Sorry, I took so long, but my pizza just arrived, when I started working on it. :^^: Just replace your old script with this one. There ya go:
#========================================
#? Window_Base
#--------------------------------------------------------------------------------
# Setting functions for the "Base"
#========================================
#========================================
# Skin support by Blizzard (further below)
#========================================
class Window_Base < Window
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
def draw_actor_battler_graphic(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
#========================================
#? Game_Map
#--------------------------------------------------------------------------------
# Setting functions for the Map
#========================================
class Game_Map
def name
$map_infos[@map_id]
end
end
#========================================
#? Window_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
#==============================================================================
# ? Window_MenuStatus
#------------------------------------------------------------------------------
# Sets up the Choosing.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
def initialize
super(0, 0, 560, 454)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 24
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# Drawing Info on Screen
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 94
y = i * 110
actor = $game_party.actors[i]
draw_actor_face(actor, 12, y + 90) #To get rid of the Face, put a "#" before the draw_ of this line
#draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of draw of this line
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 120, y)
draw_actor_level(actor, x, y + 18)
draw_actor_state(actor, x + 200, y)
draw_actor_exp(actor, x+ 144, y + 38)
draw_actor_hp(actor, x, y + 38)
draw_actor_sp(actor, x, y + 58)
end
end
#--------------------------------------------------------------------------
# Update of Cursor
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 116, self.width - 32, 96)
end
end
end
#=======================================#
# ?Window_GameStats #
# written by AcedentProne #
#------------------------------------------------------------------------------#
class Window_GameStats < Window_Base
def initialize
super(0, 0, 160, 80)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 22
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
# Draw "Time"
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 6, 120, 32, text, 2)
self.contents.font.color = system_color
self.contents.draw_text(4, -10, 120, 32, "Temps")
#Drawing Gold
self.contents.font.color = normal_color
self.contents.draw_text(4, 22, 120, 32,$game_party.gold.to_s + " " +$data_system.words.gold, 2)
self.contents.font.color = system_color
self.contents.draw_text(4, 22, 120, 32, $data_system.words.gold, 2)
end
#--------------------------------------------------------------------------
# Update of The count
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# ? Window_Mapname
#------------------------------------------------------------------------------
# ?Draws the Map name
#==============================================================================
class Window_Mapname < Window_Base
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
def initialize
super(0, 0, 320, 60)
self.contents = Bitmap.new(width - 52, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 24
refresh
end
#--------------------------------------------------------------------------
# Draws info on screen
#--------------------------------------------------------------------------
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(175, 0, 80, 32, $game_map.name)
end
end
#==============================================================================
# ? Scene_Menu
#------------------------------------------------------------------------------
# FF7 menu laytout as requested by AcedentProne.
#==============================================================================
#========================================
# Skin support by Blizzard BEGIN
#========================================
class Window_Skin < Window_Selectable
def initialize(width, commands)
super(0, 0, width, commands.size * 32 + 32)
@item_max = commands.size
@commands = commands
self.contents = Bitmap.new(width - 32, @item_max * 32)
self.contents.font.name = "Arial"
self.contents.font.size = 24
refresh
self.index = 0
end
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
def draw_item(index, color)
self.contents.font.color = color
rect = Rect.new(12, 32 * index, self.contents.width - 8, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
# icon support, delete text in the r1, r2... and change 196 to 64 at the
# [r1, r2...], icons are name skin0, skin1...
#bitmap = RPG::Cache.icon("skin" + index.to_s)
#self.contents.blt(x + 3, index * 32 + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(rect, @commands[index])
end
def disable_item(index)
draw_item(index, disabled_color)
end
end
#========================================
# Skin support by Blizzard END
#========================================
class Scene_Menu
#--------------------------- edit-------------------------------
attr_reader :status_window
#/--------------------------- edit-------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Skin"
s6 = "Save Game"
s7 = "Quit FF XV"
r1 = "Skin 1"
r2 = "Skin 2"
r3 = "Skin 3"
r4 = "Skin 4"
r5 = "Skin 5"
#--------------------------- edit-------------------------------
# Command menu
# Size = Screen height - border sizes -
# GameStatus menu - Spacing from GameStatus
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.x = 640 - @command_window.width
@command_window.y = 0
@command_window.z = 110
@command_window.index = @menu_index
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(4)
end
@map = Window_Mapname.new
@map.x = 640 - @map.width
@map.y = 480 - @map.height - 1
@map.z = 110
# Lower right box
@game_stats_window = Window_GameStats.new
@game_stats_window.x = 640 - @game_stats_window.width
@game_stats_window.y = 640 - @command_window.height - @game_stats_window.height + 3
@game_stats_window.z =110
# Status window
@status_window = Window_MenuStatus.new
@status_window.x = 0
@status_window.y = 8
@status_window.z = 100
# Skin chooser
@skin_window = Window_Skin.new(196, [r1, r2, r3, r4, r5])
@skin_window.active = false
@skin_window.x = -256
@skin_window.y = 128
@skin_window.z = 300
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@game_stats_window.dispose
@status_window.dispose
@skin_window.dispose
@map.dispose
end
#--------------------------------------------------------------------------
# Updating
#--------------------------------------------------------------------------
def update
@command_window.update
@game_stats_window.update
@status_window.update
@map.update
@skin_window.update
if @skin_window.active
update_skin_window
return
end
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# Updating the Command Selection
#--------------------------------------------------------------------------
def update_command
# If B button is pushed
if Input.trigger?(Input::B)
# Plays assigned SE
$game_system.se_play($data_system.cancel_se)
# Go to Map
$scene = Scene_Map.new
return
end
# If C button is pushed
if Input.trigger?(Input::C)
# Checks actor size
if $game_party.actors.size == 0 and @command_window.index < 4
# plays SE
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4
$game_system.se_play($data_system.decision_se)
@skin_window.x = 352
@command_window.active = false
@skin_window.active = true
# @skin_window.index = 0
when 5
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 6
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
def update_skin_window
# If B button is pushed
if Input.trigger?(Input::B)
# Plays assigned SE
$game_system.se_play($data_system.cancel_se)
@skin_window.active = false
@skin_window.x = -256
@skin_window.index = 0
@command_window.active = true
return
end
# If C button is pushed
if Input.trigger?(Input::C)
case @skin_window.index
when 0
$game_system.se_play($data_system.decision_se)
$game_system.windowskin_name = "skin1"
@skin_window.refresh
when 1
$game_system.se_play($data_system.decision_se)
$game_system.windowskin_name = "skin2"
@skin_window.refresh
when 2
$game_system.se_play($data_system.decision_se)
$game_system.windowskin_name = "skin3"
@skin_window.refresh
when 3
$game_system.se_play($data_system.decision_se)
$game_system.windowskin_name = "skin4"
@skin_window.refresh
when 4
$game_system.se_play($data_system.decision_se)
$game_system.windowskin_name = "skin5"
@skin_window.refresh
end
return
end
end
#--------------------------------------------------------------------------
# Updating Status Screen
#--------------------------------------------------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
If you want to change the names of the skins just change:
r1 = "Skin 1"
r2 = "Skin 2"
r3 = "Skin 3"
r4 = "Skin 4"
r5 = "Skin 5"
into e. g.:
r1 = "Blue"
r2 = "Gold"
r3 = "Classic"
r4 = "Fiery"
r5 = "Standard"
Name the skin files skin0, skin1, skin2...
That