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I need a script please

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***
Rep:
Level 90
I have game maker's block PM me with game ideas.
i need a script that will make my menu screen look like this(except not black and white and more organized):

If you can do it id be very appreciative.
Major Project : Cliche Cronicles
Total: [llllllllllllllllllll] 0%
Story: [llllllllllllllllllll] 0%
Resources: [llllllllllllllllllll] 0%
Script: [llllllllllllllllllll] 0%
Voice Overs: [llllllllllllllllllll] 0%

Currently: Planning

*
Resident Cloud
Rep:
Level 91
wow thats an exact copy of a menu that is on rmxp.net but unfourtuantely its for someones game and he wont realease the scrip to the public

***
Rep:
Level 90
Skilled Scripter, Shitty Mapper, Decent Writer.
I can try to make that for you but I can't promise anything. I have a few things for reference that I can use for that layout too so it shouldn't take too long.

P.S.This my first attempt at a script for someone else so cross your fingers!

***
Rep:
Level 90
Skilled Scripter, Shitty Mapper, Decent Writer.
Sorry for the double post but its an update on where I'm at with his script.



Just a little preview of what I've finished already. I'd continue to work on it but I'm tired and have work soon. >_<




This is the problem I'm currently trying to solve as well...notice how I can't seem to make the second character move over to the right? =/

Also, I tried to do the equipment part but being as its not seeable, I bet you can guess I failed on that for now...I'll keep trying though. Hopefully, I'll be able to figure something out by looking at the other scripts in RMXP that use the weapon_id and armor_id. The most common error I've gotten so far is a "0 for 1" arguement.

***
Rep:
Level 90
I have game maker's block PM me with game ideas.
hey thanks it looks good so far except the part where the second character isnt on the right,sorry i cant help as i cant script at all
Major Project : Cliche Cronicles
Total: [llllllllllllllllllll] 0%
Story: [llllllllllllllllllll] 0%
Resources: [llllllllllllllllllll] 0%
Script: [llllllllllllllllllll] 0%
Voice Overs: [llllllllllllllllllll] 0%

Currently: Planning

Change the coordinates on the picture and stats are.
Check the Window part of the script.

***
Rep:
Level 90
Skilled Scripter, Shitty Mapper, Decent Writer.
....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
 
Code: [Select]
 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
Code: [Select]
 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
Code: [Select]
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
Code: [Select]
$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.
Code: [Select]
   #==============================================================================
# ** 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.
Code: [Select]
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.
Code: [Select]
#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
Code: [Select]
#==============================================================================
# ** 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!!!  :D

****
Rep:
Level 91
good job! i like very much this menu thanks!
I'm the Alpha and the Omega, the First and the Last, the Beginning and the End.

http://qualquek.miniville.fr/
http://www.dailymotion.com/bookmarks/ojah/video/x27l78_jake-simpson-stevie-wonder-isnt-she_music

My padawan (Tsunokiette) and me :p
http://www.team-aaa.com/root/profile.php?enter_id=614556
http://www.esl.eu/fr/player/2609080/
I'm French so forgive my bad english!

***
Rep:
Level 90
I have game maker's block PM me with game ideas.
thanks for making the script for me i cant tell youu how long iv waited for one like this, thanks

Edit:Im getting an error on line 328 in Window_Base and all thats there is "end"

Edit2: Nvm i got it fixed
Major Project : Cliche Cronicles
Total: [llllllllllllllllllll] 0%
Story: [llllllllllllllllllll] 0%
Resources: [llllllllllllllllllll] 0%
Script: [llllllllllllllllllll] 0%
Voice Overs: [llllllllllllllllllll] 0%

Currently: Planning

**
Rep: +0/-0Level 89
Hey Shinami, Im working with Red, and I see something weird about the menu.  I cant make a screenie for some reason, but heres a rough explanation of whats wrong: The menu options -Status, save, exit, etc- are appearing behind the char pic and stats, not on the far right. Now i know this might be me having done something wrong, if so, lemme know ^.^

\\Edit: See Red's post below for a screeny.

PH34R T3H L33T

**
Rep: +0/-0Level 89
*begins to worship Shinami's help and script*

Awesome job, buddy!  :D
Co-Webmaster of The Gaming Alliance

Thanks to TheRaven off of The Players Guild.
R.P.G. Fan Game Status
[--TLOZ: Fierce Entity--]|||||||||||||||||||| - 3%

***
Rep:
Level 90
I have game maker's block PM me with game ideas.
i have a screenine of what it looks like:

Major Project : Cliche Cronicles
Total: [llllllllllllllllllll] 0%
Story: [llllllllllllllllllll] 0%
Resources: [llllllllllllllllllll] 0%
Script: [llllllllllllllllllll] 0%
Voice Overs: [llllllllllllllllllll] 0%

Currently: Planning

***
Rep:
Level 90
Skilled Scripter, Shitty Mapper, Decent Writer.
I forgot the part that I changed to move the menu bar!  :oops: I knew there was something in my notes that I did that wasnt written down...I'm glad to hear your happy with it Dragon! Sorry I forgot a piece of it though.  :oops: Apparently, I didn't write that one piece down in my notes on what I changed.

If you guys will toss me a few more ideas, I might be able to improve this script even more so that it stands out a little more as a custom script! I'm also not happy with the selection bar after you press Enter on Skill, Equip etc. It doesn't seem to highlight each character properly.

***
Rep:
Level 90
I have game maker's block PM me with game ideas.
well,you could move the equipment down a smidge and space them apart alittle
Major Project : Cliche Cronicles
Total: [llllllllllllllllllll] 0%
Story: [llllllllllllllllllll] 0%
Resources: [llllllllllllllllllll] 0%
Script: [llllllllllllllllllll] 0%
Voice Overs: [llllllllllllllllllll] 0%

Currently: Planning

***
Rep:
Level 90
I keep getting this:

????? 'Window_Base' ? 328 ??? SyntaxError ????????

Can someone send me a game folder with the script in it already?
Don't feel like messing with it. :?  PLEASE!

**
Rep: +0/-0Level 89
Mine is all good ...just a small glitch tho... There i sno text for my god dam buttons...lol...How do i fix this....on the title screen all i see is:
[        ]
[        ]
[        ]


What the hell am i supposed ot do...the buttons still work however but same goes for the ingame menu....it has no  text on it but the buttons still work...
Please Help meeee
Realms of Asmodia: 0.9% Completion
Realms of Asmodia Demo: 12% Completion

RMXP

***
Rep:
Level 90
Skilled Scripter, Shitty Mapper, Decent Writer.
Quote from: dracohaze
I keep getting this:

????? 'Window_Base' ? 328 ??? SyntaxError ????????

Can someone send me a game folder with the script in it already?
Don't feel like messing with it. :?  PLEASE!
That error is most likely an extra "end" syntax that isn't supposed to be there but without more information I can't help you on this. If you know of a file hosting site I could use to post a demo(possibly with explanations on how to change certain things or add your own things) of the script, then I'll post a demo.


Code: [Select]
   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)

NOTE:This code is located in Window_MenuStatus
Here is a breakdown of how to change somethings location in the Window_MenuStatus script. To lower the equipment in the menu how ever much you want, change the values at the very end of the parenthese aka 200, 220, 240 etc. That sets the Y grid coordinates for where they will show up. The Y coords move it up and down. the higher the positive number, the lower it will appear. Negative numbers can be used as well.

The x - 2 sets the X grid coordinates. Instead of changing the x, you would change the  - 2(which is minus 2, not a negative 2) to the desired value. You may addition or subtraction to set the X coords. The reason X - 2 is used instead of a number like I did with Y is because x is used for setting up the additional party members stuff for when you have 2-3 party members instead of one. The formula is x = 150 * i
i is equal to the size of your party therefore if i is equal to 2, it would be     x = 150 * 2. Unfortunately, the menu can only hold up to 3 people before it starts to look strange. After x = 150 * i is computed for each party member, x = 150 for party member one, x = 300 for party member two etc. Also, a higher the X value will move the equipment to the right. A lower X value will move the equipment to the left.

I may make changes in the future to move the menu command to the top of the screen and make use of the far right hand screen piece for a fourth party member as well as fix up the selectable cursor some because it seems off when you highlight the second or third party member. If you would like, I could try to add icons behind the menu commands. I may even be able to used custom icons for it!

Quote from: Kasper666
Mine is all good ...just a small glitch tho... There i sno text for my god dam buttons...lol...How do i fix this....on the title screen all i see is:
[ ]
[ ]
[ ]


What the hell am i supposed ot do...the buttons still work however but same goes for the ingame menu....it has no text on it but the buttons still work...
Please Help meeee
Make a game disk of the project with this error with RMXP and send it to Shinami576@hotmail.com so I can take a look at it when I get home. Make the subject of the e-mail "Script Help Please" so I know its you and not junk mail because I don't have access to RMXP on my sister's computer. >_>

***
Rep:
Level 90
I have game maker's block PM me with game ideas.
i didnt understand a thing u just said but i have a hosting site you could use

host-a.net
Major Project : Cliche Cronicles
Total: [llllllllllllllllllll] 0%
Story: [llllllllllllllllllll] 0%
Resources: [llllllllllllllllllll] 0%
Script: [llllllllllllllllllll] 0%
Voice Overs: [llllllllllllllllllll] 0%

Currently: Planning

*
Resident Cloud
Rep:
Level 91
hmm...ill have to make it availible for 6 party members with an edit but im going to use it thank you

**
Rep: +0/-0Level 89
Hey man Shinami, I wanted to send a demo with that invisble menu error to you, but that address you gave us seems to be non-existant :/

PH34R T3H L33T

**
Rep: +0/-0Level 89
Shinami...Maybe i should be more clear....cause ur e-mail isnt relle working.... I installed your script and the Text for the [New Game], [Continue]. and [Shutdown] does not appear when i start my game. The buttons still work to start, or continue the game but they contain no text. This is also happening in my INSERT menu during the game. The Equip and Items..Etc....Have no text even though  they work.....PLease help me...There is no text on my buttons...

All the text on te buttons in battle do not work either....I cannot see the FIght Skills items or any other buttons text.....its just blank....Help me please....
Realms of Asmodia: 0.9% Completion
Realms of Asmodia Demo: 12% Completion

RMXP

***
Rep:
Level 90
Skilled Scripter, Shitty Mapper, Decent Writer.
I may have found a solution. You may not have the Tahoma font on your computer. Tahoma is the font I specified for Window_Base to use for displaying text.

Custom Menu for DOWNLOAD
This is the Custom Menu Script in a compressed game disk made by RMXP. If this doesn't show text on your computer Kasper, then you most likely don't have the Tahoma font on your computer.

On a side note, I think I'm going to take this script I made and make it even spiffier and better looking! Who knows? I just might incorporate two of my other script ideas into it...

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Rep: +0/-0Level 89
Hey man, tried your demo. I can see the text now, but the menu is still behind the pics.

Screenie

PH34R T3H L33T

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Rep:
Level 90
Skilled Scripter, Shitty Mapper, Decent Writer.
:whoa: work ate me brain....

Go into Window_Command and replace line 15 with this...
Code: [Select]
  super(480, 0, width, commands.size * 32 + 32)


Btw, I updated the script a little...

On top of that, I updated the extracter file with the v1.1 version. I think I'm going to keep working on this script until I've added nifty features to a few of the other sub menus...maybie a different background for the main menu. Although most of my attempts at that have failed so far...The annoying bit with the menu command window is fixed in v1.1 too. If you glance through Window_MenuStatus, you'll find that you have the option of using battler, char graphic, or face set now too.

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Rep: +0/-0Level 89
yay, thanks man, it works ^.^ b

Looking forward to those changes ur gonne be making. Great script man,

PH34R T3H L33T