Customizing Menus and GUI in general

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negative_headed

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I'm trying to change up the menus in my game to remove and add different drawn elements and I'm steadily realizing just how little the developers wanted you to be able to change in most of the displays.

I'm just trying to display the hit and eva rates as well as the value of certain variables rather then the default Atk, Def, Mag, Mdf, Spd, and Luk that really I don't want to use at all and a part of good game design is not have extra details displayed that don't apply to the nature of your game.

I keep trying to track down things to see where I can set it to draw but keep coming up with not finding any process in the scripts to draw the things that I would rather it draw. I know it's possible but I keep running through the script list in circles and not finding anything useful. About the most I can do is remove the things that are being drawn but can't seem to replace them.

I've tried downloading a few scripts like Yanfly's but in the end those are also made to draw with certain possibilities already being predetermined.

Any help would be appreciated.
 

Engr. Adiktuzmiko

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I've been able to add things like hit and eva by adding lines that are like those that are used to draw the other stats... + adjustments for the positioning and such... sometimes it will also need modification of the viewport in case it uses a viewport...
 

Shaz

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I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.
 

negative_headed

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I've been able to add things like hit and eva by adding lines that are like those that are used to draw the other stats... + adjustments for the positioning and such... sometimes it will also need modification of the viewport in case it uses a viewport...
Well yes, I know it's possible I'm just trying to get someone to fill me in on the how. When I try to change which parameters or xparameters are drawn all I get are errors.

I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.
Sorry about that, didn't see that scripting support was a different section at the bottom.
 

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maybe you're just putting in the wrong stuff... better check what the errors say and try fixing it, if you can't, then you can ask here (post the error too)...
 

negative_headed

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maybe you're just putting in the wrong stuff...
Yeah I know I am, hence my asking here and not saying what I've done wrong, I know I keep doing it wrong and am trying to get the right scripts to get it to draw the other info since I can't find that info within the scripts already, I'm not even sure it exists.

In particular I was starting with trying to remove this from Window_Status:

def draw_parameters(x, y) 6.times {|i| draw_actor_param(@actor, x, y + line_height * i, i + 2) } endand instead I was trying to find the right code to get it to draw the values for hit, eva, as well as some variables, which I only know of that being $game_variables I think, this whole thing has my head spinning a bit at this point, been at this for a good 4 days just trying to pick apart the default displays.

There is no error to correct per se, I'm just trying to find the right snippit of code to insert into the draw commands to get it to draw other things is all.
 

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I think hit and eva are xparams... 

the drawing is done in draw_actor_params so you might wanna check that out too...

and no, they are not part of $game_variables... they are attributes of the Game_BattlerBase class...
 

negative_headed

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No no no. I want to draw some xparams as well as variables, which I stated as something to do with $game_variables

And I checked out draw_actor_params and as a test I tried draw_actor_xparams to see if that had a similar effect but that just returns an error since draw_actor_xparams doesn't actually exist. Which was what prevokes my comment that maybe RPGMVXA doesn't actually have any preset manner to display most of this information.

I know variables can be called during messages though so there "should" be a way to draw those though.
 

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of course you dont do draw_actor_xparams...

what I told you was to look at how draw_actor_params method pick which param to draw, then using that knowledge create your own method to draw xparams...

Code:
def draw_actor_params    HERE TAKE A LOOK AT WHAT IT DOES HEREend def draw_parameters    draw_actor_paramsend
 
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negative_headed

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So let me get this strait.... after admitting I searched every linked script I could find related to this your answer is, rather then pointing me to something actually useful, to tell me to go back to looking fruitlessly...

Is the whole community like this, or did I roll a 1 somewhere?
 

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Nope... It's simply that I want you to learn how to do it rather than just do something like copy-paste a working script since what you wanted was to create your own style...

I seriously think you're misslooking something

I checked the method that I told you to check and this is what I've got

def draw_actor_param(actor, x, y, param_id)

    change_color(system_color)

    draw_text(x, y, 120, line_height, Vocab::param(param_id))

    change_color(normal_color)

    draw_text(x + 120, y, 36, line_height, actor.param(param_id), 2)

  end

 

By inspection, you should already see that it draws the name of the param in the second line, and the value at the fourth line...

 

now all you need to do is change those to the xparam equivalents... you can see the xparam numbers on the Game_BattlerBase class (hit is 0 eva is 1)
 
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negative_headed

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I want you to learn how to do it
Unfortunately what you want and what I I'm actually asking about are two different things. I need to figure out where I'm actually starting, I've tried to define xparam and a draw_actor_xparam from within the Windows_Base script. Like I've said, I've been trying for days with no actual functioning break-through so I need some kind of actual starting point that's at least half functional that I can then reapply since, as I've said, they seem to have completely left out many options like this by default for some reason.

Post Edit Edit:

I've already found that and tried it, still turned up an error when I tried to use it.

I mean you act like I've actually went strait into "Give me this" mode. If it were that I would have gone strait into script requests for a menu system... I'm geniunely trying to get this down and learn it but for whatever reason the massive daisy chain of scripting they did made most of what I've tried just plain not work.
 
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Engr. Adiktuzmiko

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then post what you have tried... I already told you that you can post here what you've tried out so far, together with the error messages so that we can simply debug your code

 I need to figure out where I'm actually starting
which is where I pointed you out, to the draw_actor_param method... which as you can see on my post above holds the answer as to how to start...

AFAIK

doing this:

def draw_actor_xparam(actor, x, y, xparam_id)

    change_color(system_color)

    #draw_text(x, y, 120, line_height, Vocab::param(param_id))

    change_color(normal_color)

    draw_text(x + 120, y, 36, line_height, actor.xparam(xparam_id), 2)

  end

 

def draw_parameters(x, y)

    6.times {|i| draw_actor_param(@actor, x, y + line_height * i, i + 2) }

    2.times {|i| draw_actor_xparam(@actor, x, y + line_height * i + 6, i)}

 end


will draw the xparams, hit and eva below the stats if it fits (the value only, cannot check right now if addinx x to vocab::param returns the xparam name)
 
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negative_headed

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I don't currently have the error code, once I get an error (as I didn't original plan to join a site like this) I would go back and comepletely undo the work that I did directly before I tested. I also only test with one functioning bit of code at a time.

As with the code you pointed out, yes I had found that and as far as I understood it it's working with terms from Game_BattlerBase so I tried applying the same idea by just making the edit, it's fairly simple I thought, I could have missed something with the numbers of those lines but as far as I can tell it's not that complex

#-------------------------------------------------------------------------- # * Draw XParameters #-------------------------------------------------------------------------- def draw_actor_xparam(actor, x, y, xparam_id) change_color(system_color) draw_text(x, y, 120, line_height, Vocab::xparam(xparam_id)) change_color(normal_color) draw_text(x + 120, y, 36, line_height, actor.xparam(xparam_id), 2) endNow with the number I actually just copied and inserted this directly after the same code for param. So unless I missed something that seemed strait forward.

I had no real way of testing this snippet until I used it through something else so later when I tested it it showed up as draw_actor_xparam as not existing, I would have to go and put that back into the code to get the exact message again. I had this replacing the same column as the former parameters section in status but only tried to get it to display [0] and [1] hit and eva as far as I remember from Game_BattlerBase and that was the only place that called it. I then deleted that addition afterwards.

Post Edit Edit: this wont get old... >.>

That's essentially what I did save for I removed param entirely and changed the vocab part. So is there something about that that is a little more complex then normal?
 
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Engr. Adiktuzmiko

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what about the draw_parameters method part? 
 

negative_headed

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what about the draw_parameters method part? 
If you mean did I change that? No, as far as I was aware that was only called on once before in that same script in Window_Status so I basically assumed I'd just repurpose it.
 

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Well, it was the method that calls the draw_actor_param method, so you need to make it use your draw_actor_xparam method too...

something like what I posted above

def draw_parameters(x, y)

    6.times {|i| draw_actor_param(@actor, x, y + line_height * i, i + 2) }

    2.times {|i| draw_actor_xparam(@actor, x, y + line_height * i + 6, i)} -> this part tells it to draw the xparams too

 end
 
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negative_headed

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Well, it was the method that calls the draw_actor_param method, so you need to make it use your draw_actor_xparam method too...
Wait... do you mean change it the way you did with the adding the new draw_actor_xparam to it? I did do that but I didn't modify "draw_parameters" itself in anyway. But within it's part of the script that actually draws I removed the draw_actor_param stuff and added the draw_actor_xparam instead presuming it'd draw the first two and leave the rest of that row blank for the time being till I got around to getting to the variables.
 

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do you have that edited one? I'm getting confused with imagining what you actually did...

if you only want the two xparams to show (the params will not)

then I guess this should draw the values for hit and eva

def draw_actor_xparam(actor, x, y, xparam_id)

    change_color(system_color)

    #draw_text(x, y, 120, line_height, Vocab::param(param_id))

    change_color(normal_color)

    draw_text(x + 120, y, 36, line_height, actor.xparam(xparam_id), 2)

  end

 

def draw_parameters(x, y)

    2.times {|i| draw_actor_xparam(@actor, x, y + line_height * i, i)}

 end
 
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negative_headed

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I'd have to retype that one back into the code, with the whole removing anything bad I do immediately method., I should be able to do it again give me a bit.

EDIT:

#-------------------------------------------------------------------------- # * Draw Parameters #-------------------------------------------------------------------------- def draw_parameters(x, y) # 6.times {|i| draw_actor_param(@actor, x, y + line_height * i, i + 2) } 2.times {|i| draw_actor_xparam(@actor, x, y + line_height * i, i + 2) } endAnd actually running it again I reread the message... it's the vocab from:

draw_text(x, y, 120, line_height, Vocab::xparam(xparam_id))throwing out the problem, which I had thought there was a defined vocabulary for the xparam in the Game_BattlerBase. So I think maybe if that is in fact the issue my actual next step is to go into Game_BattlerBase and assign an actual vocab to the xparam?
 
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