Hello I've been playing around with moghunter Monogatari main menu plugin for a few couple of days.
I've mostly managed to tweak It to work as I've planned.
Unfortunately my small and limited knowledge of programing is not enough for the next step.
So once you select skill,equip or status, menu changes to this:
You need to select the character for which you want to open certain submenu(skills,equip or status).
Now, what I'd like to implement is to have those sprites animated as you scroll through them.
So in the above picture your cursor or whatever it is, is currently on first actor.I'd like that sprite to be animated until you press an arrow key and switch to another actor.
This is the part where sprite pictures are loaded!?
And this is the part with all the other effect that affect those sprites while selected:
I thought of something like this:
Tho this doesn't seem to work, as "this._facesBitmaps" is used for preloading the images, so that you have graphics once you open the menu?
Anyway I hope this isn't too hard to pull off, and that there is someone who can help me.
What I can offer in return are maps. You can find my workshop here on forum.I'm currently full but I'll definitely find time for your map
Also I'd include the whole plugin here but I'm not sure if that's allowed.You can find the whole plugin here.You only need "MOG_SceneMenu.js "
Thx for checking this thread and pls help me
I've mostly managed to tweak It to work as I've planned.
Unfortunately my small and limited knowledge of programing is not enough for the next step.
So once you select skill,equip or status, menu changes to this:
You need to select the character for which you want to open certain submenu(skills,equip or status).
Now, what I'd like to implement is to have those sprites animated as you scroll through them.
So in the above picture your cursor or whatever it is, is currently on first actor.I'd like that sprite to be animated until you press an arrow key and switch to another actor.
This is the part where sprite pictures are loaded!?
Code:
Scene_Menu.prototype.loadBitmapsMain = function() {
this._facesBitmaps = []
for (var i = 0; i < $gameParty.members().length; i++) {
this._facesBitmaps[i] = ImageManager.loadMenusFaces2("Actor_" + $gameParty.members()[i]._actorId);
};
this._comBitmaps = []
this._comList = this._commandWindow._list;
for (var i = 0; i < this._comList.length; i++) {
this._comBitmaps[i] = ImageManager.loadMenusMainCommands(this._comList[i].name);
};
this._arrowImg = ImageManager.loadMenusMain("FaceArrow");
this._goldImg = ImageManager.loadMenusMain("GoldNumber");
};
And this is the part with all the other effect that affect those sprites while selected:
Code:
//==============================
// * update Selection
//==============================
Scene_Menu.prototype.updateSelection = function() {
if (this._statusWindow.active) {
this._selField.opacity += 15;
if (this._selField.x > 0) {this._selField.x -= 4
if (this._selField.x < 0) {this._selField.x = 0};
};
} else {
if (this._selField.x < 50) {this._selField.x += 4
if (this._selField.x > 50) {this._selField.x = 50};
};
this._selField.opacity -= 15;
}
for (var i = 0; i < this._selection.length; i++) {
if (this._statusWindow._index < this._selMax) {
var nindex = 0
if (i > this._selMax) {
this._selection[i].vsb = false;
} else {
this._selection[i].vsb = true;
};
} else {
var ni = this._statusWindow._index - this._selMax
var nindex = ((4 + this._facesBitmaps[i].width) * (ni));
if (i < ni || i > ni + this._selMax) {
this._selection[i].vsb = false;
} else {this._selection[i].vsb = true;
}
};
if (i === this._statusWindow._index) {
this._selection[i].opacity += 15;
if (this._selzoom[i] === 0) {
this._selection[i].scale.x += 0.015;
if (this._selection[i].scale.x > 1.30) {
this._selection[i].scale.x = 1.30;
this._selzoom[i] = 1;
};
} else {
this._selection[i].scale.x -= 0.015;
if (this._selection[i].scale.x < 1.00) {
this._selection[i].scale.x = 1.00;
this._selzoom[i] = 0;
};
};
} else {
if (!this._selection[i].vsb) {
this._selection[i].opacity -= 15;
} else if (this._selection[i].vsb) {
if (this._selection[i].opacity < 160) {this._selection[i].opacity += 15;
if (this._selection[i].opacity > 160) {this._selection[i].opacity = 160};
};
if (this._selection[i].opacity > 160) {this._selection[i].opacity -= 15;
if (this._selection[i].opacity < 160) {this._selection[i].opacity = 160};
};
} else {
if (this._selection[i].opacity > 160) {this._selection[i].opacity -= 10
if (this._selection[i].opacity < 160) {this._selection[i].opacity = 160};
};
};
this._selzoom[i] = 0;
this._selection[i].scale.x -= 0.01;
if (this._selection[i].scale.x < 1.00) {this._selection[i].scale.x = 1.00}
}
var nx = this._selectionPos[i][0] - nindex;
var ny = this._selectionPos[i][1];
this._selection[i].x = this.commandMoveTo(this._selection[i].x,nx);
this._selection[i].y = this.commandMoveTo(this._selection[i].y,ny);
this._selection[i].scale.y = this._selection[i].scale.x;
};
this.updateArrow();
};
I thought of something like this:
Code:
for (var i = 0; i < $gameParty.members().length; i++) {
for(var j = 0;j < 3;j++) {
this._facesBitmaps[i] = ImageManager.loadMenusFaces2("Actor_" + $gameParty.members()[i]._actorId + "_" + j);
};
};
Anyway I hope this isn't too hard to pull off, and that there is someone who can help me.
What I can offer in return are maps. You can find my workshop here on forum.I'm currently full but I'll definitely find time for your map
Also I'd include the whole plugin here but I'm not sure if that's allowed.You can find the whole plugin here.You only need "MOG_SceneMenu.js "
Thx for checking this thread and pls help me


