[XP] Ryex's Collapsing CMS (V2.50 is out!)

Started by Ryex, December 23, 2008, 12:35:44 am

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Ryex

oh... well you will change two lines, first is the one that adds the save commands to the menu. the second is the one that tels it to call the save scene.
i'll help you more in the morning. 3:30AM here
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Holyrapid

September 18, 2010, 05:37:43 am #101 Last Edit: September 19, 2010, 01:43:28 am by DesPKP
Ok, thanks. Sleep well
Hey, so uh what lines do i need to cut ut to disable the save acces?

Holyrapid


Holyrapid

Ryex, what part's would i need to remove from this to take out the save option in the menu?
And, if it's not too much trouble, i'd like to add options for Blizzards Bestiary and G_Gs Quest log... since they are separate scripts, i think adding those would only need the clling lines...
Anyway, thanks in advance.

monzdname

Hello there..

I really like this CMS and would like to use it, but I'm using Minkoff's animated battler and it displays the spritesheet I'm using. Is there any way this could be changed?? I'm not a scripter, so i can't really edit scripts. Thanks

Ryex

I'm sorry, say that again? you didn't make sense to me.
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

monzdname

December 11, 2010, 03:12:34 am #106 Last Edit: December 11, 2010, 03:16:06 am by monzdname
 :^_^': sorry bout that...

I'll try to explain clearly... your CMS displays the actor/character's battler image in the status window (those images saved in the battler folder) , right?

So since this CMS uses the actor's battler image, in my situation, it displays the actors animated spritesheet, since I'm using Minkoff's/DerWulfman's animated battler..

so when i open the status window, instead of this image showing in the window,



this spritesheet shows instead because this is the battler image i'm using (well im not really using it, just an example, coz im trying to making my own sprites)


is there any way this can be solved?
I've tried other CMS wherein you are allowed to use images in the Pictures folder instead of the battler folder.
I think this can be edited in script but i have no idea in editing.
I assume most people using this script with Minkoff's/DerWulfman's animated battler have experienced the same..

This is a very cool CMS but the minor graphics glitch in the animated battler is ruining it.
I hope you understood what i was trying to say this time :)

Edit:
I'll try to post a screenshot when possible..

monzdname

I've provided a screenshot on the problem about this CMS interacting wih Minkoff's/DerWulfman animated battler

As you can see, when the status window is displayed, the animated battler is shown since that is the saved
image in my battlers folder..




Can this be fixed??


ForeverZer0

December 12, 2010, 02:33:10 am #108 Last Edit: December 12, 2010, 02:35:59 am by ForeverZer0
Usually spritesheets are 4x4 obviously. You are using one that is much larger so when the system breaks the sheet into 1/16ths and transfers the image (usually just a single pattern of the character) it is taking many images.

Your problem is not with this script, it's with the Window_Base in your own game and an oversight from the other script for not changing the "draw_actor_graphic" method in it to perform correctly with expanded spritesets.

EDIT: Here try this:


class Window_Base
  def draw_actor_graphic(actor, x, y)
    bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
    cw = bitmap.width / 4   # <--- CHANGE THE 4 TO NUMBER OF SPRITES WIDE
    ch = bitmap.height / 4   # <--- CHANGE THE 4 TO NUMBER OF SPRITES TALL
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
end
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.

monzdname


I definitely know there's nothing wrong in the script, coz it works fine, the thing is, it ruins the game when I see that spritesheet on my status window.  :haha:

Anyway, I'll try this and hope it works fine..

I'll try it as soon as i can and give a feedback

Thank you..  :)

WhiteRose

I'd imagine that you'd just have to change the line in the script that gets the Battler to get a different image instead. Should be a fairly simple edit.

ForeverZer0


QuoteI'd imagine that you'd just have to change the line in the script that gets the Battler to get a different image instead. Should be a fairly simple edit.


Yes, that would work quite perfectly.

One would use the special spritesheet, while the other used the default.
Either way, should be an easy fix.
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.

Ryex

ya, the line should be simple to change, just a matter of what you want to change it to. what would you like to show there?
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

monzdname

December 12, 2010, 07:23:11 pm #113 Last Edit: December 12, 2010, 07:28:49 pm by monzdname
@ForeverZero

 The code you posted didn't worked out, but thanks for the effort to help..

Good thing there was an option to insert a custom window in this script (I was like, amazed when i figured it out :haha:). I downloaded a custom status window there and then, it was perfectly fine.  :)

@WhiteRose

  It should be simple for you guys, but I'm not a scripter  :^_^':
  And I really appreciate the works of a scripter  :)

Ryex

ah, so you managed to get a custom status window working? good
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

monzdname

yeah.. i got rid of that sprite sheet thing..

Griver03

is it possible to make the map background active so that all events continue ?!
because i use rmx-os and need a on screen menue, and this one is really nice but its not very cool when you exit the menue and the other players and global events skip  :<_<:
so my question is if you could make a version for rmx-os where this is possible ? :shy:
thx in advance and thx for all your great scripts btw  ;)
My most wanted games...



Ryex

I'm pretty sure this has already been answered. no I will NOT make a version for rmx-os. besides, using a menu like this with rmx-os isn't piratical.
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Moogle king

Sorry for the post when this topic seems a little out-of-date, but I love this script and need some help with it  :D

I'm using Guilaume777's Multi-Slot script, which doesn't seem to be compatible with your own equipment system!
Thing is, the equipment is still THERE (e.g the character attacks with 2 weapons, even though they can't both be displayed in the menu) it just doesn't show, and can't be changed.

Would anyone be willing to helpme patch this :)?

Walthavian

Sorry for the necro, but I just gotta know something.  Been trying to add custom menu options to this beautiful CMS, can't for the life of me figure out how.  Reading so many post, even some people saying they got it to work, just forgetting to post how they got it to work.  If any one would be oh so kind to please just try and help a poor lost soul out here.  all I really want is to know if it is at all possible to add more icons to custom scenes right there along side equip and all that jazz.  If this is not possible just slap me and I'll be on my merry way, but, if this is possible I would appreciate someone telling me how.