Galv

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Bust Menu - Version 1.7
RPG Maker MV Plugin
Galv



Introduction
And my "Menu Layout" script joins MV, now called "Bust Menu"


Screenshot
bust-menu_zpsrjr7nffe.jpg



Features
Display the main menu differently using bust images.
Included are settings to customize the position of the actor’s data (name, class, level, exp, hp/mp, etc.) and how many actors appear on the menu screen.


How to Use
- Copy the "GALV_BustMenu.js" file into your project's /js/plugins/ folder.
- Activate plugin using the 'Plugin Manager'
- Read the 'HELP' documentation (also found in plugin manager) for more details and try the demo if you don't understand.
- NOTE: You will need to obtain your own bust images.


Plugin
Get it here


Credit and Thanks
- Galv


Terms
Free to use in any RPG Maker MV project including commercial. Please credit "Galv". :)


Updates


2016-03-28 - Version 1.7 - Added ability to use -1 in plugin settings for fields to disable them from showing


2016-02-12 - Version 1.6 - Added 'Nickname', added script call to change number of actors displayed.


2016-01-12 - Version 1.5 - Fixed MAX level and EXP bar issue. Compatibility: Rocketmancers prettier gauges
2015-11-21 - Version 1.4 - fixed tiny JP alignment issue
2015-11-21 - Version 1.3 - Added compatibility with Yanfly's JobPoints
2015-11-19 - Version 1.2 - Fixed issue drawing single character bust
2015-11-08 - Version 1.1 - Added experience bar to settings
2015-11-07 - Version 1.0 - Release
 
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Demimura

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Awesome! exactly what i was looking for, great job.
 

Pern

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Woo! Thanks again Galv :]
 

LTN Games

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Looking good, much better than the plain menu.
 

MikeMakes

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I was looking for something like this. Thank you, Galv.

Will it be possible to include Next EXP Bar at the bottom of the MP Bar?
 
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Galv

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An EXP bar is a really good idea. I'll definitely add that in :)
 

MikeMakes

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Thank you for the consideration. That will allow for smoother gameplay.
 
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Arisete™

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I also want to throw in a suggestion, Could you draw the map name above the Gold Window as well?
 

MikeMakes

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Thank you again. I really appreciate it.
 

PaybacK

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Thanks for this script, I love it! I have one (minor) request. I'd like to have the picture at the very top of the menu, but when I use the offset settings, to raise the picture, it gets cut off. Could you possibly address this?

Love this script, thanks!
 

Galv

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Use the "Bust Y" setting and change it to 0. The offset settings are to tweak individual busts to display correctly. The Bust Y setting will do what you want :)
 

PaybacK

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Use the "Bust Y" setting and change it to 0. The offset settings are to tweak individual busts to display correctly. The Bust Y setting will do what you want :)
Oh, thanks! I must've missed that parameter. you're AWESOME!
 

Galv

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Fixed an issue that caused single actor bust (and some others) to not display. Updated to v.1.2


EDIT: Added compatibility with Yanfly's Job Points
 
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Rex Tenebris

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Galv, would be very appreciated if you do this to solve the issue displaying more than 3 actors, and also to improve the overall display of the menu thanks by this amazing plugin:

  1. Implement these new plugin parameters for define the width and height of the area, for example General Width and General Height.
  2. Another new plugin parameter is added for change the way the actors are displayed in the status menu, this parameter can be called something like Actor Rows.
  3. And a final new plugin parameter called Center Actor (true/false). If that parameter is set in true, the actors will be centered in the menu status.
  • On General Height, we define the size by amount of lines instead of Y coords, much like how the elements (name, class, etc) are positioned right now, so there is no need to change how the rest of elements are being positioned (personally I really like that the bar positions is defined directly by amount of lines rather than Y coordinates or other confusing formulas).
  • On General Width, we can use any value, and that value changes also the width of the bars, so the bars width will always match with the busts width.
  • Actor Rows defines the amount of actors that can be displayed in a same row, when the amount of actors in the party is above that limit, for example above 3, then the next actors are displayed in another row below the first three actors much like happens right now when you have more than 3 actors.
I can imagine that my request will take some time to be done, but this will improve a lot the way this plugin displays the busts, and will be completely usable even using 6 characters in the battle. For change the command and gold window's width, we can use Yanfly's Main Menu Manager, it works PERFECT with your plugin, by decreasing the width of the command window, we can get more than enough space for display 6 actors in a same row.

EDIT: Oh, and also provide an option to also hide the HP/MP/TP bars, one parameter for each one to choice freely which ones you want to hide, so we can hide the bar gauge of HP/MP and leave only the TP Bar displayed like being the Limitbreak gauge of FF7.

EDIT2: Ahhh...... the actors are being displayed correctly right now, how weird, is just that RPG Maker didn't wanted to save the changes I did in your plugin parameters on the actor limit, well~~ let me do more tests.

EDIT3: Ok, nvm about the General Width and Actor Rows, the Menu Actor parameter does all the job right now, however a parameters for define the general height and the bars that will be shown will be really appreciated, so we can set the amount of rows that will be displayed in the menu :)

EDIT4: Yes, there is still need something for define the amount of rows to be displayed in the menu, currently changing the height of the busts doesn't let you display more than one row of actors, so I'm removing the stroke from that suggestion.
 
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Galv

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I haven't added options for changing the HP/MP/TP bars because I would have to overwrite part of the code that other plugins will modify, too. This functionality will have to be part of another plugin :)


I will add the height setting sometime later when I can - as well as an option to display multiple rows of actors.
 
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Rex Tenebris

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Thank you Galv, I played with your plugin a bit, and I have these suggestions, of course you will do it how you want, what I will say now is just an example that you decide if follow it or do them as a new complement, but for understand better what I'm suggesting (also is how I see it in my head) I will tell the examples as an improvement of the current plugin:

After did several tests of your plugin, and keeping in mind some battle systems that will use even more than 6 actors in the battle, your plugin is really brilliant for display the actor busts even with a total of maybe 18 active members. So here are my suggestions for make this plugin really, really amazing (huh, maybe this will need a rewrite of the code :x ):

Considering that is very possible to fit up to four or even five rows of actors if the game resolution is 1920x1080 or bigger, you can do that the first row is displayed in a certain size, and the next rows are displayed in another size, for example...

On Bust Height, we can use comas to define the height of each row, for example (pure example, got tired of test several sizes x_x): 1000,800|800,440,260|800,440,260

1000,800 is used on the first row, that means that when there is only one row, it will be displayed completely, when there is more than one row, its maximum min. size is 800 and the next rows will be displayed below the first row. 800,440,260 defines the sizes of the second row, being 260 the max minimum size when there are three rows being displayed (which can be a total of 12 members, being 4 members displayed in each row), and | separates the min and max size for each row.

We do the same for the rest of parameters (Name, Class, etc), but instead of pixels, is an amount of lines, so if we don't want to display certain elements like exp bars on the other rows, we write 0 or -1 for hide that element.

Also, another parameter controls which rows will be centered, the parameter can be called for example "Row Alignment", if we write "2,1,3", that means that the first row will be centered, the second row will be aligned to left, and the third row will be aligned to right.

Also, two more parameters, controlled as the ones of above with , and |, that let us control the line height and font size for the elements of each row, so we can adapt much better the display of the rows. For the font size, I guess that will require to be individual for each element, for example Name Size, Class Size, etc, because there are some people that might like display the Name and Level in full size but the HP, MP, SP and EXP in half size for the next rows hiding also the state icons for give more space (assuming that you didn't provided an option for resize also state icons :rswt:   ).

Lastly, will be good if there is a built-in (or an extra complement so if we use another plugin that changes the display of the menu, we can disable this) parameter to define the size of the command and gold window, however, if you link to Yanfly's Main Menu Manager's article for download his plugin, you won't need to add this feature, personally I think that there is no need to do that, maybe even Yanfly let you to add his plugin inside your zip for the people that wants change the size of the command (and add many more features for control the display of the menu).

Examples with Paint:

24pjdpf.jpg
14xh2t0.jpg
2wq6d14.jpg
2rcwk7q.jpg
Huh, seems that I ended suggesting too much things :dizzy:  .....................................

......................sorry :(

PS: Maybe will be good divide the Busts Offset of now to Busts Offset X and Busts Offset Y, so we can control the offsets of each row more easily.

And again, what I said was just examples, do it how you want! Upgrade the current plugin or do new complements! :D

PS2: If you read "arrow" somewhere, I meant "row", I don't know why I wrote "arrow" several times.... lol
 
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Necessarily

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I'm having some issues getting this to display the JP.  It's set to row 3 between class (line 2) and level (line 4), but though line 3 is clear - the JP is not showing on main menu.  JP is still showing in the status menu, just not on Main Menu.

Example:  

Name

Class

LVL

EXP

Relevant parameters:  
 * @param JP


 * @desc Line number of actor's JP (If Yanfly's JobPoints is installed)

 * @default 3    

 

Relevant draw code:

if (Imported.YEP_JobPoints && eval(Yanfly.Param.JpShowMenu)) {

  var classId = actor.currentClass().id;

  this.drawActorJp(actor, classId, x, y + lineHeight * Galv.BM.JP, width2, 'right');

};


All parameter options through rpgmaker are set correctly, and as far as I know nothing has been changed that would affect the jp system or bust menu displaying jp. Also just double-checked to make sure I had most recent version of bust menu and that the yanfly jp system was turned on and set to display in menu.
 

On a side note, is there any way to change the font for just the class display? The code I'm working with adds a class icon before the class name, and if it's the default font size (18) it's too big. Want to get it to 12 or 14.

Example:  

Name

[icon] Class  ==>  [icon] Class

LVL

EXP

(I would post a screen shot, but the only upload-like thing I see on these forums requires a URL)
 

Galv

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Have you tried putting this plugin underneath Yanfly's JP plugin in the plugin manager list? That should work.

Also, I haven't included font changing settings in the plugin. I am not keen to add too many settings to it yet, though. You could ask in the forums for a javascripter to help you modify the plugin to do it, though :)
 

Necessarily

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I already have the Bust menu as last on the list - I also tried moving it up to immediately after the JP plugin, but there was no change.
If it helps, I made a change that allows the Bust Menu to show 4 characters - but I was pretty careful with that and it hasn't affected the display of the other stats or the bitmap for the bust.

Also, what's the 'right' in: 

 this.drawActorJp(actor, classId, x, y + lineHeight * Galv.BM.JP, width2, 'right')

?

I"ve tried removing this, changing it to 'left', and leaving it at 'right' - but I can't tell if it's changing anything since JP doesn't display.
 

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