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[REQUEST] A CMS Script Edit...

Started by Garm, June 26, 2010, 07:44:46 PM

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Garm

"Ghost Interface Engine" Engine Script Edit
6/26/2010

________________________________________

Summary
Well, I've fallen in love with decibel's "Ghost Interface Engine" CMS (mainly for its support for Guillaume777's multi-slot), but it does seem to lack one feature I could really use...

Features Desired
•   Custom character portraits(This would need a rearrangement of the stat info)

Here's a link to the CMS:
http://rmvxp.com/showthread.php?tid=704

CMS:


Games it's been in
•   The portraits? Uh... Star Ocean?

________________________________________

Did you search?

Yessir.

Where did you search?
•   HBGames
•   Here on RMRK
•   rmvxp.com/
•   rmxpunlimited
•   The all-mighty Google

What did you search for?
•   "Ghost Interface Engine edits"

A million thanks to whoever gets it done!

tSwitch

Here's what I've got for you:



#==============================================================================
# ** Window_Status
#------------------------------------------------------------------------------
#  This window displays full status specs on the status screen.
#==============================================================================

class Window_Status < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
  # draw actor's battler
  def draw_actor_battler(actor, x, y)
    bitmap = RPG::Cache.battler(actor.character_name, actor.character_hue)
    cw = bitmap.width / 4
    ch = bitmap.height / 4
    src_rect = Rect.new(0, 0, 280, 275)
    self.contents.blt(x, y, bitmap, src_rect)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_actor_graphic(@actor, 40, 112)
    draw_actor_name(@actor, 4, 0)
    draw_actor_class(@actor, 4 + 144, 0)
    draw_actor_level(@actor, 96, 32)
    #draw_actor_state(@actor, 96, 64)
    draw_actor_hp(@actor, 96, 82, 172)
    draw_actor_sp(@actor, 96, 102, 172)
    draw_actor_parameter(@actor, 96, 152, 0)
    draw_actor_parameter(@actor, 96, 172, 1)
    draw_actor_parameter(@actor, 96, 192, 2)
    draw_actor_parameter(@actor, 96, 252, 3)
    draw_actor_parameter(@actor, 96, 272, 4)
    draw_actor_parameter(@actor, 96, 292, 5)
    draw_actor_parameter(@actor, 96, 312, 6)
    self.contents.font.color = system_color
    self.contents.draw_text(96, 372, 80, 32, "EXP")
    self.contents.draw_text(96, 392, 80, 32, "NEXT")
    self.contents.font.color = normal_color
    self.contents.draw_text(96 + 70, 372, 84, 32, @actor.exp_s, 2)
    self.contents.draw_text(96 + 70, 392, 84, 32, @actor.next_rest_exp_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(320, 285, 96, 32, "EQUIP:")
    draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 312)
    draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 332)
    draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 352)
    draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 372)
    draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 392)
    draw_actor_battler(@actor, 320, 4)
  end
  def dummy
    self.contents.font.color = system_color
    self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
    self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
    self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
    self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
    self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
    draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
    draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
    draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
    draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
    draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
  end
end


The image that shows up is the actor's battler ( if the actor is 001-Fighter01, the battler should be called 001-Fighter01), and as long as it fits within a 280x275 pixel window, then it'll fit properly.

Hope this helps.


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

Garm

Looks perfect, thanks, but my absolute lack of scripting knowledge (which I'm trying to fix as I work on this project) prevents me of figuring out how to integrate it with the script that I, of course, forgot to attach.

My apologies for the trouble, but could I get a bit more help?

tSwitch

Quote from: Garm on June 26, 2010, 10:28:05 PM
Looks perfect, thanks, but my absolute lack of scripting knowledge (which I'm trying to fix as I work on this project) prevents me of figuring out how to integrate it with the script that I, of course, forgot to attach.

My apologies for the trouble, but could I get a bit more help?

if you want to use my script, just put it below your custom menu system, and above main.


FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon