Customize Menu Posisition

feris

Villager
Member
Joined
Dec 8, 2013
Messages
13
Reaction score
2
Primarily Uses
Just a simple customization... (I hope)

 

I'd like to have menu that looks like this:

 



 

Note:

- (Important) I forgot to include Level. Please put it below actor's name

- No need TP

- The window graphics and fonts use default window skin

- The size make as necessary (smaller or bigger if needed)

- (If possible) make a small gap between windows like shown in the picture (so it's not touching)

 

Optional:

- Include notetags in the script where/what to modify if want further change in size and position

- Make it adjusted in the middle (so even if change resolution it's still in the middle)

 

That's all. I hope someone could do this. Thanks in advance!
 

Kai Monkey

Veteran
Veteran
Joined
Apr 3, 2012
Messages
166
Reaction score
119
First Language
RGSS3
Primarily Uses
Are the insignias part of the design? Or do they depend on the character? Or are those replaced with the characters face?

If #1 or #2 , then can you include those images.

If #3, are you worried about the face graphic being stretched to that size?
 

feris

Villager
Member
Joined
Dec 8, 2013
Messages
13
Reaction score
2
Primarily Uses
Are the insignias part of the design? Or do they depend on the character? Or are those replaced with the characters face?

If #1 or #2 , then can you include those images.

If #3, are you worried about the face graphic being stretched to that size?
It's #3, the signs are just sample that will be replaced with characters face.

If default face graphic too small then can't it use some more space between pictures instead stretching the picture itself?
 

Kai Monkey

Veteran
Veteran
Joined
Apr 3, 2012
Messages
166
Reaction score
119
First Language
RGSS3
Primarily Uses
Hey ♫

I made this for you:

Code:
########################################################    _  __     _ __  __          _            _    #   | |/ /__ _(_)  \/  |___ _ _ | |_____ _  _( )___#   | ' </ _` | | |\/| / _ \ ' \| / / -_) || |/(_-<#   |_|\_\__,_|_|_|  |_\___/_||_|_\_\___|\_, | /__/#    _____ _                    _      _ |__/      #   |_   _| |_  _ _ ___ ___    /_\  __| |_ ___ _ _ #     | | | ' \| '_/ -_) -_)  / _ \/ _|  _/ _ \ '_|#     |_| |_||_|_| \___\___| /_/ \_\__|\__\___/_|  #    __  __                                        #   |  \/  |___ _ _ _  _                           #   | |\/| / -_) ' \ || |                          #   |_|  |_\___|_||_\_,_|                          #                                                  ##################CONFIG############################### top_bottom_border:$top_bottom_border = 30## inner-border:$inner_border = 10## side-border:$side_border = 10#######################################################class Scene_Menu < Scene_MenuBasedef start    super    create_location_window    create_gold_window    create_command_window    create_status_window  end  def create_gold_window    @gold_window = Window_Gold.new    @gold_window.width = (Graphics.width-$side_border*2-$inner_border)/2    @gold_window.y = Graphics.height - @gold_window.height - $top_bottom_border    @gold_window.x = Graphics.width - @location_window.width - $side_border  end  def create_location_window    @location_window = Window_Location.new    @location_window.width = (Graphics.width-$side_border*2-$inner_border)/2    @location_window.y = Graphics.height - @location_window.height - $top_bottom_border    @location_window.x = $side_border  end  def create_command_window    @command_window = Window_MenuCommandHorz.new($side_border, 0)    @command_window.y = @gold_window.y-@gold_window.height-$inner_border    @command_window.set_handler(:item,      method(:command_item))    @command_window.set_handler(:skill,     method(:command_personal))    @command_window.set_handler(:equip,     method(:command_personal))    @command_window.set_handler(:status,    method(:command_personal))    @command_window.set_handler(:game_end,  method(:command_game_end))    @command_window.set_handler(:cancel,    method(:return_scene))  end    def create_status_window    @status_window = Window_MenuStatus.new($side_border, $top_bottom_border,                                          Graphics.width-$side_border*2,                                          Graphics.height - $top_bottom_border*2 -                                          @gold_window.height - $inner_border*2 -                                          @command_window.height)  endend  class Window_MenuCommandHorz < Window_HorzCommand  def initialize(x,y)    @window_width = Graphics.width-$side_border*2    super(x,y)  end    def col_max    return 5  end  def make_command_list    add_main_commands    add_game_end_command  end    def add_main_commands    add_command(Vocab::item,   :item,   main_commands_enabled)    add_command(Vocab::skill,  :skill,  main_commands_enabled)    add_command(Vocab::status, :status, main_commands_enabled)    add_command(Vocab::equip,  :equip,  main_commands_enabled)  end  def add_game_end_command    add_command(Vocab::game_end, :game_end)  end   def main_commands_enabled    $game_party.exists  end    def window_width    @window_width  endend class Window_Location < Window_Base  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  def initialize    super(0, 0, 160, fitting_height(1))    refresh  end  #--------------------------------------------------------------------------  # * Refresh  #--------------------------------------------------------------------------  def refresh    contents.clear    draw_text_ex(4, 0, $game_map.display_name) if $game_map  end   def open    refresh    super  endend   class Window_Gold < Window_Base  def draw_currency_value(value, unit, x, y, width)    cx = text_size(unit).width    change_color(normal_color)    draw_text(x, y, width - cx - 2, line_height, value,0)    change_color(system_color)    draw_text(x+cx, y, width, line_height, unit, 0)  end     def refresh    contents.clear    draw_currency_value(value, currency_unit, 0, 0, contents.width - 8)  endend#==============================================================================# ** Window_MenuStatus#------------------------------------------------------------------------------#  This window displays party member status on the menu screen.#============================================================================== class Window_MenuStatus < Window_Selectable  def initialize(x, y, w, h)    super(x, y, w,h)    @pending_index = -1    refresh  end  def col_max    return 3  end  def item_height    height - standard_padding * 2  end  #--------------------------------------------------------------------------  # * Draw Item  #--------------------------------------------------------------------------  def draw_item(index)    actor = $game_party.members[index]    enabled = $game_party.battle_members.include?(actor)    rect = item_rect(index)    rect.x+=5    rect.width-=10    draw_item_background(index)    if (actor.state_icons + actor.buff_icons).length > 0      face_padding = (rect.width-124)/2    else      face_padding = (rect.width-100)/2    end    draw_actor_face(actor, face_padding+rect.x + 1, rect.y + 3, enabled)    draw_actor_icons(actor, face_padding+rect.x+100 , rect.y + 3)    draw_actor_simple_status(actor, rect.x, rect.y + 100,rect.width)  end  #--------------------------------------------------------------------------  # * Draw Simple Status  #--------------------------------------------------------------------------  def draw_actor_simple_status(actor, x, y,w)    draw_actor_name(actor, x, y,w)    draw_actor_level(actor, x, y + line_height * 1)    #draw_actor_class(actor, x + 120, y)    draw_actor_hp(actor, x, y + line_height * 2,w)    draw_actor_mp(actor, x, y + line_height * 3,w)  end    def draw_actor_icons(actor, x, y, width = 96)    icons = (actor.state_icons + actor.buff_icons)[0, width / 24]    icons.each_with_index {|n, i| draw_icon(n, x, y + 24 * i) }  end    def spacing    return 16  endend class Window_MenuActor < Window_MenuStatus  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  def initialize    super(0, 0,0,0)    self.visible = false  endend
You didn't explain sheer you wanted the state/buff icons to go for each actor- and it took me a while to figure out a nice way of presenting them. I am very pleased with how i lt come out, so please try it with some states applied and let me know!
/kaimonkey ♫
 
Last edited by a moderator:

feris

Villager
Member
Joined
Dec 8, 2013
Messages
13
Reaction score
2
Primarily Uses
Whoa that was fast! And it looks exactly like I imagine, the status icons also looks great! This is perfect! Thank you! >w<

Only a slight issue though, the location window cuts names in middle. Like this:

It supposedly 'Rapport Plane'. Other location names also got cut in the same spot. Can this be fixed?
 

Kai Monkey

Veteran
Veteran
Joined
Apr 3, 2012
Messages
166
Reaction score
119
First Language
RGSS3
Primarily Uses
If I am really honest, I am kinda happy I made that bug, because I got to see that adorable screenshot! I am so glad that you like it

Here is the bug fix:

########################################################    _  __     _ __  __          _            _    #   | |/ /__ _(_)  \/  |___ _ _ | |_____ _  _( )___#   | ' </ _` | | |\/| / _ \ ' \| / / -_) || |/(_-<#   |_|\_\__,_|_|_|  |_\___/_||_|_\_\___|\_, | /__/#    _____ _                    _      _ |__/      #   |_   _| |_  _ _ ___ ___    /_\  __| |_ ___ _ _ #     | | | ' \| '_/ -_) -_)  / _ \/ _|  _/ _ \ '_|#     |_| |_||_|_| \___\___| /_/ \_\__|\__\___/_|  #    __  __                                        #   |  \/  |___ _ _ _  _                           #   | |\/| / -_) ' \ || |                          #   |_|  |_\___|_||_\_,_|      ##   Version 1.1#                                                  ##################CONFIG############################### top_bottom_border:$top_bottom_border = 30## inner-border:$inner_border = 10## side-border:$side_border = 10#######################################################class Scene_Menu < Scene_MenuBasedef start    super    create_location_window    create_gold_window    create_command_window    create_status_window  end  def create_gold_window    @gold_window = Window_Gold.new    @gold_window.width = (Graphics.width-$side_border*2-$inner_border)/2    @gold_window.y = Graphics.height - @gold_window.height - $top_bottom_border    @gold_window.x = Graphics.width - @location_window.width - $side_border  end  def create_location_window    @location_window = Window_Location.new((Graphics.width-$side_border*2-$inner_border)/2)    @location_window.y = Graphics.height - @location_window.height - $top_bottom_border    @location_window.x = $side_border  end  def create_command_window    @command_window = Window_MenuCommandHorz.new($side_border, 0)    @command_window.y = @gold_window.y-@gold_window.height-$inner_border    @command_window.set_handler:)item,      method:)command_item))    @command_window.set_handler:)skill,     method:)command_personal))    @command_window.set_handler:)equip,     method:)command_personal))    @command_window.set_handler:)status,    method:)command_personal))    @command_window.set_handler:)game_end,  method:)command_game_end))    @command_window.set_handler:)cancel,    method:)return_scene))  end    def create_status_window    @status_window = Window_MenuStatus.new($side_border, $top_bottom_border,                                          Graphics.width-$side_border*2,                                          Graphics.height - $top_bottom_border*2 -                                          @gold_window.height - $inner_border*2 -                                          @command_window.height)  endend  class Window_MenuCommandHorz < Window_HorzCommand  def initialize(x,y)    @window_width = Graphics.width-$side_border*2    super(x,y)  end    def col_max    return 5  end  def make_command_list    add_main_commands    add_game_end_command  end    def add_main_commands    add_command(Vocab::item,   :item,   main_commands_enabled)    add_command(Vocab::skill,  :skill,  main_commands_enabled)    add_command(Vocab::status, :status, main_commands_enabled)    add_command(Vocab::equip,  :equip,  main_commands_enabled)  end  def add_game_end_command    add_command(Vocab::game_end, :game_end)  end   def main_commands_enabled    $game_party.exists  end    def window_width    @window_width  endend class Window_Location < Window_Base  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  def initialize(w)    super(0, 0, w, fitting_height(1))    refresh  end  #--------------------------------------------------------------------------  # * Refresh  #--------------------------------------------------------------------------  def refresh    contents.clear    draw_text_ex(4, 0, $game_map.display_name) if $game_map  end   def open    refresh    super  endend   class Window_Gold < Window_Base  def draw_currency_value(value, unit, x, y, width)    cx = text_size(unit).width    change_color(normal_color)    draw_text(x, y, width - cx - 2, line_height, value,0)    change_color(system_color)    draw_text(x+cx, y, width, line_height, unit, 0)  end     def refresh    contents.clear    draw_currency_value(value, currency_unit, 0, 0, contents.width - 8)  endend#==============================================================================# ** Window_MenuStatus#------------------------------------------------------------------------------#  This window displays party member status on the menu screen.#============================================================================== class Window_MenuStatus < Window_Selectable  def initialize(x, y, w, h)    super(x, y, w,h)    @pending_index = -1    refresh  end  def col_max    return 3  end  def item_height    height - standard_padding * 2  end  #--------------------------------------------------------------------------  # * Draw Item  #--------------------------------------------------------------------------  def draw_item(index)    actor = $game_party.members[index]    enabled = $game_party.battle_members.include?(actor)    rect = item_rect(index)    rect.x+=5    rect.width-=10    draw_item_background(index)    if (actor.state_icons + actor.buff_icons).length > 0      face_padding = (rect.width-124)/2    else      face_padding = (rect.width-100)/2    end    draw_actor_face(actor, face_padding+rect.x + 1, rect.y + 3, enabled)    draw_actor_icons(actor, face_padding+rect.x+100 , rect.y + 3)    draw_actor_simple_status(actor, rect.x, rect.y + 100,rect.width)  end  #--------------------------------------------------------------------------  # * Draw Simple Status  #--------------------------------------------------------------------------  def draw_actor_simple_status(actor, x, y,w)    draw_actor_name(actor, x, y,w)    draw_actor_level(actor, x, y + line_height * 1)    #draw_actor_class(actor, x + 120, y)    draw_actor_hp(actor, x, y + line_height * 2,w)    draw_actor_mp(actor, x, y + line_height * 3,w)  end    def draw_actor_icons(actor, x, y, width = 96)    icons = (actor.state_icons + actor.buff_icons)[0, width / 24]    icons.each_with_index {|n, i| draw_icon(n, x, y + 24 * i) }  end    def spacing    return 16  endend class Window_MenuActor < Window_MenuStatus  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  def initialize    super(0, 0,0,0)    self.visible = false  endend
Don't forget to change the "Game End" and "Equipment" names in the database so they don't get smooshed!! And remember to credit Kaimonkey! ♫
 
Last edited by a moderator:

feris

Villager
Member
Joined
Dec 8, 2013
Messages
13
Reaction score
2
Primarily Uses
If I am really honest, I am kinda happy I made that bug, because I got to see that adorable screenshot! I am so glad that you like it

Here is the bug fix:

########################################################    _  __     _ __  __          _            _    #   | |/ /__ _(_)  \/  |___ _ _ | |_____ _  _( )___#   | ' </ _` | | |\/| / _ \ ' \| / / -_) || |/(_-<#   |_|\_\__,_|_|_|  |_\___/_||_|_\_\___|\_, | /__/#    _____ _                    _      _ |__/      #   |_   _| |_  _ _ ___ ___    /_\  __| |_ ___ _ _ #     | | | ' \| '_/ -_) -_)  / _ \/ _|  _/ _ \ '_|#     |_| |_||_|_| \___\___| /_/ \_\__|\__\___/_|  #    __  __                                        #   |  \/  |___ _ _ _  _                           #   | |\/| / -_) ' \ || |                          #   |_|  |_\___|_||_\_,_|      ##   Version 1.1#                                                  ##################CONFIG############################### top_bottom_border:$top_bottom_border = 30## inner-border:$inner_border = 10## side-border:$side_border = 10#######################################################class Scene_Menu < Scene_MenuBasedef start    super    create_location_window    create_gold_window    create_command_window    create_status_window  end  def create_gold_window    @gold_window = Window_Gold.new    @gold_window.width = (Graphics.width-$side_border*2-$inner_border)/2    @gold_window.y = Graphics.height - @gold_window.height - $top_bottom_border    @gold_window.x = Graphics.width - @location_window.width - $side_border  end  def create_location_window    @location_window = Window_Location.new((Graphics.width-$side_border*2-$inner_border)/2)    @location_window.y = Graphics.height - @location_window.height - $top_bottom_border    @location_window.x = $side_border  end  def create_command_window    @command_window = Window_MenuCommandHorz.new($side_border, 0)    @command_window.y = @gold_window.y-@gold_window.height-$inner_border    @command_window.set_handler:)item,      method:)command_item))    @command_window.set_handler:)skill,     method:)command_personal))    @command_window.set_handler:)equip,     method:)command_personal))    @command_window.set_handler:)status,    method:)command_personal))    @command_window.set_handler:)game_end,  method:)command_game_end))    @command_window.set_handler:)cancel,    method:)return_scene))  end    def create_status_window    @status_window = Window_MenuStatus.new($side_border, $top_bottom_border,                                          Graphics.width-$side_border*2,                                          Graphics.height - $top_bottom_border*2 -                                          @gold_window.height - $inner_border*2 -                                          @command_window.height)  endend  class Window_MenuCommandHorz < Window_HorzCommand  def initialize(x,y)    @window_width = Graphics.width-$side_border*2    super(x,y)  end    def col_max    return 5  end  def make_command_list    add_main_commands    add_game_end_command  end    def add_main_commands    add_command(Vocab::item,   :item,   main_commands_enabled)    add_command(Vocab::skill,  :skill,  main_commands_enabled)    add_command(Vocab::status, :status, main_commands_enabled)    add_command(Vocab::equip,  :equip,  main_commands_enabled)  end  def add_game_end_command    add_command(Vocab::game_end, :game_end)  end   def main_commands_enabled    $game_party.exists  end    def window_width    @window_width  endend class Window_Location < Window_Base  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  def initialize(w)    super(0, 0, w, fitting_height(1))    refresh  end  #--------------------------------------------------------------------------  # * Refresh  #--------------------------------------------------------------------------  def refresh    contents.clear    draw_text_ex(4, 0, $game_map.display_name) if $game_map  end   def open    refresh    super  endend   class Window_Gold < Window_Base  def draw_currency_value(value, unit, x, y, width)    cx = text_size(unit).width    change_color(normal_color)    draw_text(x, y, width - cx - 2, line_height, value,0)    change_color(system_color)    draw_text(x+cx, y, width, line_height, unit, 0)  end     def refresh    contents.clear    draw_currency_value(value, currency_unit, 0, 0, contents.width - 8)  endend#==============================================================================# ** Window_MenuStatus#------------------------------------------------------------------------------#  This window displays party member status on the menu screen.#============================================================================== class Window_MenuStatus < Window_Selectable  def initialize(x, y, w, h)    super(x, y, w,h)    @pending_index = -1    refresh  end  def col_max    return 3  end  def item_height    height - standard_padding * 2  end  #--------------------------------------------------------------------------  # * Draw Item  #--------------------------------------------------------------------------  def draw_item(index)    actor = $game_party.members[index]    enabled = $game_party.battle_members.include?(actor)    rect = item_rect(index)    rect.x+=5    rect.width-=10    draw_item_background(index)    if (actor.state_icons + actor.buff_icons).length > 0      face_padding = (rect.width-124)/2    else      face_padding = (rect.width-100)/2    end    draw_actor_face(actor, face_padding+rect.x + 1, rect.y + 3, enabled)    draw_actor_icons(actor, face_padding+rect.x+100 , rect.y + 3)    draw_actor_simple_status(actor, rect.x, rect.y + 100,rect.width)  end  #--------------------------------------------------------------------------  # * Draw Simple Status  #--------------------------------------------------------------------------  def draw_actor_simple_status(actor, x, y,w)    draw_actor_name(actor, x, y,w)    draw_actor_level(actor, x, y + line_height * 1)    #draw_actor_class(actor, x + 120, y)    draw_actor_hp(actor, x, y + line_height * 2,w)    draw_actor_mp(actor, x, y + line_height * 3,w)  end    def draw_actor_icons(actor, x, y, width = 96)    icons = (actor.state_icons + actor.buff_icons)[0, width / 24]    icons.each_with_index {|n, i| draw_icon(n, x, y + 24 * i) }  end    def spacing    return 16  endend class Window_MenuActor < Window_MenuStatus  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  def initialize    super(0, 0,0,0)    self.visible = false  endend
Don't forget to change the "Game End" and "Equipment" names in the database so they don't get smooshed!! And remember to credit Kaimonkey! ♫
Neat, now it's perfect~ oh I feel like gonna cry *sob*

Many thanks again kaimonkey, this really a great help. Of course I will credit you, top of the list!  :D
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
Just a tiny thing

A Plane is something that flies through the air.

A Plain is a large geographical feature,

I think your location is probably meant to be Plain.
 

Kai Monkey

Veteran
Veteran
Joined
Apr 3, 2012
Messages
166
Reaction score
119
First Language
RGSS3
Primarily Uses
A plane can also be a "plane of existence" e.g. "the plane of fire" which is what I assumed Ferris meant.

Good catch, nonetheless!
 

feris

Villager
Member
Joined
Dec 8, 2013
Messages
13
Reaction score
2
Primarily Uses
Uhm, sorry ... I should have test it more carefully sooner but, yeah, there is still some bugs ><

 

The gold sign ('G') stay in place while the gold increasing.

Here is the example:

 


 

 

 

Actually I can fix it somehow but I guess better report it to you so this script completed for real.

 

 

@ksjp17 Hehe I know that XD It's like kaimonkey said, the plane means something else. In my game it's the place where player choose character and name it before they 'born'. Exposition, tutorials, something like that. :)
 

Kai Monkey

Veteran
Veteran
Joined
Apr 3, 2012
Messages
166
Reaction score
119
First Language
RGSS3
Primarily Uses
Okay, this is the third bug report I have got today... Why does everything always happen at once....

Anyway, here you go! All fixed!

Code:
########################################################    _  __     _ __  __          _            _    #   | |/ /__ _(_)  \/  |___ _ _ | |_____ _  _( )___#   | ' </ _` | | |\/| / _ \ ' \| / / -_) || |/(_-<#   |_|\_\__,_|_|_|  |_\___/_||_|_\_\___|\_, | /__/#    _____ _                    _      _ |__/      #   |_   _| |_  _ _ ___ ___    /_\  __| |_ ___ _ _ #     | | | ' \| '_/ -_) -_)  / _ \/ _|  _/ _ \ '_|#     |_| |_||_|_| \___\___| /_/ \_\__|\__\___/_|  #    __  __                                        #   |  \/  |___ _ _ _  _                           #   | |\/| / -_) ' \ || |                          #   |_|  |_\___|_||_\_,_|                          #                                                  ##################CONFIG############################### top_bottom_border:$top_bottom_border = 30## inner-border:$inner_border = 10## side-border:$side_border = 10#######################################################class Scene_Menu < Scene_MenuBasedef start    super    create_location_window    create_gold_window    create_command_window    create_status_window  end  def create_gold_window    @gold_window = Window_Gold.new    @gold_window.width = (Graphics.width-$side_border*2-$inner_border)/2    @gold_window.y = Graphics.height - @gold_window.height - $top_bottom_border    @gold_window.x = Graphics.width - @location_window.width - $side_border  end  def create_location_window    @location_window = Window_Location.new    @location_window.width = (Graphics.width-$side_border*2-$inner_border)/2    @location_window.y = Graphics.height - @location_window.height - $top_bottom_border    @location_window.x = $side_border  end  def create_command_window    @command_window = Window_MenuCommandHorz.new($side_border, 0)    @command_window.y = @gold_window.y-@gold_window.height-$inner_border    @command_window.set_handler(:item,      method(:command_item))    @command_window.set_handler(:skill,     method(:command_personal))    @command_window.set_handler(:equip,     method(:command_personal))    @command_window.set_handler(:status,    method(:command_personal))    @command_window.set_handler(:game_end,  method(:command_game_end))    @command_window.set_handler(:cancel,    method(:return_scene))  end    def create_status_window    @status_window = Window_MenuStatus.new($side_border, $top_bottom_border,                                          Graphics.width-$side_border*2,                                          Graphics.height - $top_bottom_border*2 -                                          @gold_window.height - $inner_border*2 -                                          @command_window.height)  endend  class Window_MenuCommandHorz < Window_HorzCommand  def initialize(x,y)    @window_width = Graphics.width-$side_border*2    super(x,y)  end    def col_max    return 5  end  def make_command_list    add_main_commands    add_game_end_command  end    def add_main_commands    add_command(Vocab::item,   :item,   main_commands_enabled)    add_command(Vocab::skill,  :skill,  main_commands_enabled)    add_command(Vocab::status, :status, main_commands_enabled)    add_command(Vocab::equip,  :equip,  main_commands_enabled)  end  def add_game_end_command    add_command(Vocab::game_end, :game_end)  end   def main_commands_enabled    $game_party.exists  end    def window_width    @window_width  endend class Window_Location < Window_Base  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  def initialize    super(0, 0, 160, fitting_height(1))    refresh  end  #--------------------------------------------------------------------------  # * Refresh  #--------------------------------------------------------------------------  def refresh    contents.clear    draw_text_ex(4, 0, $game_map.display_name) if $game_map  end   def open    refresh    super  endend   class Window_Gold < Window_Base  def draw_currency_value(value, unit, x, y, width)    cx = text_size(unit).width    change_color(normal_color)    draw_text(x, y, width - cx - 2, line_height, value,0)    change_color(system_color)    draw_text(x+cx*(value.to_s).length, y, width, line_height, unit, 0)  end     def refresh    contents.clear    draw_currency_value(value, currency_unit, 0, 0, contents.width - 8)  endend#==============================================================================# ** Window_MenuStatus#------------------------------------------------------------------------------#  This window displays party member status on the menu screen.#============================================================================== class Window_MenuStatus < Window_Selectable  def initialize(x, y, w, h)    super(x, y, w,h)    @pending_index = -1    refresh  end  def col_max    return 3  end  def item_height    height - standard_padding * 2  end  #--------------------------------------------------------------------------  # * Draw Item  #--------------------------------------------------------------------------  def draw_item(index)    actor = $game_party.members[index]    enabled = $game_party.battle_members.include?(actor)    rect = item_rect(index)    rect.x+=5    rect.width-=10    draw_item_background(index)    if (actor.state_icons + actor.buff_icons).length > 0      face_padding = (rect.width-124)/2    else      face_padding = (rect.width-100)/2    end    draw_actor_face(actor, face_padding+rect.x + 1, rect.y + 3, enabled)    draw_actor_icons(actor, face_padding+rect.x+100 , rect.y + 3)    draw_actor_simple_status(actor, rect.x, rect.y + 100,rect.width)  end  #--------------------------------------------------------------------------  # * Draw Simple Status  #--------------------------------------------------------------------------  def draw_actor_simple_status(actor, x, y,w)    draw_actor_name(actor, x, y,w)    draw_actor_level(actor, x, y + line_height * 1)    #draw_actor_class(actor, x + 120, y)    draw_actor_hp(actor, x, y + line_height * 2,w)    draw_actor_mp(actor, x, y + line_height * 3,w)  end    def draw_actor_icons(actor, x, y, width = 96)    icons = (actor.state_icons + actor.buff_icons)[0, width / 24]    icons.each_with_index {|n, i| draw_icon(n, x, y + 24 * i) }  end    def spacing    return 16  endend class Window_MenuActor < Window_MenuStatus  #--------------------------------------------------------------------------  # * Object Initialization  #--------------------------------------------------------------------------  def initialize    super(0, 0,0,0)    self.visible = false  endend
 
Last edited by a moderator:

feris

Villager
Member
Joined
Dec 8, 2013
Messages
13
Reaction score
2
Primarily Uses
Thanks!

Though it seems you fixed the first version, so it still have the location window bug.

I figured to fix it though, just copy pasted this part (line 39-40)

def create_location_window @location_window = Window_Location.new((Graphics.width-$side_border*2-$inner_border)/2) @location_window.y = Graphics.height - @location_window.height - $top_bottom_border @location_window.x = $side_border endand this (line 99-100)

def initialize(w) super(0, 0, w, fitting_height(1)) refresh endand it's all works awesomely.

Sorry to bother you so much. You did amazing work, keep it up~  :D
 

Kai Monkey

Veteran
Veteran
Joined
Apr 3, 2012
Messages
166
Reaction score
119
First Language
RGSS3
Primarily Uses
I am glad it all worked for you! 

Please PM if you ever put out a demo or anything to the outside world, your game look adorable and I would love to give it a go if it gets to that stage!
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

People3_5 and People3_8 added!

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.

Forum statistics

Threads
105,868
Messages
1,017,081
Members
137,582
Latest member
Spartacraft
Top