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[RESOLVED] Use Sprites Insted Of Faces

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Sprites In Menu
AUS: 9/2/2010 USA: 2/9/2010



Summary
Well I Want The Sprites To Be Shown In The Menu Screen Insted Of Face Sprites

Features Desired
  • The Sprite To Been Seen In The Menu Scene
  • When Sprite Changes The Menu Sprite Could Changes (By Script Or Event)

Games its been in
  • Final Fantasey Dawn Of Souls 1 & 2 (Not Like This Just Sprites)


Did you search?
Yes

Where did you search?
  • Google

What did you search for?
  • RMVX Sprites In Menu
  • Rpgmaker vx Sprites In Menu
« Last Edit: February 20, 2010, 03:04:28 PM by Modern Algebra »

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I could probably do this. I take it you just want the sprites to be drawn, not animated or anything? And you want the rest of the scene to be the same, so not like this: http://rmrk.net/index.php/topic,35085.0.html

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No I Don't Wantg It Like That
Just The Normal Menu With Sprites Face Left
Insted Of Faces
But I Know I Put It Up The Top
But Can You Not Inclued The Status Screen
Just Veiwing Them When You Open The Menu
« Last Edit: February 10, 2010, 05:30:58 AM by Kyle? »

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Alright, I wrote this quick:

Code: [Select]
#==============================================================================
#    Sprites Instead of Faces
#    Version: 1.0
#    Author: modern algebra (rmrk.net)
#    Date: February 10, 2010
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#   This script allows you to replace the face graphic of an actor with his
#  sprite in specified scenes.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    Place this script in its own slot in the Script Editor (F11) below the
#   default scripts but still above Main.
#    To change exactly where the sprite is positioned, you can alter the
#   SIF_SPRITE_Y_OFFSET value at line 22. To have this feature in additional
#   scenes, just add the class name of the scene to the array in
#   SIF_INCLUDED_SCENES at line 23.
#==============================================================================

SIF_SPRITE_Y_OFFSET = -32 # Any integer. Lesser values are higher on the window
SIF_INCLUDED_SCENES = [Scene_Menu] # [scene1, scene2, ..., sceneN]

#==============================================================================
# ** Window_Base
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - draw_actor_face
#==============================================================================

class Window_Base
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Actor Face Graphic
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     size  : Display size
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias malg_drwactrface_spritereplce_6uj2 draw_actor_face
  def draw_actor_face(actor, x, y, size = 96, *args)
    if SIF_INCLUDED_SCENES.include? ($scene.class)
      draw_actor_graphic (actor, x + (size / 2), y + size + SIF_SPRITE_Y_OFFSET)
    else
      malg_drwactrface_spritereplce_6uj2 (actor, x, y, size, *args)
    end
  end
end


Though, reading your last post, I see you want it to show them facing left? That's kind of weird; are you sure?

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Well, you sort of disappeared. If you still want the implementation where the sprite can be shown facing left, it is possible with the new script I wrote here.