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> MOG-Styled Menus (Item, Equip & Skills)
Selacius
post Oct 8 2008, 09:11 PM
Post #1


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Posts: 53
Type: Event Designer
RM Skill: Beginner




MOG & SEL SCENE MENUS
Version: 2.0
By Selacius


Introduction
This demo contains the original MOG Menu & Status Scenes, with the VX versions of the ITEM, SKILL, EQUIP, and SHOP XP scripts. Also contained is an adjustment to the Skill Shop by Nechigawara Sanzenin to fit the SEL style.

Screenshots







Demo
Rapidshare Demo
Mediafire Demo

FAQ
Ask here and they will be fixed.

Compatibility
Any additions to the menu will need new graphics and also slight modification of the MOG menu script.

Credits and Thanks
Selacius (Scripting)
Lomastul (Images)
MOGHUNTER (XP Scripts & Images)

Terms and Conditions
Free for use but make sure to credit those who deserve it.

This post has been edited by Selacius: Oct 20 2008, 08:09 AM
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incarnum
post Sep 26 2011, 08:29 PM
Post #2


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Type: Artist
RM Skill: Masterful




Im not sure if anyone still uses these forums but, im having an issue with the mog equip menu.

to be specific, the part of the menu where it shows the list of equipment you have in your backpack and how many of each of those things you have.

not only is there not enough space to show the full name of any of my gear, but the quantity of that gear overlaps the name of the gear.

a screen shot, and code is included.
script
#_________________________________________________________________________
______
# SEL SCENE EQUIP MENU V2.0
#_______________________________________________________________________________
# By Selacius
# Graphics by lomastul, MOGHUNTER
# Original XP Script by MOGHUNTER
#_______________________________________________________________________________

module MOG
# Set Maximum (STR,DEX,AGL,INT)
MST_ST = 999
# Set Maximum (ATK,PDEF,MDEF)
MST_STE = 999
# Set Maximum (HP, MP)
MST_HMP = 9999
end

module Cache
def self.menu(filename)
load_bitmap("Graphics/Menus/", filename)
end
def self.icon(filename)
load_bitmap("Graphics/Icons/", filename)
end
end

#==============================================================================
# ** Window_Equip
#==============================================================================
class Window_Equip < Window_Selectable
def initialize(actor)
super(260, 70, 220, 170)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
@actor = actor
refresh
self.index = 0
end
def item
return @data[self.index]
end
def refresh
self.contents.clear
@data = []
for item in @actor.equips do @data.push(item) end
@item_max = @data.size
self.contents.font.color = system_color
self.contents.font.bold = true
self.contents.font.shadow = true
self.contents.font.size = 14
draw_item_name_menu_equip(@actor.equips[0], 0, 0)
draw_item_name_menu_equip(@actor.equips[1], 0, 24)
draw_item_name_menu_equip(@actor.equips[2], 0, 48)
draw_item_name_menu_equip(@actor.equips[3], 0, 72)
draw_item_name_menu_equip(@actor.equips[4], 0, 96)
end
def draw_item_name_menu_equip(item, x, y, enabled = true)
if item != nil
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 30, y, 150, WLH, item.name)
end
end
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = WLH
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * WLH
return rect
end
end

#==============================================================================
# ** Window_EquipStatus
#------------------------------------------------------------------------------
class Window_EquipStatus < Window_Base
def initialize(x, y, actor)
super(x, y, 270, 390)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.contents.font.bold = true
self.contents.font.shadow = true
self.contents.font.size = 14
@actor = actor
refresh
end
def refresh
self.contents.clear
drw_equist(0,390)
draw_actor_face(@actor, 4, 30)
draw_actor_name(@actor, 4, 10)
self.contents.draw_text(4, 130, 36, 24, @actor.level.to_s, 2)
self.contents.draw_text(25, 145, 90, 24, @actor.class.name, 2)
draw_actor_parameter2(@actor, 0, 162 , 4, 10)
draw_actor_parameter2(@actor, 0, 185 , 5, 10)
draw_actor_parameter2(@actor, 0, 208 , 0)
draw_actor_parameter2(@actor, 0, 231 , 1)
draw_actor_parameter2(@actor, 0, 256 , 3)
draw_actor_parameter2(@actor, 0, 279 , 2)
if @new_hp != nil
self.contents.font.color = system_color
if @new_hp < @actor.hp
drw_eqpup(140,185,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_hp > @actor.hp
drw_eqpup(140,185,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(140,188,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(165, 164, 36, 24, @new_hp.to_s, 2)
end
if @new_mp != nil
self.contents.font.color = system_color
if @new_mp < @actor.mp
drw_eqpup(140,207,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_mp > @actor.mp
drw_eqpup(140,207,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(140,210,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(165, 187, 36, 24, @new_mp.to_s, 2)
end
if @new_atk != nil
self.contents.font.color = system_color
if @new_atk < @actor.atk
drw_eqpup(140,230,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_atk > @actor.atk
drw_eqpup(140,230,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(140,234,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(165, 210, 36, 24, @new_atk.to_s, 2)
end
if @new_def != nil
if @new_def < @actor.def
drw_eqpup(140,254,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_def > @actor.def
drw_eqpup(140,254,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(140,257,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(165, 232, 36, 24, @new_def.to_s, 2)
end
if @new_agi != nil
if @new_agi < @actor.agi
drw_eqpup(140,279,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_agi > @actor.agi
drw_eqpup(140,279,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(140,282,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(165, 258, 36, 24, @new_agi.to_s, 2)
end
if @new_spi != nil
if @new_spi < @actor.spi
drw_eqpup(140,302,2)
self.contents.font.color = Color.new(255,50,50,255)
elsif @new_spi > @actor.spi
drw_eqpup(140,302,1)
self.contents.font.color = Color.new(50,250,150,255)
else
drw_eqpup(140,305,0)
self.contents.font.color = Color.new(255,255,255,255)
end
self.contents.draw_text(165, 281, 36, 24, @new_spi.to_s, 2)
end
end
def set_new_parameters(new_hp, new_mp, new_atk, new_def, new_spi, new_agi)
if @new_hp != new_hp or @new_mp != new_mp or
@new_atk != new_atk or @new_def != new_def or
@new_spi != new_spi or @new_agi != new_agi
@new_hp = new_hp
@new_mp = new_mp
@new_atk = new_atk
@new_def = new_def
@new_spi = new_spi
@new_agi = new_agi
refresh
end
end
def drw_equist(x,y)
equist = Cache.menu("Equip_St")
cw = equist.width
ch = equist.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, equist, src_rect)
end
def drw_eqpup(x,y,type)
case type
when 0
est = Cache.icon("ST_EQU")
when 1
est = Cache.icon("ST_UP")
when 2
est = Cache.icon("ST_DOWN")
end
cw = est.width
ch = est.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, est, src_rect)
end
def draw_actor_parameter2(actor, x, y, type, z = 0)
back = Cache.menu("Parameter_Bar_Back")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw - 106 - z, ch)
self.contents.blt(x + 40 , y - ch + 18, back, src_rect)
meter = Cache.menu("Parameter_Bar")
case type
when 0
parameter_value = actor.atk
cw = (meter.width - 106) * actor.atk / MOG::MST_STE
when 1
parameter_value = actor.def
cw = (meter.width - 106) * actor.def / MOG::MST_STE
when 2
parameter_value = actor.spi
cw = (meter.width - 106) * actor.spi / MOG::MST_ST
when 3
parameter_value = actor.agi
cw = (meter.width - 106) * actor.agi / MOG::MST_ST
when 4
parameter_value = actor.hp
cw = (meter.width - 106 - z) * actor.hp / MOG::MST_HMP
when 5
parameter_value = actor.mp
cw = (meter.width - 106 - z) * actor.mp / MOG::MST_HMP
end
self.contents.font.color = normal_color
self.contents.draw_text(x + 100, y - 2, 36, 32, parameter_value.to_s, 2)
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 40 , y - ch + 18, meter, src_rect)
end
end
#==============================================================================
# ** Window_EquipItem
#==============================================================================
class Window_EquipItem < Window_Item
def initialize(x, y, width, height, actor, equip_type)
@actor = actor
if equip_type == 1 and actor.two_swords_style
equip_type = 0 # Change shield to weapon
end
@equip_type = equip_type
@column_max = 1
super(x, y, width, height)
refresh
end
def include?(item)
return true if item == nil
if @equip_type == 0
return false unless item.is_a?(RPG::Weapon)
else
return false unless item.is_a?(RPG::Armor)
return false unless item.kind == @equip_type - 1
end
return @actor.equippable?(item)
end
def enable?(item)
return true
end
end

#==============================================================================
# ** Scene_Equip
#==============================================================================
class Scene_Equip < Scene_Base
EQUIP_TYPE_MAX = 5 # Number of equip region
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
end
def start
super
@actor = $game_party.members[@actor_index]
@msk_back1 = Plane.new
@msk_back1.bitmap = Cache.menu("Background")
@msk_lay = Sprite.new
if @actor.two_swords_style
@msk_lay.bitmap = Cache.menu("Equip_Lay2")
else
@msk_lay.bitmap = Cache.menu("Equip_Lay")
end
@help_window = Window_Help.new(42,362)
@help_window.opacity = 0
create_item_windows
@equip_window = Window_Equip.new(@actor)
@equip_window.help_window = @help_window
@equip_window.index = @equip_index
@status_window = Window_EquipStatus.new(0, 30, @actor)
end
def update
@help_window.update
@equip_window.update
update_status_window
update_item_windows
@msk_back1.ox += 1
if @equip_window.active
update_equip_selection
elsif @item_window.active
update_item_selection
end
end
def create_item_windows
@item_windows = []
for i in 0...EQUIP_TYPE_MAX
@item_windows[i] = Window_EquipItem.new(240, 208, 300, 170, @actor, i)
@item_windows[i].opacity = 0
@item_windows[i].help_window = @help_window
@item_windows[i].visible = (@equip_index == i)
@item_windows[i].active = false
@item_windows[i].index = -1
end
end
def update_status_window
if @equip_window.active
@status_window.set_new_parameters(nil, nil, nil, nil, nil, nil)
elsif @item_window.active
temp_actor = @actor.clone
temp_actor.change_equip(@equip_window.index, @item_window.item, true)
new_hp = temp_actor.hp
new_mp = temp_actor.mp
new_atk = temp_actor.atk
new_def = temp_actor.def
new_spi = temp_actor.spi
new_agi = temp_actor.agi
@status_window.set_new_parameters(new_hp, new_mp,new_atk, new_def, new_spi, new_agi)
end
@status_window.update
end
def terminate
super
@msk_lay.dispose
@help_window.dispose
@equip_window.dispose
@status_window.dispose
dispose_item_windows
end
def update_equip_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::RIGHT)
Sound.play_cursor
next_actor
elsif Input.trigger?(Input::LEFT)
Sound.play_cursor
prev_actor
elsif Input.trigger?(Input::C)
if @actor.fix_equipment
Sound.play_buzzer
else
Sound.play_decision
@equip_window.active = false
@item_window.active = true
@item_window.index = 0
end
end
end
end

Attached File(s)
Attached File  script_issue.png ( 195.89K ) Number of downloads: 30
 


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incarnum
post Sep 29 2011, 08:37 PM
Post #3


Level 2
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Group: Member
Posts: 27
Type: Artist
RM Skill: Masterful




QUOTE (incarnum @ Sep 26 2011, 08:29 PM) *
Im not sure if anyone still uses these forums but, im having an issue with the mog equip menu.

to be specific, the part of the menu where it shows the list of equipment you have in your backpack and how many of each of those things you have.

not only is there not enough space to show the full name of any of my gear, but the quantity of that gear overlaps the name of the gear.


So I appologize for necro posting but i solved the problem myself.

the problem was not in the mog code at all, but in order to make the mog equip menu work properly, you need to make an adjustment to the rpgmaker vx "window_Item" script.

you need to make it so that your items only show up in a single column, wrather then 2 columns, otherwise they either overlap the inventory count, in mog equip, or the names of your equipment go off screen.

so go to "window_item" script and change line 17 "@column_max = 2"

simply change that 2 to a 1 so that it reads "@column_max = 1"

and wala! the formatting of your equip screen will work now.

if this was useful, please pm me! I had fun solving this very elusive yet seemingly simple puzzle, as i thought it was a problem with the mog script.

(keep in mind that this will alter item menu used in the game so if you need 2 columns in your item menu, the mog menu isnt compatible for you without an overhaul)


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Posts in this topic
- Selacius   MOG-Styled Menus (Item, Equip & Skills)   Oct 8 2008, 09:11 PM
- - mars111   QUOTE (Selacius @ Oct 8 2008, 09:33 PM) H...   Oct 8 2008, 09:39 PM
- - lomastul   menu and status screens dont need to be converted ...   Oct 9 2008, 01:17 AM
- - Selacius   lomastul yea they did have a lot of bugs. As for t...   Oct 9 2008, 03:02 PM
- - Selacius   So I finished the Equip script although it is goin...   Oct 9 2008, 08:47 PM
- - Selacius   Alright, so I have finished all 3 MOG scripts that...   Oct 10 2008, 09:17 PM
- - Selacius   Alrightie, Its been a while since my last post. Bu...   Oct 19 2008, 04:58 PM
- - Allight   Ummm, this is really awesome but there's a sma...   Oct 19 2008, 06:28 PM
- - prinnydood02   RE: MOG-Styled Menus (Item, Equip & Skills)   Oct 23 2008, 06:56 PM
- - Selacius   What are the problems being experienced with the T...   Oct 23 2008, 08:02 PM
|- - prinnydood02   QUOTE (Selacius @ Oct 23 2008, 09:02 PM) ...   Oct 25 2008, 08:58 PM
- - zolaga   If it becomes with party changing and side view ba...   Oct 26 2008, 08:45 AM
- - Selacius   The reason it doesn't have the Party option is...   Oct 26 2008, 07:54 PM
|- - prinnydood02   QUOTE (Selacius @ Oct 26 2008, 08:54 PM) ...   Oct 27 2008, 01:11 PM
- - Ginbu7   I found a major problem. Wile in battle or when yo...   Nov 12 2008, 11:01 PM
- - the_predator9104   Another thing that isn't a major issue, but wo...   Nov 13 2008, 06:57 PM
- - lomastul   RE: MOG-Styled Menus (Item, Equip & Skills)   Nov 13 2008, 10:52 PM
- - evil joesph   One problem... when you view the equipment screen,...   Nov 14 2008, 08:39 PM
- - the_predator9104   It gives me a syntax error in line 447   Nov 14 2008, 11:19 PM
- - lomastul   can you specify on which of the script? there atle...   Nov 15 2008, 04:50 AM
- - the_predator9104   I'm pretty sure it's the fix that was just...   Nov 15 2008, 06:45 PM
- - vavalar   could you make a version without the snowfalke tha...   Nov 19 2008, 05:17 PM
- - enix2   all the script really does is look for that image,...   Nov 19 2008, 05:49 PM
- - vavalar   i tried editing the picture but whenever it went i...   Nov 20 2008, 02:49 PM
|- - lomastul   QUOTE (vavalar @ Nov 20 2008, 02:49 PM) i...   Nov 20 2008, 10:16 PM
- - RPGManiac3030   Is this compatible with the Skill Upgrade System b...   Jan 12 2009, 02:39 PM
- - Valnar   Could it be possible to get the Scripts posted,bec...   Jan 13 2009, 07:31 AM
- - FaytSaratome   God I love MOG's scripts they are so beautiful...   Jan 13 2009, 03:30 PM
- - quikster301   QUOTE (evil joesph @ Nov 14 2008, 08:39 P...   Jan 14 2009, 07:08 PM
- - RPGManiac3030   I noticed that if there are too many items in the ...   Jan 17 2009, 03:29 PM
- - kaleygatore   i got a problem when encounter a battle using tank...   Jan 19 2009, 01:22 AM
- - Metamorphoze   please make it compatible with Vlad's Requiem ...   Mar 4 2009, 03:05 PM
- - ninjaheldransom   this is awsome man , this is a great asset to just...   Mar 6 2009, 02:40 PM
- - houtman   is this script support 6 battlers? I have the scri...   Mar 24 2009, 03:01 AM
- - GhostPrince   does anyone knows how to add the materia system sc...   Oct 7 2009, 12:29 PM
- - rikku123123   Um I have the same problem with the save thing.Whe...   Oct 8 2009, 08:18 PM
- - Tierress   QUOTE (RPGManiac3030 @ Jan 18 2009, 06:29...   Oct 9 2009, 04:12 AM
- - Locke   The script looks awesome i,ll take it   Oct 17 2009, 09:56 AM
- - Goth Star Child   Gotta like these menu's. I hope when i start m...   Nov 25 2009, 08:50 PM
- - Xander_koh   QUOTE (Selacius @ Oct 26 2008, 10:54 PM) ...   Feb 4 2010, 12:43 PM
- - Oliverskx   Um my game crashes after I select one of the empty...   Dec 9 2010, 02:56 PM
- - chrismccoy   Okay, there's a very nasty glitch in this. Mor...   Jun 3 2011, 10:03 AM
|- - Aedales   QUOTE (chrismccoy @ Jun 3 2011, 11:03 AM)...   Jun 6 2011, 07:02 PM
|- - chrismccoy   QUOTE (Aedales @ Jun 6 2011, 08:02 PM) QU...   Jun 6 2011, 09:06 PM
- - Kread-EX   @Aedales: Please don't minimod. Use the report...   Jun 7 2011, 12:55 AM
- - Toonbob20   Sry, I'm a little new to Rpg Maker, and I...   Nov 4 2011, 04:03 PM
- - hit268   Can someone please help me? I keep getting these e...   Dec 20 2011, 03:58 PM
- - lightspeed15   Can someone reupload this? Sorry for the necro :/   Jul 10 2012, 05:52 PM


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