[unsolved] Final touches on the Menu screen

Started by TrueCynder, January 22, 2014, 02:22:24 pm

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TrueCynder

January 22, 2014, 02:22:24 pm Last Edit: January 25, 2014, 04:24:09 am by TrueCynder
Hey guys
So my menu is almost done but there are (yet again) a few things that i can´t do on my own
So i was wondering you could help me out with these :

1) How can i display an icon in the command window ?
2) Can i somehow give the names of the actors costume colors ?
   so that every actor has their own unique color ?

3) How can i make it so the map is the background for the menu rather then just black emptyness ?
4A) How can i display a game variable
4B) and how can i display a word depending on a game variable ?

Extra
5A) I´m using game_guy´s Skill Equipment System and id like to display the actors AP aswell but i don´t know how
5B) Also a little nit pick when i get out of the scene it doesnt fade out how can i fix that ?

Ill post the script on Request

thanks in advance  :shy:

LiTTleDRAgo

1)
self.contents.bitmap = RPG::Cache.icon(ICONNAME)


3)
class Scene_Menu
 
  alias_method :menu_transparency_main, :main
  def main(*args)
    @spriteset = Spriteset_Map.new
    menu_transparency_main(*args)
    @spriteset.dispose
  end
end


4a)
self.contents.draw_text(0,0,100,32,$game_variables[1].to_s)


4b)

case $game_variables[1]
when 1
   self.contents.draw_text(0,0,100,32,"1")
when 2
   self.contents.draw_text(0,0,100,32,"2")
else
   self.contents.draw_text(0,0,100,32,"not 1 or 2")
end

TrueCynder

im sorry but i dont quiet understand the first two :(
i inserted the
class Scene_Menu
 
  alias_method :menu_transparency_main, :main
  def main(*args)
    @spriteset = Spriteset_Map.new
    menu_transparency_main(*args)
    @spriteset.dispose
  end
end

and at first it worked but as soon as i entered a menu point it was black again :(

but thanks for the help with the variables :D

ForeverZer0

That's because each menu subitem in the default menu system is a different scene. You will have to apply the same edit to all the menu scenes. Scene_Item, Scene_Equip, etc. ect.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

TrueCynder

it still doesnt work ...

i guess its one of those things that just won´t work for me :/
just like i can´t draw_battler ....
come to think of it there is alot of weird things happening with my script edits


TrueCynder


TrueCynder

January 24, 2014, 09:06:21 am #7 Last Edit: January 24, 2014, 10:04:04 am by TrueCynder
*bump* Okay so i still got problems with the icon display
i even looked into other skripts how they did it but no method works for me :(

ForeverZer0

class Window_Base
 
  def draw_icon(icon_name, x, y)
    bitmap = RPG::Cache.icon(icon_name)
    if bitmap != nil
      self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
    end
  end
end


This is untested, but should work.
Remember that typically text is drawn with a height of 32 pixels, and icons are 24 pixels in height, so if you are using standard sizes for drawing text, the "y" value should be 4 higher than the text on the same line.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

KK20

5A)

self.contents.draw_text(X, Y, WIDTH, HEIGHT, $game_actors[ID].skillap.to_s)


5B)
Stick a Graphics.freeze here

  def main
    @actor = $game_actors[@id]
    @help_window = Window_Help.new
    @skill_window = Window_GGAPSkillEquip.new(@actor)
    @skill_window.help_window = @help_window
    @status_window = Window_GGActorAp.new(@actor.id)
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze  #<=======
    @help_window.dispose
    @skill_window.dispose
    @status_window.dispose
  end


Also, I can't believe you asked for how to display a game variable when I practically showed you how.

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