 80, 32, $game_map.name)
#this is gold window
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(350, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(340-cx, 0, cx, 32, $data_system.words.gold, 2)
end
end
EDIT:HERE IS THE PIECE I FORGOT >_< REPLACE Window_Command WITH THIS
#==============================================================================
# ** Window_Command
#------------------------------------------------------------------------------
# This window deals with general command choices.
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# width : window width
# commands : command text string array
#--------------------------------------------------------------------------
def initialize(width, commands)
# Compute window height from command quantity
super(480, 0, width, commands.size * 32 + 32)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# color : text color
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(4, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index])
end
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
end
If there's any trouble inserting this is an existing project of yours, then PM me and I'll try to fix the problem. My first script job complete!!! YEY!!!