Chaos Project

RPG Maker => RPG Maker Scripts => Script Requests => Topic started by: TrueCynder on January 22, 2014, 02:22:24 pm

Title: [unsolved] Final touches on the Menu screen
Post by: TrueCynder on January 22, 2014, 02:22:24 pm
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:
Title: Re: [unsolved] Final touches on the Menu screen
Post by: LiTTleDRAgo on January 22, 2014, 05:41:30 pm
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
Title: Re: [unsolved] Final touches on the Menu screen
Post by: TrueCynder on January 22, 2014, 07:23:54 pm
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
Title: Re: [unsolved] Final touches on the Menu screen
Post by: ForeverZer0 on January 22, 2014, 08:21:21 pm
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.
Title: Re: [unsolved] Final touches on the Menu screen
Post by: TrueCynder on January 22, 2014, 09:05:02 pm
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
Title: Re: [unsolved] Final touches on the Menu screen
Post by: LiTTleDRAgo on January 23, 2014, 04:49:21 am
3) http://forum.chaos-project.com/index.php/topic,8214.0.html
Title: Re: [unsolved] Final touches on the Menu screen
Post by: TrueCynder on January 23, 2014, 06:42:16 am
Perfect :D thanks alot !
Title: Re: [unsolved] Final touches on the Menu screen
Post by: TrueCynder on January 24, 2014, 09:06:21 am
*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 :(
Title: Re: [unsolved] Final touches on the Menu screen
Post by: ForeverZer0 on January 24, 2014, 05:26:39 pm
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.
Title: Re: [unsolved] Final touches on the Menu screen
Post by: KK20 on January 24, 2014, 08:40:04 pm
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 (http://forum.chaos-project.com/index.php/topic,13810.msg181688.html#msg181688).