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Script Modification

Started by Countdown, July 12, 2012, 04:56:58 PM

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Countdown

Hey everyone, I'm using Bigace360's Game Completion script, but when I enter the menu or anything I don't see the window. Can anybody edit this so that the window will show up above the gold window in VXA? I can't figure it out (I'm not a scriptor).

[spoiler]#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
# ? Window_GameCompletion [RMVXace]
# ? Author: Bigace360
# ? Version: 1.0
# ? Date: 5.25.2012
# Home Blog: http://bigaceworld.wordpress.com/
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
#                                INTRODUCTION                                  #
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
#  Shows how much percentage of the game is completed by calling how much a
#  variable is.
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
#                                INSTRUCTIONS                                  #
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
# In the Event Editor, under the Control Variable tab, set the variable to the
# number you have in the module below. Then have the Operation at Set and then,
# change the constant to whatever number you want to add between 1~100.
#+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+
module ACE
module Completion
#The set game_variable
PROGRESS_VARIABLE = 12
  # The way progress percentage will be displayed.
COMPLETE_PERCENT  = "%1.0f%%"   
#Name of the window
HEADER            = 'Lantern Oil'
#Colors for the bar
PRG_COLOR1 = Color.new(150, 0, 0, 255)
PRG_COLOR2 = Color.new(255, 255, 60, 255)
#Color for a 100% game completion bar
FULL_COLOR = Color.new(0, 255, 0, 255)
end
end
class Window_Progress < Window_Base
include ACE::Completion
attr_reader   :progress   # PROGRESS
def initialize
super(0, 0, window_width, fitting_height(2))
@progress = 0
refresh
end
def window_width;  return 160;                                     end
def progres_v;     return $game_variables[PROGRESS_VARIABLE];      end
def complete_rate; progres_v > 0 ? @progress.to_f / progres_v : 0; end
def refresh
contents.clear
draw_completion_bar(x, y, progress)
end
  def draw_gauge(dx, dy, dw, rate, color1, color2)
dw += 2 if true
fill_w = dw * progres_v / [100, 1].max
gauge_h = 12
gauge_y = dy + 24
if true
outline_colour = gauge_back_color
outline_colour.alpha = translucent_alpha
self.contents.fill_rect(dx, gauge_y, dw, gauge_h, outline_colour)
dx += 1
end
self.contents.fill_rect(dx, gauge_y, dw, gauge_h, outline_colour)
contents.gradient_fill_rect(dx, gauge_y, fill_w, gauge_h, color1, color2)
  end
def draw_completion_bar(x, y, progress, width = 120)
draw_gauge(x+5, y+10, width, complete_rate, PRG_COLOR1, PRG_COLOR2)
if progres_v == 100
draw_gauge(x+5, y+10, width, complete_rate, FULL_COLOR, FULL_COLOR)
end
change_color(system_color)
draw_text(x, y-6, window_width-32, 32, HEADER, 1)
change_color(normal_color)
xr = x + width
if @progress == 0
text = sprintf(COMPLETE_PERCENT, progres_v)
else
      text = sprintf(COMPLETE_PERCENT, @progress.to_i * 100 / 100)
    end
    draw_text(x+10, y+15, width, 32, text, 2)
end
end
[/spoiler]

pacdiggity

It's not even programmed into the menu at all. Put this snippet in anywhere after the script:class Scene_Menu < Scene_MenuBase
  alias bigace_whatever_thing_fixy_start start
  def start(*args)
    bigace_whatever_thing_fixy_start(*args)
    @completion_window = Window_Progress.new
    @completion_window.y = @command_window.height
  end
end

Let me know how that goes.
it's like a metaphor or something i don't know

Countdown

It works great, thanks Pac!