Galvs menu bust question

Hinorashito

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I personally use alot of galv scripts because i like how he clearly lays out everything and makes it clear how to use. I am using his menu bust script and i see where you can adjust the number of party members visible before scrolling in the menu. Is there any way to somehow make that change depending on the number of characters in the party which in my games case will be 6 maximum. 

So like when i only have one character it would be 1 before scrolling 2 and it would be two before scrolling and so forth. I would ask galv but i dont know if he even visits this site lol.
 

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.


Here's how you can tell ... if you're asking for a new script to be written, it goes into Script Requests. If you HAVE a script that you're having trouble implementing, or want changes to, it goes into Script Support OR if you can find the original thread in RGSS3 Scripts, you can add it to that thread :) Since you want changes to an existing script, it goes into Script Support.


You should also add a link to the original location of the script (preferably a forum or blog post) so people can find it quickly AND see author's comments and those of others. Can you please add a link for this one?
 

Galv

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I believe you are referring to Galv's Menu Layout script:


http://galveraxe.wordpress.com/galvs-menu-layout/


He does visit here every so often but he doesn't have time to help everyone with script mods, sorry.


This is one of my earlier scripts so it's not great but should be easy for someone to help
 

Hinorashito

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omg its him lol oh ok im not sure how hard it is to implement that i think this request should be more on the simple side compared 2 sum scripts lol.
 

♥SOURCE♥

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Try this:

Code:
#------------------------------------------------------------------------------##  Galv's Menu Layout#------------------------------------------------------------------------------##  For: RPGMAKER VX ACE#  Version 1.5#------------------------------------------------------------------------------##  2013-04-14 - Version 1.5 - Added future compatibility code#  2012-11-10 - Version 1.4 - Added option to set how many actors visible#  2012-10-19 - Version 1.3 - Fixed a bug that happened with lots of members#  2012-10-13 - Version 1.2 - Fixed to work in all screen resolutions with some#                             options to tweak position.#  2012-10-13 - Version 1.1 - Changed to use /Pictures/ instead of /Faces/#                             Seemed more appropriate as this would be used to#                             draw the image as a picture in game.#  2012-10-13 - Version 1.0 - release#------------------------------------------------------------------------------##  This script overwrites the default menu so the actors on the main menu screen#  are lined up horizontally and display a portrait image instead of the face.##  INSTRUCTIONS:#  Copy this script below materials and above main##  You MUST have a portrait for each actor. This was designed to work with#  the RTP potraits that you must have purchased the right stuff to use.#  These portrat images are around 270px x 290px. #  Put these portraits in the Graphics/faces/ and name them the same as the#  face graphic the actor uses, plus the position of the face in it.#  For example#  If your actor uses "Actor1" face and uses the first face in that file then#  you will name the portrait image "Actor1-1.png"##  Download the demo if you don't understand#------------------------------------------------------------------------------#  #------------------------------------------------------------------------------#  #  SCREEN SIZE#------------------------------------------------------------------------------#  # This menu layout looks better on larger screen size. The below line   # increases your screen size to the max. Remove it if you don't want this.       Graphics.resize_screen(640, 480)   #------------------------------------------------------------------------------##------------------------------------------------------------------------------# ($imported ||= {})["Galv_Menu_Layout"] = truemodule Galv_Menu  #------------------------------------------------------------------------------#  #  SETUP OPTIONS#------------------------------------------------------------------------------#     CURRENCY_ICON = 361       # Icon to display instead of currency vocab.                            # Change this to 0 to use currency vocab instead.   PORTRAIT_X_OFFSET = 0     # add a positive or negative number to offset   PORTRAIT_Y_OFFSET = 0     # each portrait's postion if the portraits you use                            # do not line up with your screen width/height.                               PORTRAIT_HEIGHT = 400     # So you can tweak the height of the portraits.     NUMBER_OF_ACTORS = 4      # number of actors visible before scrolling #------------------------------------------------------------------------------#  #  END SETUP OPTIONS#------------------------------------------------------------------------------#end class Window_MenuCommand < Window_Command  def window_width    return 130  endend class Window_Gold < Window_Base  def window_width    return 130  end  def refresh    contents.clear    if Galv_Menu::CURRENCY_ICON > 0      draw_currency_value(value, currency_icon, 4, 0, contents.width - 25)    else      draw_currency_value(value, currency_unit, 4, 0, contents.width - 8)    end  end  def currency_icon    draw_icon(Galv_Menu::CURRENCY_ICON, contents.width - 23, -1, true)  end end  class Window_MenuStatus < Window_Selectable  def window_width    Graphics.width - 130  end   def item_height    (height - standard_padding * 2)  end   def draw_portrait(face_name, face_index, x, y, enabled = true)    bitmap = Cache.picture(face_name + "-" + (face_index + 1).to_s)    portrait_width = bitmap.width / 3 + Galv_Menu::PORTRAIT_X_OFFSET    y_offset = Galv_Menu::PORTRAIT_Y_OFFSET    rect = Rect.new(portrait_width, -70 + y_offset, col_width + tweak, Galv_Menu::PORTRAIT_HEIGHT)    contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha)    bitmap.dispose  end     def tweak    if $game_party.all_members.size <= 3      return -2    else      return 0    end  end     def draw_actor_portrait(actor, x, y, enabled = true)    draw_portrait(actor.face_name, actor.face_index, x, y, enabled)  end     def draw_item(index)    actor = $game_party.members[index]    enabled = $game_party.battle_members.include?(actor)    rect = item_rect(index)    draw_item_background(index)    draw_actor_portrait(actor, rect.x + 1, rect.y + 1, enabled)    draw_actor_simple_status(actor, rect.x, rect.y)  end     def ho    return $imported["Galv_Menu_Themes"] ? -60 : 0  end     def draw_actor_simple_status(actor, x, y)    draw_actor_name(actor, x, y)    draw_actor_level(actor, x, y + line_height * 2)    draw_actor_icons(actor, x, y + Graphics.height - line_height * 5 + ho)    draw_actor_class(actor, x, y + line_height * 1)    draw_actor_hp(actor, x, y + Graphics.height - line_height * 4 + ho)    draw_actor_mp(actor, x, y + Graphics.height - line_height * 3 + ho)    draw_actor_tp(actor, x, y + Graphics.height - line_height * 2 + ho)  end     def col_width    window_width / $game_party.all_members.size - standard_padding - 2  end     def draw_actor_hp(actor, x, y, width = col_width)    draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)    change_color(system_color)    draw_text(x, y, 30, line_height, Vocab::hp_a)    draw_current_and_max_values(x, y, width, actor.hp, actor.mhp,    hp_color(actor), normal_color)  end   def draw_actor_mp(actor, x, y, width = col_width)    draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)    change_color(system_color)    draw_text(x, y, 30, line_height, Vocab::mp_a)    draw_current_and_max_values(x, y, width, actor.mp, actor.mmp,      mp_color(actor), normal_color)  end   def draw_actor_tp(actor, x, y, width = col_width)    draw_gauge(x, y, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)    change_color(system_color)    draw_text(x, y, 30, line_height, Vocab::tp_a)    change_color(tp_color(actor))    draw_text(x + width - 42, y, 42, line_height, actor.tp.to_i, 2)  end        def draw_current_and_max_values(x, y, width, current, max, color1, color2)    change_color(color1)    xr = x + width    if width < 100      draw_text(xr - 40, y, 42, line_height, current, 2)    else      draw_text(xr - 92, y, 42, line_height, current, 2)      change_color(color2)      draw_text(xr - 52, y, 12, line_height, "/", 2)      draw_text(xr - 42, y, 42, line_height, max, 2)    end  end  def draw_actor_name(actor, x, y, width = col_width)    change_color(hp_color(actor))    draw_text(x, y, width, line_height, actor.name)  end  def draw_actor_class(actor, x, y, width = col_width)    change_color(normal_color)    draw_text(x, y, width, line_height, actor.class.name)  end  def visible_line_number    return 1  end  def col_max    return $game_party.all_members.size  end  def spacing    return 8  end  def contents_width    (item_width + spacing) * item_max - spacing  end  def contents_height    item_height  end  def top_col    ox / (item_width + spacing)  end  def top_col=(col)    col = 0 if col < 0    @member_count = $game_party.members.count    col = col_max + @member_count if col > col_max + @member_count    self.ox = col * (item_width + spacing)  end  def bottom_col    top_col + col_max - 1  end  def bottom_col=(col)    self.top_col = col - (col_max - 1)  end  def ensure_cursor_visible    self.top_col = index if index < top_col    self.bottom_col = index if index > bottom_col  end  def item_rect(index)    rect = super    rect.x = index * (item_width + spacing)    rect.y = 0    rect  end  def alignment    return 1  end  def cursor_down(wrap = false)  end  def cursor_up(wrap = false)  end  def cursor_pagedown  end  def cursor_pageup  endend
 

Hinorashito

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YAY omg i love you so much thank you this community is great i always get help when I need it and am never left in the dark thank you sooo much this is perfect im curious what you added to make this happen but this is just what i needed.
 

♥SOURCE♥

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I used the replace tool to change Galv_Menu::NUMBER_OF_ACTORS to $game_party.all_actors.size
 

Hinorashito

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ahh i see thank you shaz u can shut er down now thanks again lemony.
 

Hinorashito

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I used the replace tool to change Galv_Menu::NUMBER_OF_ACTORS to $game_party.all_actors.size
hey lemony if you are still around I have a new question. Sometimes characters in my party split up to solve puzzles and there is only 1 in the party. The hp and mp and tp bars stretch way to the end of the screen and you cant even see the numbers with this new change do you have any idea of how to fix this issue.
 

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