Chaos Project

RPG Maker => RPG Maker Scripts => Script Troubleshooting => Topic started by: C.C. rOyAl on February 14, 2010, 09:04:51 pm

Title: DMSE Edit
Post by: C.C. rOyAl on February 14, 2010, 09:04:51 pm
I'm using G_G's DMSE (Default Menu System Enhancer) and I need help doing two edits, I provided screenie's to help :P
First, in the 'Status' menu it says "equipment" when I need it "Equipment".
Spoiler: ShowHide
(http://fc04.deviantart.net/fs71/f/2010/045/9/c/Screenshot_1_by_XXXArchXAngelXXX.png)


Next in the 'Equip' menu it says "Body Armor" when I just need it to say "Armor".
Spoiler: ShowHide
(http://fc00.deviantart.net/fs70/f/2010/045/1/f/Screenshot_2_by_XXXArchXAngelXXX.png)


And lastly here is the script ;)
Spoiler: ShowHide
class Scene_Menu
  def create_background

  end
  def main
    create_background
    s1 = 'Items'
    s2 = 'Skills'
    s3 = 'Equip'
    s4 = 'Status'
    s5 = 'Save'
    s6 = 'End Game'

    $game_system.bar_style = 4
    @command_window = Window_Command_WcW.new(0, 0, 160, [['032-Item01', s1], ['044-Skill01', s2], ['001-Weapon01', s3], ['050-Skill07', s4], ['047-Skill04', s5], ['037-Item06', s6]])
    @command_window.back_opacity = 125
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
    @gold_window = Window_Gold.new
    @gold_window.x = 0
    @gold_window.y = 416
    @steps_window = Window_Steps.new
    @steps_window.y = 320
    @steps_window.x = 0
    @playtime_window = Window_PlayTime.new
    @playtime_window.y = 224
    @playtime_window.x = 0
    @status_window = Window_MenuStatus.new
    @status_window.x = 160
    @status_window.y = 0
    @command_window.x = 640
    @status_window.y = 480
    @status_window.x = 160
    @gold_window.x = 640
    @steps_window.x = 640
    @playtime_window.x = 640
    @command_window.back_opacity, @playtime_window.back_opacity, @gold_window.back_opacity, @steps_window.back_opacity, @status_window.back_opacity = 125, 125, 125, 125, 125
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    @command_window.dispose
    @steps_window.dispose if @steps_window != nil
    @gold_window.dispose
    @playtime_window.dispose
    @back.dispose if @back != nil
    @status_window.dispose
  end
  alias animate update
  def update
    if @command_window.x != 0
      @command_window.x -= 20
    end
    if @status_window.y != 0
      @status_window.y -= 15
    end
    if @playtime_window.x != 0 && @command_window.x == 0
      @playtime_window.x -= 20
    end
    if @steps_window.x != 0 && @playtime_window.x <= 320
      @steps_window.x -= 20
    end
    if @gold_window.x != 0 && @steps_window.x <= 320
      @gold_window.x -= 20
    end
    animate
  end
end
class Game_Party
  def add_actor(actor_id)
    actor = $game_actors[actor_id]
    if @actors.size < 1 and not @actors.include?(actor)
      @actors.push(actor)
      $game_player.refresh
    end
  end
end
#----------------------------------------------------------------------------
# * Window Command (WcW)
#     Displays options w/ icons. Feel free to use this in your own script.
#----------------------------------------------------------------------------
class Window_Command_WcW < Window_Selectable
  #--------------------------------------------------------------------------
  # * Initialize
  #--------------------------------------------------------------------------
  def initialize(x, y, width, commands)
    # Calls original initialize method
    super(x, y, width, commands.size * 32 + 32)
    # Sets maximum items and commands variables
    @item_max = commands.size
    @commands = commands
    # Initializes the @disabled array, which is used for drawing disabled items
    @disabled = []; @commands.size.times { @disabled.push false }
    # Creates a new bitmap for the contents
    self.contents = Bitmap.new(width-32, commands.size * 32)
    # Sets the index to 0
    self.index = 0
    # Draws contents
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refreshes Contents
  #--------------------------------------------------------------------------
  def refresh
    # Clears bitmap
    self.contents.clear
    # For each command in the @commands array....
    @commands.size.times {|i|
      # Get the icon from RPG::Cache
      self.contents.blt(4, 32 * i + 4, RPG::Cache.icon(@commands[i][0]),
          Rect.new(0, 0, 24, 24))
      # If the disabled array has this down for this disabled, draw it as
      # disabled, if not, draw it normal
      self.contents.font.color = @disabled[i] ? disabled_color : normal_color
      # Draw the command
      self.contents.draw_text(34, 32 * i, self.contents.width - 34, 32,
          @commands[i][1], 0)
    }
  end
  #--------------------------------------------------------------------------
  # * Disable Items
  #--------------------------------------------------------------------------
  def disable_items(*indexes)
    # For each index in the given argument array,
    indexes.each {|index|
      # Set that index to disabled in the @disabled array
      @disabled[index] = true
    }
    # Re-draw contents
    refresh 
  end
  #--------------------------------------------------------------------------
  # * Enable Items
  #--------------------------------------------------------------------------
  def enable_items(*indexes)
    # For each index in the given argument array,
    indexes.each {|index|
      # Set that index to enabled in the @disabled array
      @disable[index] = false
    }
    # Red-draw contents
    refresh
  end
end
class Window_MenuStatus < Window_Selectable
  def initialize
    super(0, 0, 480, 150)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
    self.active = false
    self.index = -1
  end
end
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-Art Gradient Styler with HP/SP/EXP bars by Blizzard
# Version: 4.51b
# Type: Game Playability Improvement
# Date v4.0: 13.11.2006
# Date v4.11: 12.1.2007
# Date v4.2b: 12.3.2007
# Date v4.4b: 14.7.2007
# Date v4.41b: 23.10.2007
# Date v4.5b: 25.10.2007
# Date v4.51b: 28.1.2008
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# new in v2.x:
#   - 2 styles, better code
#
# new in v3.x:
#   - 6 styles, far better code
#
# new in v4.0:
#   - 6 styles, overworked and extremely delagged, enjoy the most lagless
#     gradient/slant bar code ever
#
# new in v4.11:
#   - added instructions and a recognition constant for plugins
#
# new in v4.2b:
#   - improved code
#
# new in v4.4b:
#   - improved code, now 7 styles
#
# new in v4.41b:
#   - resolved issue
#
# new in v4.5b:
#   - improved coding
#   - removed drawing glitch that was caused by using a variable name shorter
#     than 4 letters
#
# new in v4.51b:
#   - fixed glitch with StormTronics CMS
#
#
# Instructions:
#
#   You can change style and opacity by using the "Call script" event command.
#   Use one of of these syntaxes:
#
#     $game_system.bar_style = X
#     $game_system.bar_opacity = Y
#
#   X - number from 0 to 6 and is the ID number of the style
#   Y - number from 0 to 255 and indicates the opacity
#   
#   Values out of range will be corrected.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

$Blizz_Art = true

#==============================================================================
# Game_System
#==============================================================================

class Game_System
 
  attr_accessor :bar_style
  attr_reader   :bar_opacity
  #----------------------------------------------------------------------------
  # initialize
  #  Added bar style variables.
  #----------------------------------------------------------------------------
  alias init_blizzart_later initialize
  def initialize
    init_blizzart_later
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#
#   Configure this part manually if you have no "Options" controller for the
#   styles and the opacity. (style: 0~6, opacity: 0~255)
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    @bar_style = 5
    self.bar_opacity = 255
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  end
  #----------------------------------------------------------------------------
  # bar_opacity=
  #  alpha - opacity
  #  Encapsulation and range limitation of opacity.
  #----------------------------------------------------------------------------
  def bar_opacity=(alpha)
    @bar_opacity = [[alpha, 0].max, 255].min
  end
 
end

#==============================================================================
# Game_Actor
#==============================================================================

class Game_Actor
 
  #----------------------------------------------------------------------------
  # now_exp
  #  Returns the EXP collected in this level.
  #----------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  #----------------------------------------------------------------------------
  # next_exp
  #  Returns the EXP needed to level up as number.
  #----------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
 
end

#==============================================================================
# Bitmap
#==============================================================================

class Bitmap

  #----------------------------------------------------------------------------
  # gradient_bar
  #  x      - x coordinate
  #  y      - y coordinate
  #  w      - width of the bar to be drawn
  #  color1 - primary color
  #  color2 - secondary color
  #  color3 - back color
  #  rate   - fill rate
  #  This special method is able to draw one out of 7 styles.
  #----------------------------------------------------------------------------
  def gradient_bar(x, y, w, color1, color2, color3, rate, flag = false)
    # stop if not active or out of range
    #return unless $game_system.BARS || flag
    return if $game_system.bar_style < 0 || $game_system.bar_style > 6
    # styles with "vertical" black borders
    styles = [1, 3, 4, 5, 6]
    # setup of coordinates and offsets depending on style
    offs = 5
    x += offs
    y += 26
    if styles.include?($game_system.bar_style)
      offs += 2
      y -= 1
      [5, 6].include?($game_system.bar_style) ? y -= 2 :  x += 1
      # quantizes the width so it looks better (remove it and see what happens)
      w = w / 8 * 8
    end
    # temporary variable
    a = $game_system.bar_opacity
    if $game_system.bar_style < 5
      # draw black slanted back
      (0...(offs+3)).each {|i| fill_rect(x-i, y+i-2, w+3, 1, Color.new(0, 0, 0))}
      # draw white slanted back onto black, but let black borders stay
      (0...(offs+1)).each {|i| fill_rect(x-i, y+i-1, w+1, 1, Color.new(255, 255, 255))}
      if $game_system.bar_style < 2
        # iterate through each vertical bar
        (0...w+offs).each {|i|
            # calculate color
            r = color3.red * i / (w+offs)
            g = color3.green * i / (w+offs)
            b = color3.blue * i / (w+offs)
            # special offset calculation
            oy = i < offs ? offs-i : 0
            off = i < offs ? i : i > w ? w+offs-i : offs
            # draw this part of the bar
            fill_rect(x+i-offs+1, y+oy-1, 1, off, Color.new(r, g, b, a))}
        # if slanted bar is out of critical area
        if (w*rate).to_i >= offs
          # draw the little triangular part on the left
          (0...((w*rate).to_i+offs)).each {|i|
              r = color1.red + (color2.red-color1.red)*i / ((w+offs)*rate)
              g = color1.green + (color2.green-color1.green)*i / ((w+offs)*rate)
              b = color1.blue + (color2.blue-color1.blue)*i / ((w+offs)*rate)
              oy = i < offs ? offs-i : 0
              off = i < offs ? i : i > w*rate ? (w*rate).to_i+offs-i : offs
              fill_rect(x+i-offs+1, y+oy-1, 1, off, Color.new(r, g, b, a))}
        else
          # draw the little triangular part on the left using special method
          (0...(w * rate).to_i).each {|i| (0...offs).each {|j|
              r = color1.red + (color2.red-color1.red)*i / (w*rate)
              g = color1.green + (color2.green-color1.green)*i / (w*rate)
              b = color1.blue + (color2.blue-color1.blue)*i / (w*rate)
              set_pixel(x+i-j+1, y+j-1, Color.new(r, g, b, a))}}
        end
      else
        # iterate through all horizontal lines
        (0...offs).each {|i|
            # calculate colors
            r = color3.red * i / offs
            g = color3.green * i / offs
            b = color3.blue * i / offs
            # draw background line
            fill_rect(x-i+1, y+i-1, w, 1, Color.new(r, g, b, a))}
        if $game_system.bar_style == 4
          # iterate through half of all horizontal lines
          (0...offs/2+1).each {|i|
              # calculate colors
              r = color2.red * (i+1) / (offs/2)
              g = color2.green * (i+1) / (offs/2)
              b = color2.blue * (i+1) / (offs/2)
              # draw bar line
              fill_rect(x-i+1, y+i-1, w*rate, 1, Color.new(r, g, b, a))
              # draw bar line mirrored vertically
              fill_rect(x-offs+i+2, y+offs-i-2, w*rate, 1, Color.new(r, g, b, a))}
        else
          # iterate through all horizontal lines
          (0...offs).each {|i|
              # calculate colors
              r = color1.red + (color2.red-color1.red)*i / offs
              g = color1.green + (color2.green-color1.green)*i / offs
              b = color1.blue + (color2.blue-color1.blue)*i / offs
              # draw bar line
              fill_rect(x-i+1, y+i-1, w*rate, 1, Color.new(r, g, b, a))}
        end
      end
      # if style with black vertical slanted intersections
      if styles.include?($game_system.bar_style)
        # add black bars on 1st and 8th column every 8 pixels
        (0...w).each {|i| (0...offs).each {|j|
            if styles.include?($game_system.bar_style) && i % 8 < 2
              set_pixel(x+i-j+1, y+j-1, Color.new(0, 0, 0, a))
            end}}
      end
    else
      # fill white background
      fill_rect(x+1, y-3, w+2, 12, Color.new(255, 255, 255, a))
      # iterate through each of 6 lines
      (1...6).each {|i|
          # calculate background color
          color = Color.new(color3.red*i/5, color3.green*i/5, color3.blue*i/5, a)
          # draw background
          fill_rect(x+2, y+i-3, w, 12-i*2, color)
          # calculate bar color
          color = Color.new(color2.red*i/5, color2.green*i/5, color2.blue*i/5, a)
          # draw bar
          fill_rect(x+2, y+i-3, w*rate, 12-i*2, color)}
      # if style 5 (with vertical borders)
      if $game_system.bar_style == 5
        # add black bars on 1st and 8th column every 8 pixels
        (0...w/8).each {|i|
            fill_rect(x+2+i*8, y-2, 1, 10, Color.new(0, 0, 0, a))
            fill_rect(x+2+(i+1)*8-1, y-2, 1, 10, Color.new(0, 0, 0, a))}
      end
    end
  end
 
end

#==============================================================================
# Window_Base
#==============================================================================

class Window_Base

  #----------------------------------------------------------------------------
  # draw_actor_hp
  #  actor - the actor
  #  x      - x coordinate
  #  y      - y coordinate
  #  w      - reserved max width
  #  Added fill rate calculation and bar drawing.
  #----------------------------------------------------------------------------
  alias draw_actor_hp_blizzart_later draw_actor_hp
  def draw_actor_hp(actor, x, y, w = 148)
    #if $game_system.BARS
      # RTAB compatibility fix
      if !(defined? Window_DetailsStatus) || !self.is_a?(Window_DetailsStatus)
        w -= 12
      end
      # calculate bar fill rate
      rate = (actor.maxhp > 0 ? actor.hp.to_f / actor.maxhp : 0)
      # create colors depending on rate
      if rate > 0.6
        color1 = Color.new(80 - 150 * (rate-0.6), 80, 50 * (rate-0.6), 192)
        color2 = Color.new(240 - 450 * (rate-0.6), 240, 150 * (rate-0.6), 192)
      elsif rate > 0.2 && rate <= 0.6
        color1 = Color.new(80, 200 * (rate-0.2), 0, 192)
        color2 = Color.new(240, 600 * (rate-0.2), 0, 192)
      elsif rate <= 0.2
        color1 = Color.new(400 * rate, 0, 0, 192)
        color2 = Color.new(240, 0, 0, 192)
      end
      # background color
      color3 = Color.new(0, 80, 0, 192)
      # draw bar with coordinates and colors
      self.contents.gradient_bar(x, y, w, color1, color2, color3, rate)
      if $scene.is_a?(Scene_Battle)
        draw_actor_hp_blizzart_later(actor, x, y, w)
      else
        draw_actor_hp_blizzart_later(actor, x, y)
      end
    #else
      #draw_actor_hp_blizzart_later(actor, x, y, w)
    #end
  end
  #----------------------------------------------------------------------------
  # draw_actor_sp
  #  actor - the actor
  #  x      - x coordinate
  #  y      - y coordinate
  #  w      - reserved max width
  #  Added fill rate calculation and bar drawing.
  #----------------------------------------------------------------------------
  alias draw_actor_sp_blizzart_later draw_actor_sp
  def draw_actor_sp(actor, x, y, w = 148)
    #if $game_system.BARS
      # RTAB compatibility fix
      if !(defined? Window_DetailsStatus) || !self.is_a?(Window_DetailsStatus)
        w -= 12
      end
      # calculate bar fill rate
      rate = (actor.maxsp > 0 ? actor.sp.to_f / actor.maxsp : 0)
      # create colors depending on rate
      if rate > 0.4
        color1 = Color.new(60 - 66 * (rate-0.4), 20, 80, 192)
        color2 = Color.new(180 - 200 * (rate-0.4), 60, 240, 192)
      elsif rate <= 0.4
        color1 = Color.new(20 + 100 * rate, 50 * rate, 26 + 166 * rate, 192)
        color2 = Color.new(60 + 300 * rate, 150 * rate, 80 + 400 * rate, 192)
      end
      # background color
      color3 = Color.new(0, 0, 80, 192)
      # draw bar with coordinates and colors
      self.contents.gradient_bar(x, y, w, color1, color2, color3, rate)
      if $scene.is_a?(Scene_Battle)
        draw_actor_sp_blizzart_later(actor, x, y, w)
      else
        draw_actor_sp_blizzart_later(actor, x, y)
      end
    #else
    #  draw_actor_sp_blizzart_later(actor, x, y, w)
    #end
  end
  #----------------------------------------------------------------------------
  # draw_actor_exp
  #  actor - the actor
  #  x      - x coordinate
  #  y      - y coordinate
  #  w      - reserved max width
  #  Added fill rate calculation and bar drawing.
  #----------------------------------------------------------------------------
  alias draw_actor_exp_blizzart_later draw_actor_exp
  def draw_actor_exp(actor, x, y, w = 148)
    #if $game_system.BARS
      w += 12
      # calculate bar fill rate
      rate = (actor.next_exp != 0 ? actor.now_exp.to_f / actor.next_exp : 1)
      # create colors depending on rate
      if rate < 0.5
        color1 = Color.new(20 * rate, 60, 80, 192)
        color2 = Color.new(60 * rate, 180, 240, 192)
      elsif rate >= 0.5
        color1 = Color.new(20 + 120 * (rate-0.5), 60 + 40 * (rate-0.5), 80, 192)
        color2 = Color.new(60 + 360 * (rate-0.5), 180 + 120 * (rate-0.5), 240, 192)
      end
      # background color
      color3 = Color.new(80, 80, 80, 192)
      # draw bar with coordinates and colors
      self.contents.gradient_bar(x, y, w, color1, color2, color3, rate)
    #end
    draw_actor_exp_blizzart_later(actor, x, y)
  end
 
end


All help is appreciated ;)
Title: Re: DMSE Edit
Post by: G_G on February 14, 2010, 09:26:51 pm
That has nothing to do with my menu enhancer. Go into the database, then go to System. Then look for the work Body Armor and just change it to Armor.

Also go into Window_Status line 44. Change the text to Equipment.
Title: Re: DMSE Edit
Post by: C.C. rOyAl on February 14, 2010, 09:33:27 pm
Yeah I was thinking about it later and realized it wasnt your script, anyway thanks  :^_^':