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RPG RPG Revolution Forums > Game Engines > RPG Maker XP Discussion
TheCableGuy
Been working on my custom menu and I keep running into Blocks (Mental and Literal). I had help with this once before but I set this project aside for a few months and Forgotten everything I learned so I thought I'd ask again but with Example Pictures this time.

For my Menu, I have the Character Status actually on the Opening Menu Screen, instead of under the "Info" Status Option of the Menu.

Example:



My problem is that I still want the "Info" Screen but I want it to Bring up a Separate, more Detailed Info Screen but When I Select "Info" on the Menu, it brings up the Exact same Screen; A Copy or Mirror Image of the Info from the Menu screen.




I'm using a Lot of Custom Scripts but the Primary one is Final Fantasy VII menu (Edited). Quite Simply, I don't know enough about the Original RGSS Scripts to understand from where "Info" is drawing it's Data (I want to add a New Page from which to Draw it's Data but can't Figure out where it's coming from.)

So this is my Current Menu Script: (I'm probably Overlooking something as well so feel free to ask for anything I forgotten to include)

CODE
#*********************************************************
#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"
#========================================


class Window_Base < Window

def draw_actor_face(actor, x, y)
face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
fw = face.width
fh = face.height
src_rect = Rect.new(0, 0, fw, fh)
self.contents.blt(x - fw / 23, y - fh, face, src_rect)
end
end
def draw_actor_battler_graphic(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end

#========================================
#�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 Main MENU BG
#--------------------------------------------------------------------------
def initialize
super(0, 0, 560, 454) #Main Menu window
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 = 2
y = i * 110
actor = $game_party.actors[i]
draw_actor_face(actor, 2, y + 400) #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 , y + 32)
draw_actor_state(actor, x , y + 60)
draw_actor_hp(actor, x + 290, y )
draw_actor_sp(actor, x +300, y +20)
draw_actor_exp(actor, x + 310, y +40)

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 #
#------------------------------------------------------------------------------#

class Window_GameStats < Window_Base
def initialize
super(0, 0, 160, 60)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 18
refresh
end

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
# Time Played display
#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
attr_reader :window_status
#/--------------------------- edit-------------------------------

def initialize(menu_index = 0)
@menu_index = menu_index
end
def main

s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Info"
s5 = "Save"
s6 = "Quit"


#--------------------------- 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
@actor = $game_party.actors[0] #edit ^,^
@status_window = Window_Status.new(@actor) #edit ^,^
@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 pushed
if Input.trigger?(Input::C)
# Checks actor size
if $game_party.actors.size == 0 and @command_window.index < 4
# plays SE
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
# Select Item Screen
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
# Select Skill Screen
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
$scene = Scene_Skill.new(0)#edit
#@status_window.index = 0
# Select Equip Screen
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
$scene = Scene_Equip.new(0)#edit ^,
#@status_window.index = 0
# Select Status Screen
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
$scene = Scene_Status.new(0)#edit ^,^
#@status_window.index = 0
# Select Save screen
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
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
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)
$scene = Scene_Status.new(0)# edit ^,^
end
return
end
end
end
end



;
punk_blood
I would suggest building you own custom script for the info page yourself that is independent and call it up from that FFscript... When I get home I can look at it for you and try to script it, but your gonna have to give me descriptions and graphics exactly how you want it
TheCableGuy
QUOTE (punk_blood @ Nov 14 2011, 10:20 AM) *
I would suggest building you own custom script for the info page yourself that is independent and call it up from that FFscript... When I get home I can look at it for you and try to script it, but your gonna have to give me descriptions and graphics exactly how you want it


Actually, that was my intention but was trying to track down the Call for the Window_Status screen to replace it with my own but I found it, in Scene_Status.

I knew this once. I'm just having to relearn it all again. Tracking down referring calls bounding around Mutable Scripts is my bane, which is one reason I can't stand adding more Scripts when I could rewrite the existing ones instead.
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