#********************************************************* #Final Fantasy VII menu setup #********************************************************* #To use: #If you do not want Faces, go to line 94 #and change delete the # of draw_actor_graphic #and put a # infront of draw_actor_face # #Create a new folder in the Characters folder, and call it Faces #Adding faces: add a 80x80 picture with the same name as the characterset it #corrosponds with in the Faces folder
#======================================== #ˇ Window_Base #-------------------------------------------------------------------------------- # Setting functions for the "Base" #========================================
#======================================== #ˇ Game_Map #-------------------------------------------------------------------------------- # Setting functions for the Map #======================================== class Game_Map
def name $map_infos[@map_id] end end
#======================================== #ˇ 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
#============================================================================== # ˇ 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 = 18 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_level(actor, x + 144, y) draw_actor_state(actor, x + 280, 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 * 110, self.width - 32, 96) end end end
#=======================================# # ˇWindow_GameStats # # written by AcedentProne # #------------------------------------------------------------------------------#
def refresh self.contents.clear #Drawing gold into separate commas by Dubealex case $game_party.gold when 0..9999 gold = $game_party.gold when 10000..99999 gold = $game_party.gold.to_s array = gold.split(//) gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s when 100000..999999 gold = $game_party.gold.to_s array = gold.split(//) gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s when 1000000..9999999 gold = $game_party.gold.to_s array = gold.split(//) gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s end #Draw Gold self.contents.font.color = system_color gold_word = $data_system.words.gold.to_s cx = contents.text_size(gold_word).width cx2=contents.text_size(gold.to_s).width self.contents.draw_text(4, 4, 120-cx-2, 32, gold_word) self.contents.font.color = normal_color self.contents.draw_text(124-cx2+1, 4, cx2, 32, gold.to_s, 2) 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, -10, 120, 32, text, 2) self.contents.font.color = system_color self.contents.draw_text(4, -10, 120, 32, "Time") end #-------------------------------------------------------------------------- # Update of The count #-------------------------------------------------------------------------- def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end
#============================================================================== # ˇ Window_Mapname #------------------------------------------------------------------------------ # @Draws the Map name #==============================================================================
class Window_Mapname < Window_Base #-------------------------------------------------------------------------- # Set up #-------------------------------------------------------------------------- def initialize super(0, 0, 320, 44) self.contents = Bitmap.new(width - 60, height - 32) self.contents.font.name = "Arial" self.contents.font.size = 17 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, -10, 220, 32, "Location") self.contents.font.color = normal_color self.contents.draw_text(175, -10, 80, 32, $game_map.name) end end
#============================================================================== # ˇ Scene_Menu #------------------------------------------------------------------------------ # FF7 menu layout as requested by AcedentProne. #==============================================================================
class Scene_Menu #--------------------------- edit------------------------------- attr_reader :status_window #/--------------------------- edit-------------------------------
def initialize(menu_index = 0) @menu_index = menu_index end def main
#--------------------------- edit------------------------------- # Command menu @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6,]) @command_window.x = 640 - @command_window.width @command_window.y = 480 @command_window.z = 110 @command_window.index = @menu_index #If certain options are avaliable 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 #Showing location window @map = Window_Mapname.new @map.x = 640 - @map.width @map.y = 0 - @map.height - 1 @map.z = 110 #Showing the game stats @game_stats_window = Window_GameStats.new @game_stats_window.x = 0 - @game_stats_window.width @game_stats_window.y = 480 - @map.height - @game_stats_window.height @game_stats_window.z =110
#Showing the Menu Status window @status_window = Window_MenuStatus.new @status_window.x = 640 @status_window.y = 8 @status_window.z = 100
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 @map.dispose end #-------------------------------------------------------------------------- #Defining the delay #-------------------------------------------------------------------------- def delay(seconds) for i in 0...(seconds * 1) sleep 0.01 Graphics.update end end #-------------------------------------------------------------------------- # Updating #-------------------------------------------------------------------------- def update @command_window.update @game_stats_window.update @status_window.update @map.update #Moving Windows inplace gamepos = 640 - @game_stats_window.width mappos = 480 - @map.height - 1 if @command_window.y > 0 @command_window.y -= 60 end if @game_stats_window.x < gamepos @game_stats_window.x += 80 end if @map.y < mappos @map.y += 80 end if @status_window.x > 0 @status_window.x -= 80 end #Saying if options are active 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) #Looping for moving windows out loop do if @command_window.y < 480 @command_window.y += 40 end if @game_stats_window.x > 0 - @game_stats_window.width @game_stats_window.x -= 40 end if @map.y > 0 - @map.height @map.y -= 40 end if @status_window.x < 640 @status_window.x += 40 end delay(0.5) if @status_window.x >= 640 break end end # Go to Map $scene = Scene_Map.new return end # If C button is pused 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) loop do if @command_window.y < 480 @command_window.y += 40 end if @game_stats_window.x > 0 - @game_stats_window.width @game_stats_window.x -= 40 end if @map.y > 0 - @map.height @map.y -= 40 end if @status_window.x < 640 @status_window.x += 40 end delay(0.5) if @status_window.x >= 640 break end end $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 if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) loop do if @command_window.y < 480 @command_window.y += 40 end if @game_stats_window.x > 0 - @game_stats_window.width @game_stats_window.x -= 40 end if @map.y > 0 - @map.height @map.y -= 40 end if @status_window.x < 640 @status_window.x += 40 end delay(0.5) if @status_window.x >= 640 break end end $scene = Scene_Save.new when 5 $game_system.se_play($data_system.decision_se) loop do if @command_window.y < 480 @command_window.y += 40 end if @game_stats_window.x > 0 - @game_stats_window.width @game_stats_window.x -= 40 end if @map.y > 0 - @map.height @map.y -= 40 end if @status_window.x < 640 @status_window.x += 40 end delay(0.5) if @status_window.x >= 640 break end end $scene = Scene_End.new 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 # ƒXƒLƒ‹ # ‚‚ĚƒAƒNƒ^[‚ĚŤs“ŚŔ‚Ş 2 ˆČŹă‚̏ꍇ if $game_party.actors[@status_window.index].restriction >= 2 # ƒuƒU[ SE ‚đ‰‰‘t $game_system.se_play($data_system.buzzer_se) return end # Śˆ’č SE ‚đ‰‰‘t $game_system.se_play($data_system.decision_se) # ƒXƒLƒ‹‰ć–Ę‚ɐ؂葂 $scene = Scene_Skill.new(@status_window.index) when 2 $game_system.se_play($data_system.decision_se) loop do if @command_window.y < 480 @command_window.y += 40 end if @game_stats_window.x > 0 - @game_stats_window.width @game_stats_window.x -= 40 end if @map.y > 0 - @map.height @map.y -= 40 end if @status_window.x < 640 @status_window.x += 40 end delay(0.5) if @status_window.x >= 640 break end end $scene = Scene_Equip.new(@status_window.index) when 3 $game_system.se_play($data_system.decision_se) loop do if @command_window.y < 480 @command_window.y += 40 end if @game_stats_window.x > 0 - @game_stats_window.width @game_stats_window.x -= 40 end if @map.y > 0 - @map.height @map.y -= 40 end if @status_window.x < 640 @status_window.x += 40 end delay(0.5) if @status_window.x >= 640 break end end $scene = Scene_Status.new(@status_window.index) end return end end end end
;
This post has been edited by Punk: Aug 14 2008, 05:40 PM
Group: Member
Posts: 18
Type: Event Designer
RM Skill: Undisclosed
The demo download no longer exists. Can you re-upload it again?
__________________________
"The universe is a yawning chasm, filled with emptyness and the puerile meanderings of sentience." -- Ulyaoth "Light is fast, but Darkness is already there." -- Zandalar, Mistress of Zanza Proud of enjoying 8-bit games and Telnet MUDs. Hardcore Online Gamer - Has lots of lifes but only 1 on RL.
Group: Member
Posts: 18
Type: Event Designer
RM Skill: Undisclosed
The screenshots are a nice helpful example Thanks for fixing the demo. I'm browsing it.
This post has been edited by Zandalar: Aug 5 2008, 11:00 PM
__________________________
"The universe is a yawning chasm, filled with emptyness and the puerile meanderings of sentience." -- Ulyaoth "Light is fast, but Darkness is already there." -- Zandalar, Mistress of Zanza Proud of enjoying 8-bit games and Telnet MUDs. Hardcore Online Gamer - Has lots of lifes but only 1 on RL.
Group: Member
Posts: 20
Type: Event Designer
RM Skill: Skilled
ok...so this is one +featured ...i work at them..but i don't thing this is one of script defect... you can see 7-8 characters of map very easy but the map name what i used have 19characters(charles knights place)
#********************************************************* #Final Fantasy VII menu setup #********************************************************* #To use: #If you do not want Faces, go to line 94 #and change delete the # of draw_actor_graphic #and put a # infront of draw_actor_face # #Create a new folder in the Characters folder, and call it Faces #Adding faces: add a 80x80 picture with the same name as the characterset it #corrosponds with in the Faces folder
#======================================== #ˇ Window_Base #-------------------------------------------------------------------------------- # Setting functions for the "Base" #========================================
#======================================== #ˇ Game_Map #-------------------------------------------------------------------------------- # Setting functions for the Map #======================================== class Game_Map
def name $map_infos[@map_id] end end
#======================================== #ˇ 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
#============================================================================== # ˇ 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 = 18 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_level(actor, x + 144, y) draw_actor_state(actor, x + 280, 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 * 110, self.width - 32, 96) end end end
#=======================================# # ˇWindow_GameStats # # written by AcedentProne # #------------------------------------------------------------------------------#
def refresh self.contents.clear #Drawing gold into separate commas by Dubealex case $game_party.gold when 0..9999 gold = $game_party.gold when 10000..99999 gold = $game_party.gold.to_s array = gold.split(//) gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s when 100000..999999 gold = $game_party.gold.to_s array = gold.split(//) gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s when 1000000..9999999 gold = $game_party.gold.to_s array = gold.split(//) gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s end #Draw Gold self.contents.font.color = system_color gold_word = $data_system.words.gold.to_s cx = contents.text_size(gold_word).width cx2=contents.text_size(gold.to_s).width self.contents.draw_text(4, 4, 120-cx-2, 32, gold_word) self.contents.font.color = normal_color self.contents.draw_text(124-cx2+1, 4, cx2, 32, gold.to_s, 2) 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, -10, 120, 32, text, 2) self.contents.font.color = system_color self.contents.draw_text(4, -10, 120, 32, "Time") end #-------------------------------------------------------------------------- # Update of The count #-------------------------------------------------------------------------- def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end
#============================================================================== # ˇ Window_Mapname #------------------------------------------------------------------------------ # @Draws the Map name #==============================================================================
class Window_Mapname < Window_Base #-------------------------------------------------------------------------- # Set up #-------------------------------------------------------------------------- def initialize super(0, 0, 360, 45) self.contents = Bitmap.new(width - 60, height - 30) self.contents.font.name = "Arial" self.contents.font.size = 17 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(+1, -10, 220, 32, "Location:") self.contents.font.color = normal_color self.contents.draw_text(60, -10, 220, 32, $game_map.name) end end
#============================================================================== # ˇ Scene_Menu #------------------------------------------------------------------------------ # FF7 menu layout as requested by AcedentProne. #==============================================================================
class Scene_Menu #--------------------------- edit------------------------------- attr_reader :status_window #/--------------------------- edit-------------------------------
def initialize(menu_index = 0) @menu_index = menu_index end def main
#--------------------------- edit------------------------------- # Command menu @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6,]) @command_window.x = 640 - @command_window.width @command_window.y = 480 @command_window.z = 110 @command_window.index = @menu_index #If certain options are avaliable 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 #Showing location window @map = Window_Mapname.new @map.x = 640 - @map.width @map.y = 0 - @map.height - 1 @map.z = 110 #Showing the game stats @game_stats_window = Window_GameStats.new @game_stats_window.x = 0 - @game_stats_window.width @game_stats_window.y = 480 - @map.height - @game_stats_window.height @game_stats_window.z =110
#Showing the Menu Status window @status_window = Window_MenuStatus.new @status_window.x = 640 @status_window.y = 8 @status_window.z = 100
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 @map.dispose end #-------------------------------------------------------------------------- #Defining the delay #-------------------------------------------------------------------------- def delay(seconds) for i in 0...(seconds * 1) sleep 0.01 Graphics.update end end #-------------------------------------------------------------------------- # Updating #-------------------------------------------------------------------------- def update @command_window.update @game_stats_window.update @status_window.update @map.update #Moving Windows inplace gamepos = 640 - @game_stats_window.width mappos = 480 - @map.height - 1 if @command_window.y > 0 @command_window.y -= 60 end if @game_stats_window.x < gamepos @game_stats_window.x += 80 end if @map.y < mappos @map.y += 80 end if @status_window.x > 0 @status_window.x -= 80 end #Saying if options are active 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) #Looping for moving windows out loop do if @command_window.y < 480 @command_window.y += 40 end if @game_stats_window.x > 0 - @game_stats_window.width @game_stats_window.x -= 40 end if @map.y > 0 - @map.height @map.y -= 40 end if @status_window.x < 640 @status_window.x += 40 end delay(0.5) if @status_window.x >= 640 break end end # Go to Map $scene = Scene_Map.new return end # If C button is pused 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) loop do if @command_window.y < 480 @command_window.y += 40 end if @game_stats_window.x > 0 - @game_stats_window.width @game_stats_window.x -= 40 end if @map.y > 0 - @map.height @map.y -= 40 end if @status_window.x < 640 @status_window.x += 40 end delay(0.5) if @status_window.x >= 640 break end end $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 if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) loop do if @command_window.y < 480 @command_window.y += 40 end if @game_stats_window.x > 0 - @game_stats_window.width @game_stats_window.x -= 40 end if @map.y > 0 - @map.height @map.y -= 40 end if @status_window.x < 640 @status_window.x += 40 end delay(0.5) if @status_window.x >= 640 break end end $scene = Scene_Save.new when 5 $game_system.se_play($data_system.decision_se) loop do if @command_window.y < 480 @command_window.y += 40 end if @game_stats_window.x > 0 - @game_stats_window.width @game_stats_window.x -= 40 end if @map.y > 0 - @map.height @map.y -= 40 end if @status_window.x < 640 @status_window.x += 40 end delay(0.5) if @status_window.x >= 640 break end end $scene = Scene_End.new 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 # XL # ĚAN^[ĚŤsŚŔŞ 2 ČŹăĚŹęŤ if $game_party.actors[@status_window.index].restriction >= 2 # uU[ SE đt $game_system.se_play($data_system.buzzer_se) return end # Śč SE đt $game_system.se_play($data_system.decision_se) # XLćĘɐŘčւ $scene = Scene_Skill.new(@status_window.index) when 2 $game_system.se_play($data_system.decision_se) loop do if @command_window.y < 480 @command_window.y += 40 end if @game_stats_window.x > 0 - @game_stats_window.width @game_stats_window.x -= 40 end if @map.y > 0 - @map.height @map.y -= 40 end if @status_window.x < 640 @status_window.x += 40 end delay(0.5) if @status_window.x >= 640 break end end $scene = Scene_Equip.new(@status_window.index) when 3 $game_system.se_play($data_system.decision_se) loop do if @command_window.y < 480 @command_window.y += 40 end if @game_stats_window.x > 0 - @game_stats_window.width @game_stats_window.x -= 40 end if @map.y > 0 - @map.height @map.y -= 40 end if @status_window.x < 640 @status_window.x += 40 end delay(0.5) if @status_window.x >= 640 break end end $scene = Scene_Status.new(@status_window.index) end return end end end end
;
This post has been edited by skaterdoggy: Aug 7 2008, 03:49 AM
Group: Member
Posts: 3
Type: Scripter
RM Skill: Beginner
i like this script and i love the update what you release...can you reupload the download? he don't work for me...or tell me at pm other site from where can i download it. ~ ~
Group: Revolutionary
Posts: 236
Type: Artist
RM Skill: Advanced
Whenever I try to copy and paste the script(s), They come out in one line. Is there a way you can fix that, or re- post the script and see if that works? Many thanks.
Group: Member
Posts: 20
Type: Event Designer
RM Skill: Skilled
i finished with creating scripts:) enter at forum www.zenach.roleplaylife.net --Forum of Online RPG at what i working with my friends;)Enter,Register and talk with other members The forum is new so don't have members;)
This post has been edited by skaterdoggy: Nov 28 2008, 09:43 AM
Group: Member
Posts: 70
Type: Developer
RM Skill: Beginner
can I use the HP/SP/EXP bar based on SephitrothSpawn's slanted bar with this script? also, maybe you can help me change the charset at the menu to be changed into facesets...
thanks in advance
__________________________
My current Project: Scenes From A Memory Characters (current, 2 of 8): Ryan Logan (main protagonist) Lucas McPerry Progress: 5% Help needed: - Beta/bug testers - Charset/Battlesets designers (Minkoff style)
Group: Member
Posts: 29
Type: Developer
RM Skill: Undisclosed
QUOTE (cipley @ Nov 28 2008, 07:15 PM)
can I use the HP/SP/EXP bar based on SephitrothSpawn's slanted bar with this script? also, maybe you can help me change the charset at the menu to be changed into facesets...
thanks in advance
yes, the HP/SP/EXP bars script is compatible with this, i use it with it. to change into facesets, just go to line 95 and
1. delete the "#" in front of the line " # draw_actor_face(actor, 12, y + 90)" this displays the faces in the menu. 2. add a "#" in front of the line "draw_actor_graphic(actor, 48, y + 65)" this will take away the actor graphic in the menu.
the instructions to do this are also at the top of the script.
This post has been edited by habs11: Nov 29 2008, 12:43 AM
Group: Member
Posts: 70
Type: Developer
RM Skill: Beginner
whoops I missed that line thanks!
uuh, found a new problem though... is it compatible with Loki333's custom status window? it was working well before, but now it won;t show the faceset...
This post has been edited by cipley: Nov 29 2008, 08:04 AM
__________________________
My current Project: Scenes From A Memory Characters (current, 2 of 8): Ryan Logan (main protagonist) Lucas McPerry Progress: 5% Help needed: - Beta/bug testers - Charset/Battlesets designers (Minkoff style)
Group: Member
Posts: 29
Type: Developer
RM Skill: Undisclosed
QUOTE (cipley @ Nov 29 2008, 07:58 AM)
whoops I missed that line thanks!
uuh, found a new problem though... is it compatible with Loki333's custom status window? it was working well before, but now it won;t show the faceset...
i dont use this script but have you done this?
#=====================================OPTIONS==================================# BATTLER = 1 #When "1" displays a battler graphic in the left window. #When "2" displays the character set in the left window. #When "3" displays the picture from the pictures folder. FACEPICTURE = true #When true it displays a face picture next to the biography. #This allows for less biography space but looks nice. ****#To use facesets create a folder in your pictures folder #named Faces. Name the facesets identical to what the #characterset for the actor is named.*****
also you might try and put this script above the FF7 menu script, that might make it work. just a suggestion.
Group: Member
Posts: 70
Type: Developer
RM Skill: Beginner
yes, the config is just like that I also have put it above the FF7 menu script Well, I don't know if it matters or not, but I also used Minkoff's animated battlers script and all of its add-ons from the MAB demo...
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My current Project: Scenes From A Memory Characters (current, 2 of 8): Ryan Logan (main protagonist) Lucas McPerry Progress: 5% Help needed: - Beta/bug testers - Charset/Battlesets designers (Minkoff style)
When i open the menu and look at the location block (i guess you would call it that...) It sometimes cuts off when I make a maps name too long. How would you change the capacity of characters so it doesn't cut off?
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Current Project: Name: Twined Fates Time released: Nov/Dec/?/10 Genre: RPG/Adventure Complete %: 2%