RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
Image in Menu instead of Character Sprite (Help)

0 Members and 1 Guest are viewing this topic.

*
Rep: +0/-0Level 88
A good while ago, a friend of mine had a script for his game. It was just like Dubleax/Slipknot's Advanced Messege System, only he somehow got images into the menu screen, in place of his character sprites.

I'd rather have an image of the person there, instead of a character sprite.

He doesn't remember how he did it, my friend, but he said to check on Crankeye.

So...is it a special script I need to get images into the menu, or is it a command that comes with Dubleax/Slipknot's AMS?

« Last Edit: September 04, 2006, 07:09:12 AM by Zulen »

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
A good while ago, a friend of mine had a script for his game. It was just like Dubleax/Slipknot's Advanced Messege System, only he somehow got images into the menu screen, in place of his character sprites.

I'd rather have an image of the person there, instead of a character sprite.

He doesn't remember how he did it, my friend, but he said to check on Crankeye.

So...is it a special script I need to get images into the menu, or is it a command that comes with Dubleax/Slipknot's AMS?



This is how you add faces, edit this to your liking.

First you create a method to load the bitmap in RPG::Cache -

Code: [Select]
module RPG
      module Cache
            def faces(filename)
                  path = "Graphics/Faces/"
                  return load_bitmap(path,filename)
            end
      end
end

Now go into Window_Base and add this -

Code: [Select]
      def draw_actor_face(actor,x,y)
            bitmap = RPG::Cache.faces(actor.name)
            rect = Rect.new(x, y, bitmap.width, bitmap.height)
            self.contents.blt(rect,bitmap)
      end

Then in the window you want to draw a face just type -

Code: [Select]
draw_actor_face(actor, x, y)

In the refresh method with all of the other drawing methods.

Actor should already be defined so you can leave it as is, and the x and y are the coordinates you want the face to be.

This may or may not work, this is from the top of my head.

EDIT: I forgot to mention that you need to create a Faces folder in the Graphics folder and place all your faces there, making the filenames the same as the character's name.
« Last Edit: September 04, 2006, 04:39:53 PM by Tsunokiette »
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."