Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

> [VX-ACE] Todd's One Person Menu
Kaleb Daub
post Jul 29 2012, 08:27 PM
Post #1


Level Up!
Group Icon

Group: Revolutionary
Posts: 301
Type: Artist
RM Skill: Beginner




One Person Menu

Version: See scripts for version numbers
Author: DoctorTodd
Release Date: See scripts for date

Platform: Rpg Maker VX ACE



Introduction
These are three versions of a one person script made by DoctorTodd. These scripts modify the default Rpg Maker VX ACE menu to fit one actor.

Version 1
Small version

Customization
Allows you to determine windows location

Features

.Goes to first actor, no actor selection
.Detailed status
.Simple
.Sprite on menu screen,

V1 Script
CODE
#===============================================================================
#
# DT's One Person Menu
# Author: DoctorTodd
# Date (02/19/2012)
# Type: (Menu)
# Version: (1.0.0) (VXA)
# Level: (Simple)
# Email: BeaconGames2011@gmail.com
#
#===============================================================================
#
# NOTES: 1)This script will only work with ace, you may find my VX version on
# RMRK.net and the rpg maker web forums.
#
#===============================================================================
#
# Description: A menu that is modified to work as if you are only using one
# actor.
#
# Credits: Me (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
#
#===============================================================================
#
# Contact me for commercial use, other wise just credit me and don't repost
# without my permission.
#
#===============================================================================
#
# Editing begins 40 and ends on 59.
#
#===============================================================================
module DTOPM

  #Window skin to use, place in system.
  WINDOW = ('Window')

  #Status Window X
  SX = 200

  #Status Window Y
  SY = 75

  #Gold window X
  GX = 40

  #Gold Window Y
  GY = 242

  #Command Window X
  CX = 40

  #Command Window Y
  CY = 75
end

class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
        super
        create_background
        create_command_window
        create_status_window
        create_gold_window
  end
  #--------------------------------------------------------------------------
  # * Create Gold Window
  #--------------------------------------------------------------------------
  def create_gold_window
        @gold_window = Window_Gold.new
        @gold_window.x = (DTOPM::GX)
        @gold_window.y = (DTOPM::GY)
        @gold_window.windowskin = Cache.system(DTOPM::WINDOW)
        @gold_window.height = 55
  end
  #--------------------------------------------------------------------------
  # * Create Status Window
  #--------------------------------------------------------------------------
  def create_status_window
        @status_window = Window_MenuInfo.new((DTOPM::SX), (DTOPM::SY))
        @status_window.windowskin = Cache.system(DTOPM::WINDOW)
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
   @command_window = Window_MenuCommand.new
        @command_window.set_handler(:item,        method(:command_item))
        @command_window.set_handler(:skill,      method(:command_skill))
        @command_window.set_handler(:equip,      method(:command_equip))
        @command_window.set_handler(:status,    method(:command_status))
        @command_window.set_handler(:save,        method(:command_save))
        @command_window.set_handler(:game_end,  method(:command_game_end))
        @command_window.set_handler(:cancel,    method(:return_scene))
        @command_window.x = (DTOPM::CX)
        @command_window.y = (DTOPM::CY)
        end
  end
#--------------------------------------------------------------------------
  # * [Item] Command
  #--------------------------------------------------------------------------
  def command_item
        SceneManager.call(Scene_Item)
  end
  #--------------------------------------------------------------------------
  # * [Equipment] Command
  #--------------------------------------------------------------------------
  def command_equip
        @actor = $game_party.members[0]
        SceneManager.call(Scene_Equip)
  end
  #--------------------------------------------------------------------------
  # * [Status] Command
  #--------------------------------------------------------------------------
  def command_status
        @actor = $game_party.members[0]
        SceneManager.call(Scene_Status)
  end
  #--------------------------------------------------------------------------
  # * [Save] Command
  #--------------------------------------------------------------------------
  def command_save
        SceneManager.call(Scene_Save)
  end
  #--------------------------------------------------------------------------
  # * [Exit Game] Command
  #--------------------------------------------------------------------------
  def command_game_end
        SceneManager.call(Scene_End)
  end
  #--------------------------------------------------------------------------
  # * [Skill] Command
  #--------------------------------------------------------------------------
  def command_skill
        @actor = $game_party.members[0]
          SceneManager.call(Scene_Skill)
        end
#===================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays the characters status on the menu screen.
#==============================================================================

class Window_MenuInfo < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #      x : window X coordinate
  #      y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
        super(x, y, 300, 221)
        refresh
  end

  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
        self.contents.clear
         @actor = $game_party.members[0]
          draw_actor_face(@actor, 0, 0)
          draw_actor_name(@actor, 110, 0)
          draw_actor_level(@actor, 190, 0)
          draw_actor_hp(@actor, 110 ,20)
          draw_actor_mp(@actor, 110 , 45)
          draw_actor_tp(@actor, 110 , 70)
          draw_actor_param(@actor, 0, 100, 0)
          draw_actor_param(@actor, 0, 124, 1)
          draw_actor_param(@actor, 0, 148, 2)
          draw_actor_param(@actor, 0, 172, 3)
          draw_actor_graphic(@actor, 220, 160)
          draw_actor_icons(@actor, 190, 180, width = 96)
        end
  end
#==============================================================================
# ** Window_MenuCommand
#------------------------------------------------------------------------------
#  This command window appears on the menu screen.
#==============================================================================

class Window_MenuCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Initialize Command Selection Position (Class Method)
  #--------------------------------------------------------------------------
  def self.init_command_position
        @@last_command_symbol = nil
  end
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
        super(0, 0)
        select_last
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
        return 160
  end
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
        item_max
  end
  #--------------------------------------------------------------------------
  # * Create Command List
  #--------------------------------------------------------------------------
  def make_command_list
        add_main_commands
        add_original_commands
        add_save_command
        add_game_end_command
  end
  #--------------------------------------------------------------------------
  # * Add Main Commands to List
  #--------------------------------------------------------------------------
  def add_main_commands
        add_command(Vocab::item,   :item,   main_commands_enabled)
        add_command(Vocab::skill,  :skill,  main_commands_enabled)
        add_command(Vocab::equip,  :equip,  main_commands_enabled)
        add_command(Vocab::status, :status, main_commands_enabled)
  end
  #--------------------------------------------------------------------------
  # * For Adding Original Commands
  #--------------------------------------------------------------------------
  def add_original_commands
  end
  #--------------------------------------------------------------------------
  # * Add Save to Command List
  #--------------------------------------------------------------------------
  def add_save_command
        add_command(Vocab::save, :save, save_enabled)
  end
  #--------------------------------------------------------------------------
  # * Add Exit Game to Command List
  #--------------------------------------------------------------------------
  def add_game_end_command
        add_command(Vocab::game_end, :game_end)
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Main Commands
  #--------------------------------------------------------------------------
  def main_commands_enabled
        $game_party.exists
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Formation
  #--------------------------------------------------------------------------
  def formation_enabled
        $game_party.members.size >= 2 && !$game_system.formation_disabled
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Save
  #--------------------------------------------------------------------------
  def save_enabled
        !$game_system.save_disabled
  end
  #--------------------------------------------------------------------------
  # * Processing When OK Button Is Pressed
  #--------------------------------------------------------------------------
  def process_ok
        @@last_command_symbol = current_symbol
        super
  end
  #--------------------------------------------------------------------------
  # * Restore Previous Selection Position
  #--------------------------------------------------------------------------
  def select_last
        select_symbol(@@last_command_symbol)
  end
end





Version 2
Stats Version with no sprite

Customization
Allows you to determine windows location.

Features

.Goes to first actor, no actor selection
.Full Status
.Easy to use.
.No sprite

V2 Script
CODE
#===============================================================================
#
# DT's One Actor Full Status Menu
# Author: DoctorTodd
# Date (04/4/2012)
# Type: (Menu)
# Version: (1.0.1) (VXA)
# Level: (Simple/Medium)
# Email: Support@beacongames.com
#
#===============================================================================
#
# NOTES: 1)This script will only work with ace.
#
#===============================================================================
#
# Description: Removes all need for a status scene and works as if there is
# only one actor. This is the official menu for Gold and Glory 2.
#
# Credits: Me (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
#
#===============================================================================
#
# Contact me for commercial use, other wise just credit me and don't repost
# without my permission.
#
#===============================================================================
#
# Editing begins 40 and ends on 59.
#
#===============================================================================
module DTOAFS

  #Window Skin (Default = Window)
  WS = "Window"

  #Command Window X (640x480 default = 455) (544x416 default = 395)
  COMWINX = 395

  #Command Window Y (640x480 default = 60) (544x416 default = 20)
  COMWINY = 20

  #Gold Window X (640x480 default = 454) (544x416 default = 395)
  GWINX = 395

  #Gold Window Y (640x480 default = 362) (544x416 default = 187)
  GWINY = 322

  #Status Window X (640x480 default = 60) (544x416 default = 0)
  SWINX = 0

  #Status Window Y (640x480 default = 60) (544x416 default = 20)
  SWINY = 20
  
end
#===============================================================================
#  NOTE: Editing anything below without any skill will most likely give an error.
#===============================================================================
class Window_MenuCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Initialize Command Selection Position (Class Method)
  #--------------------------------------------------------------------------
  def self.init_command_position
        @@last_command_symbol = nil
  end
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
        super(0, 0)
        select_last
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
        return 150
  end
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
        item_max
  end
  #--------------------------------------------------------------------------
  # * Create Command List
  #--------------------------------------------------------------------------
  def make_command_list
        add_main_commands
        add_original_commands
        add_save_command
        add_game_end_command
  end
  #--------------------------------------------------------------------------
  # * Add Main Commands to List
  #--------------------------------------------------------------------------
  def add_main_commands
        add_command(Vocab::item,   :item,   main_commands_enabled)
        add_command(Vocab::skill,  :skill,  main_commands_enabled)
        add_command(Vocab::equip,  :equip,  main_commands_enabled)
  end
  #--------------------------------------------------------------------------
  # * For Adding Original Commands
  #--------------------------------------------------------------------------
  def add_original_commands
  end
  #--------------------------------------------------------------------------
  # * Add Save to Command List
  #--------------------------------------------------------------------------
  def add_save_command
        add_command(Vocab::save, :save, save_enabled)
  end
  #--------------------------------------------------------------------------
  # * Add Exit Game to Command List
  #--------------------------------------------------------------------------
  def add_game_end_command
        add_command(Vocab::game_end, :game_end)
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Main Commands
  #--------------------------------------------------------------------------
  def main_commands_enabled
        $game_party.exists
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Formation
  #--------------------------------------------------------------------------
  def formation_enabled
        $game_party.members.size >= 2 && !$game_system.formation_disabled
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Save
  #--------------------------------------------------------------------------
  def save_enabled
        !$game_system.save_disabled
  end
  #--------------------------------------------------------------------------
  # * Processing When OK Button Is Pressed
  #--------------------------------------------------------------------------
  def process_ok
        @@last_command_symbol = current_symbol
        super
  end
  #--------------------------------------------------------------------------
  # * Restore Previous Selection Position
  #--------------------------------------------------------------------------
  def select_last
        select_symbol(@@last_command_symbol)
  end
end
#========================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays the characters status on the menu screen.
#==============================================================================

class Window_MenuInfo < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #      x : window X coordinate
  #      y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
        super(x, y, 395, 351)
        refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
        self.contents.clear
         @actor = $game_party.members[0]
          draw_actor_face(@actor, 0, 0)
          draw_actor_name(@actor, 110, 5)
          draw_actor_level(@actor, 265, 5)
          draw_actor_hp(@actor, 110 ,40, width = 244)
          draw_actor_mp(@actor, 110 , 65, width = 244)
          draw_actor_tp(@actor, 110 , 75, width = 244)
          draw_actor_param(@actor, 0, 140, 0)
          draw_actor_param(@actor, 0, 164, 1)
          draw_actor_param(@actor, 0, 188, 2)
          draw_actor_param(@actor, 0, 212, 3)
          draw_actor_param(@actor, 0, 232, 4)
          draw_actor_param(@actor, 0, 252, 5)
          draw_actor_param(@actor, 0, 272, 6)
          draw_actor_param(@actor, 0, 292, 7)
          draw_exp_info(180, 231)
          draw_actor_icons(@actor, 100, 110, width = 96)
          draw_equipments(180, 100)
          draw_actor_class(@actor, 5, 110, width = 112)
        end
  end
  #--------------------------------------------------------------------------
  # * Draw Experience Information
  #--------------------------------------------------------------------------
  def draw_exp_info(x, y)
         @actor = $game_party.members[0]
        s1 = @actor.max_level? ? "-------" : @actor.exp
        s2 = @actor.max_level? ? "-------" : @actor.next_level_exp - @actor.exp
        s_next = sprintf(Vocab::ExpNext, Vocab::level)
        change_color(system_color)
        draw_text(x, y + line_height * 0, 180, line_height, Vocab::ExpTotal)
        draw_text(x, y + line_height * 2, 180, line_height, s_next)
        change_color(normal_color)
        draw_text(x, y + line_height * 1, 180, line_height, s1, 2)
        draw_text(x, y + line_height * 3, 180, line_height, s2, 2)
  end
  #--------------------------------------------------------------------------
  # * Draw Equipment
  #--------------------------------------------------------------------------
  def draw_equipments(x, y)
         @actor = $game_party.members[0]
        @actor.equips.each_with_index do |item, i|
          draw_item_name(item, x, y + line_height * i)
        end
  end
#==============================================================================
# ? Scene_Menu
#==============================================================================
include DTOAFS
class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # ? Start
  #--------------------------------------------------------------------------
  def start
        super
        create_command_window
        create_gold_window
        create_status_window
  end
  #--------------------------------------------------------------------------
  # ? Command Window
  #--------------------------------------------------------------------------
  def create_command_window
        @command_window =  Window_MenuCommand.new
        @command_window.set_handler(:item,        method(:command_item))
        @command_window.set_handler(:skill,      method(:command_skill))
        @command_window.set_handler(:equip,      method(:command_equip))
        @command_window.set_handler(:save,        method(:command_save))
        @command_window.set_handler(:game_end,  method(:command_game_end))
        @command_window.set_handler(:cancel,    method(:return_scene))
        @command_window.y = (DTOAFS::COMWINY)
        @command_window.x = (DTOAFS::COMWINX)
        @command_window.windowskin = Cache.system(DTOAFS::WS)
  end
  #--------------------------------------------------------------------------
  # ? Gold Window
  #--------------------------------------------------------------------------
  def create_gold_window
        @gold_window = Window_Gold.new
        @gold_window.x = (DTOAFS::GWINX)
        @gold_window.y = (DTOAFS::GWINY)
        @gold_window.windowskin = Cache.system(DTOAFS::WS)
  end
  #--------------------------------------------------------------------------
  # ? Status Window
  #--------------------------------------------------------------------------
  def create_status_window
        @status_window = Window_MenuInfo.new((DTOAFS::SWINX), (DTOAFS::SWINY))
        @status_window.windowskin = Cache.system(DTOAFS::WS)
  end
#--------------------------------------------------------------------------
  # * [Item] Command
  #--------------------------------------------------------------------------
  def command_item
        SceneManager.call(Scene_Item)
  end
  #--------------------------------------------------------------------------
  # * [Equipment] Command
  #--------------------------------------------------------------------------
  def command_equip
        @actor = $game_party.members[0]
        SceneManager.call(Scene_Equip)
  end
  #--------------------------------------------------------------------------
  # * [Save] Command
  #--------------------------------------------------------------------------
  def command_save
        SceneManager.call(Scene_Save)
  end
  #--------------------------------------------------------------------------
  # * [Exit Game] Command
  #--------------------------------------------------------------------------
  def command_game_end
        SceneManager.call(Scene_End)
  end
  #--------------------------------------------------------------------------
  # * [Skill] Command
  #--------------------------------------------------------------------------
  def command_skill
        @actor = $game_party.members[0]
          SceneManager.call(Scene_Skill)
        end
end
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
#  This window displays the party's gold.
#==============================================================================

class Window_Gold < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
        super(0, 0, window_width, fitting_height(1))
        refresh
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
        return 150
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
        contents.clear
        draw_currency_value(value, currency_unit, 4, 0, contents.width - 8)
  end
  #--------------------------------------------------------------------------
  # * Get Party Gold
  #--------------------------------------------------------------------------
  def value
        $game_party.gold
  end
  #--------------------------------------------------------------------------
  # Get Currency Unit
  #--------------------------------------------------------------------------
  def currency_unit
        Vocab::currency_unit
  end
  #--------------------------------------------------------------------------
  # * Open Window
  #--------------------------------------------------------------------------
  def open
        refresh
        super
  end
end




Version 3
Stats version with sprite

Customization
Allows you to determine windows location and sprite.

Features

.Goes to first actor, no actor selection
.Full Status
.Easy to use.
.Sprite Window

V3 Script
CODE
#===============================================================================
#
# DT's One Actor Full Status Menu With Sprite
# Author: DoctorTodd
# Date (04/4/2012)
# Type: (Menu)
# Version: (1.0.1) (VXA)
# Level: (Simple/Medium)
# Email: Support@beacongames.com
#
#===============================================================================
#
# NOTES: 1)This script will only work with ace.
#
#===============================================================================
#
# Description: Removes all need for a status scene and works as if there is
# only one actor. This is the official menu for Gold and Glory 2.
#
# Credits: Me (DoctorTodd)
#
#===============================================================================
#
# Instructions
# Paste above main.
#
#===============================================================================
#
# Contact me for commercial use, other wise just credit me and don't repost
# without my permission.
#
#===============================================================================
#
# Editing begins 40 and ends on 59.
#
#===============================================================================
module DTOAFS

  #Window Skin (Default = Window)
  WS = "Window"

  #Command Window X (640x480 default = 455) (544x416 default = 395)
  COMWINX = 395

  #Command Window Y (640x480 default = 60) (544x416 default = 20)
  COMWINY = 20

  #Gold Window X (640x480 default = 454) (544x416 default = 395)
  GWINX = 395

  #Gold Window Y (640x480 default = 362) (544x416 default = 187)
  GWINY = 322

  #Actor Window X (640x480 default = 454) (544x416 default = 395)
  AWINX = 395

  #Actor Window Y (640x480 default = 362) (544x416 default = 187)
  AWINY = 163

  #Status Window X (640x480 default = 60) (544x416 default = 0)
  SWINX = 0

  #Status Window Y (640x480 default = 60) (544x416 default = 20)
  SWINY = 20

end
#===============================================================================
#  NOTE: Editing anything below without any skill will most likely give an error.
#===============================================================================
class Window_MenuCommand < Window_Command
  #--------------------------------------------------------------------------
  # * Initialize Command Selection Position (Class Method)
  #--------------------------------------------------------------------------
  def self.init_command_position
                @@last_command_symbol = nil
  end
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
                super(0, 0)
                select_last
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
                return 150
  end
  #--------------------------------------------------------------------------
  # * Get Number of Lines to Show
  #--------------------------------------------------------------------------
  def visible_line_number
                item_max
  end
  #--------------------------------------------------------------------------
  # * Create Command List
  #--------------------------------------------------------------------------
  def make_command_list
                add_main_commands
                add_original_commands
                add_save_command
                add_game_end_command
  end
  #--------------------------------------------------------------------------
  # * Add Main Commands to List
  #--------------------------------------------------------------------------
  def add_main_commands
                add_command(Vocab::item,   :item,   main_commands_enabled)
                add_command(Vocab::skill,  :skill,  main_commands_enabled)
                add_command(Vocab::equip,  :equip,  main_commands_enabled)
  end
  #--------------------------------------------------------------------------
  # * For Adding Original Commands
  #--------------------------------------------------------------------------
  def add_original_commands
  end
  #--------------------------------------------------------------------------
  # * Add Save to Command List
  #--------------------------------------------------------------------------
  def add_save_command
                add_command(Vocab::save, :save, save_enabled)
  end
  #--------------------------------------------------------------------------
  # * Add Exit Game to Command List
  #--------------------------------------------------------------------------
  def add_game_end_command
                add_command(Vocab::game_end, :game_end)
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Main Commands
  #--------------------------------------------------------------------------
  def main_commands_enabled
                $game_party.exists
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Formation
  #--------------------------------------------------------------------------
  def formation_enabled
                $game_party.members.size >= 2 && !$game_system.formation_disabled
  end
  #--------------------------------------------------------------------------
  # * Get Activation State of Save
  #--------------------------------------------------------------------------
  def save_enabled
                !$game_system.save_disabled
  end
  #--------------------------------------------------------------------------
  # * Processing When OK Button Is Pressed
  #--------------------------------------------------------------------------
  def process_ok
                @@last_command_symbol = current_symbol
                super
  end
  #--------------------------------------------------------------------------
  # * Restore Previous Selection Position
  #--------------------------------------------------------------------------
  def select_last
                select_symbol(@@last_command_symbol)
  end
end
#========================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays the characters status on the menu screen.
#==============================================================================

class Window_MenuInfo < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #       x : window X coordinate
  #       y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
                super(x, y, 395, 351)
                refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
                self.contents.clear
                 @actor = $game_party.members[0]
                  draw_actor_face(@actor, 0, 0)
                  draw_actor_name(@actor, 110, 5)
                  draw_actor_level(@actor, 265, 5)
                  draw_actor_hp(@actor, 110 ,30, width = 244)
                  draw_actor_mp(@actor, 110 , 52, width = 244)
                  draw_actor_tp(@actor, 110 , 75, width = 244)
                  draw_actor_param(@actor, 0, 140, 0)
                  draw_actor_param(@actor, 0, 164, 1)
                  draw_actor_param(@actor, 0, 188, 2)
                  draw_actor_param(@actor, 0, 212, 3)
                  draw_actor_param(@actor, 0, 232, 4)
                  draw_actor_param(@actor, 0, 252, 5)
                  draw_actor_param(@actor, 0, 272, 6)
                  draw_actor_param(@actor, 0, 292, 7)
                  draw_exp_info(180, 231)
                  draw_actor_icons(@actor, 100, 110, width = 96)
                  draw_equipments(180, 100)
                  draw_actor_class(@actor, 5, 110, width = 112)
                end
  end
  #--------------------------------------------------------------------------
  # * Draw Experience Information
  #--------------------------------------------------------------------------
  def draw_exp_info(x, y)
                 @actor = $game_party.members[0]
                s1 = @actor.max_level? ? "-------" : @actor.exp
                s2 = @actor.max_level? ? "-------" : @actor.next_level_exp - @actor.exp
                s_next = sprintf(Vocab::ExpNext, Vocab::level)
                change_color(system_color)
                draw_text(x, y + line_height * 0, 180, line_height, Vocab::ExpTotal)
                draw_text(x, y + line_height * 2, 180, line_height, s_next)
                change_color(normal_color)
                draw_text(x, y + line_height * 1, 180, line_height, s1, 2)
                draw_text(x, y + line_height * 3, 180, line_height, s2, 2)
  end
  #--------------------------------------------------------------------------
  # * Draw Equipment
  #--------------------------------------------------------------------------
  def draw_equipments(x, y)
                 @actor = $game_party.members[0]
                @actor.equips.each_with_index do |item, i|
                  draw_item_name(item, x, y + line_height * i)
                end
  end
#==============================================================================
# ? Scene_Menu
#==============================================================================
include DTOAFS
class Scene_Menu < Scene_MenuBase
  #--------------------------------------------------------------------------
  # ? Start
  #--------------------------------------------------------------------------
  def start
                super
                create_command_window
                create_gold_window
                create_actor_window
                create_status_window
  end
  #--------------------------------------------------------------------------
  # ? Command Window
  #--------------------------------------------------------------------------
  def create_command_window
                @command_window =  Window_MenuCommand.new
                @command_window.set_handler(:item,              method(:command_item))
                @command_window.set_handler(:skill,       method(:command_skill))
                @command_window.set_handler(:equip,       method(:command_equip))
                @command_window.set_handler(:save,              method(:command_save))
                @command_window.set_handler(:game_end,  method(:command_game_end))
                @command_window.set_handler(:cancel,    method(:return_scene))
                @command_window.y = (DTOAFS::COMWINY)
                @command_window.x = (DTOAFS::COMWINX)
                @command_window.windowskin = Cache.system(DTOAFS::WS)
  end
  #--------------------------------------------------------------------------
  # ? Gold Window
  #--------------------------------------------------------------------------
  def create_gold_window
                @gold_window = Window_Gold.new
                @gold_window.x = (DTOAFS::GWINX)
                @gold_window.y = (DTOAFS::GWINY)
                @gold_window.windowskin = Cache.system(DTOAFS::WS)
          end
  #--------------------------------------------------------------------------
  # ? Actor Window
  #--------------------------------------------------------------------------
  def create_actor_window
                @actor_window = Window_ActorSprite.new
                @actor_window.x = (DTOAFS::AWINX)
                @actor_window.y = (DTOAFS::AWINY)
                @actor_window.windowskin = Cache.system(DTOAFS::WS)
  end
  #--------------------------------------------------------------------------
  # ? Status Window
  #--------------------------------------------------------------------------
  def create_status_window
                @status_window = Window_MenuInfo.new((DTOAFS::SWINX), (DTOAFS::SWINY))
                @status_window.windowskin = Cache.system(DTOAFS::WS)
  end
#--------------------------------------------------------------------------
  # * [Item] Command
  #--------------------------------------------------------------------------
  def command_item
                SceneManager.call(Scene_Item)
  end
  #--------------------------------------------------------------------------
  # * [Equipment] Command
  #--------------------------------------------------------------------------
  def command_equip
                @actor = $game_party.members[0]
                SceneManager.call(Scene_Equip)
  end
  #--------------------------------------------------------------------------
  # * [Save] Command
  #--------------------------------------------------------------------------
  def command_save
                SceneManager.call(Scene_Save)
  end
  #--------------------------------------------------------------------------
  # * [Exit Game] Command
  #--------------------------------------------------------------------------
  def command_game_end
                SceneManager.call(Scene_End)
  end
  #--------------------------------------------------------------------------
  # * [Skill] Command
  #--------------------------------------------------------------------------
  def command_skill
                @actor = $game_party.members[0]
                  SceneManager.call(Scene_Skill)
                end
          end
#==============================================================================
# ** Window_ActorSprite
#------------------------------------------------------------------------------
#  This window displays the players sprite.
#==============================================================================

class Window_ActorSprite < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
                super(0, 0, 150, 80)
                refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
                contents.clear
                @actor = $game_party.members[0]
                  draw_actor_graphic(@actor, 60, 50)
   end
  #--------------------------------------------------------------------------
  # * Open Window
  #--------------------------------------------------------------------------
  def open
                refresh
                super
  end
end
#==============================================================================
# ** Window_Gold
#------------------------------------------------------------------------------
#  This window displays the party's gold.
#==============================================================================

class Window_Gold < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
                super(0, 0, window_width, fitting_height(1))
                refresh
  end
  #--------------------------------------------------------------------------
  # * Get Window Width
  #--------------------------------------------------------------------------
  def window_width
                return 150
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
                contents.clear
                draw_currency_value(value, currency_unit, 4, 0, contents.width - 8)
  end
  #--------------------------------------------------------------------------
  # * Get Party Gold
  #--------------------------------------------------------------------------
  def value
                $game_party.gold
  end
  #--------------------------------------------------------------------------
  # Get Currency Unit
  #--------------------------------------------------------------------------
  def currency_unit
                Vocab::currency_unit
  end
  #--------------------------------------------------------------------------
  # * Open Window
  #--------------------------------------------------------------------------
  def open
                refresh
                super
  end
end


Compatibility
Doesn't work with any main menu edits.

DEMO
Don't need I would think.

Installation Instructions
Plug n' Play?

FAQ
Q. How do I get the play time window like in your picture?

A. it is a modded version of FlipelyFlip's playtime window here. I Will tell yah how to mod his script to make it fit the 2nd and 3rd menus but I will not post the script without his permission.
http://www.rpgmakervxace.net/topic/768-playtime-window/

Terms and Conditions
Free for non-commercial and commercial games. You must credit Doctor Todd If you use this in a commercial game he expects a free copy.

Credits
Doctor Todd

Add ons
1. Animates sprite in window for version 3. Made by Mobychan credit must be given upon usage of this add on.
V3 Animation
CODE
#==============================================================================
# ** Window_ActorSprite
#------------------------------------------------------------------------------
#  This window displays the players sprite.
#==============================================================================
class Window_ActorSprite < Window_Base
  FRAME_DURATION = 10
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
        super(0, 0, 150, 70)
        create_sprite
        @actor = $game_party.members[0]
        refresh
  end
  #--------------------------------------------------------------------------
  # * Create Sprite
  #--------------------------------------------------------------------------
  def create_sprite
        @actor = $game_party.members[0]
        @sprite = Sprite.new
        @sprite_frame = 1
        @frames = 0
  
        bit = Cache.character(@actor.character_name)
  
        if @actor.character_name.include?("$")
          @sprite.bitmap = Bitmap.new(bit.width, bit.height / 4)
          cw = bit.width
          ch = bit.height / 4
        else
          cw = bit.width / 4
          ch = bit.height / 8
        end
  
        n = @actor.character_index
        src_rect = Rect.new((n%4)*cw, (n/4)*ch, cw, ch)
  
        @sprite.bitmap = Bitmap.new(cw, ch)
        @sprite.bitmap.blt(0, 0, bit, src_rect)
        @sprite.src_rect = Rect.new(cw / 3, 0, cw / 3, ch)
  end
  #--------------------------------------------------------------------------
  # * Set Sprite Location
  #--------------------------------------------------------------------------
  def set_sprite_location(x, y)
        @sprite.x = x + DTOAFS::AWINX
        @sprite.y = y + DTOAFS::AWINY
        @sprite.z = self.z + 1
  end
  #--------------------------------------------------------------------------
  # * Update Sprite
  #--------------------------------------------------------------------------
  def update_sprite
        @frames = 0
        @sprite_frame += 1
        @sprite_frame = 0 if @sprite_frame > 3
  
        if @sprite_frame != 3
          @sprite.src_rect.x = @sprite_frame * @sprite.src_rect.width
        else
          @sprite.src_rect.x = @sprite.src_rect.width
        end
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
        self.contents.clear
        set_sprite_location(60, 18)
  end
  def update
        super
        @frames += 1
        update_sprite if @frames == FRAME_DURATION
  end
  alias dis dispose unless $@
  def dispose
        dis
        @sprite.dispose
  end
end


This post has been edited by mooshra: Aug 5 2012, 06:37 PM


__________________________
My games.
Go to the top of the page
 
+Quote Post
   
 
Start new topic
Replies
Kaleb Daub
post Aug 5 2012, 06:37 PM
Post #2


Level Up!
Group Icon

Group: Revolutionary
Posts: 301
Type: Artist
RM Skill: Beginner




Update posted an add on to animate the sprite in the third version.


__________________________
My games.
Go to the top of the page
 
+Quote Post
   

Posts in this topic


Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 19th June 2013 - 09:07 AM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker