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N.A.S.T.Y. Replace Window with Picture
By: Nelderson
Introduction
This script uses pictures instead of windows you specify. While this looks very simple, for the Photoshop nerds this will be invaluable.
Features
- Have a picture instead of the default window.
- Use pictures on only the windows you want
- Should be compatible with most custom scripts and windows
Screenshots
Same pictures, with opacity taken down in Photoshop
How to Use
-Configure the PICWINDOW Hash. It should work with not only default windows, but custom windows from other scripts as well.
-If you want to know how big your window is to make a picture, the best way is to look at the initialize method on each window class. It is usually in the format (x, y, width, height). So the picture you need to make should be the same width and height. Or another way is to find out the dimensions is to take a screenshot of your game window. And then with photoshop, or something similar, select the box and look at how big the dimensions are in the select window.
Demo
I'll make one if you guys want one!
Script
FAQ
Q: What does N.A.S.T.Y. stand for?
A: Nelderson's Awesome Scripts To You!
Credit and Thanks
- Nelderson
Terms of Use:
Free to use for non-commercial use. Any commercial use is fine as long as you credit and throw me a copy of your completed game if it ever gets finished
By: Nelderson
Introduction
This script uses pictures instead of windows you specify. While this looks very simple, for the Photoshop nerds this will be invaluable.
Features
- Have a picture instead of the default window.
- Use pictures on only the windows you want
- Should be compatible with most custom scripts and windows
Screenshots
Same pictures, with opacity taken down in Photoshop
How to Use
-Configure the PICWINDOW Hash. It should work with not only default windows, but custom windows from other scripts as well.
-If you want to know how big your window is to make a picture, the best way is to look at the initialize method on each window class. It is usually in the format (x, y, width, height). So the picture you need to make should be the same width and height. Or another way is to find out the dimensions is to take a screenshot of your game window. And then with photoshop, or something similar, select the box and look at how big the dimensions are in the select window.
Demo
I'll make one if you guys want one!
Script
#===============================================================================# N.A.S.T.Y. Replace Window with Picture# Nelderson's Awesome Scripts To You# By: Nelderson# Made On: 3/11/2015# Last Updated: 3/12/2015#===============================================================================# Update History:# - Version 0.5 - Initial Release - Technically BETA/Tesing Stage# - Version 1.0 - Fixed issues with the Message window and added# feature to change picture to a window with a script call#===============================================================================# *Notes:# -This script uses pictures instead of windows you specify.#===============================================================================# Credits:# -Nelderson#===============================================================================# Instructions:## -Configure the PICWINDOW Hash below. It should work with not only # default windows, but custom windows from other scripts as well.## -If you want to know how big your window is to make a picture,# the best way is to look at the initialize method on each window# class. It is usually in the format (x, y, width, height).# So the picture you need to make should be the same width and height.## -You can change the pic of the window you want by using the script call:# change_nelwinpic(window, "pic") # Where window is the class and pic is the name in the pictures folder.# Ex. change_nelwinpic(Window_Gold, "Gold")#===============================================================================# Take the Window Class name => Name of the "picture" in the Pictures folder # Example:# Window_Gold => "Gold",module NEL PICWINDOW ={ # <=== Do Not Remove Window_Message => "BlueMessage", Window_Gold => "BlueGold", Window_MenuStatus => "BlueStatus", Window_MenuCommand => "BlueCommand", Window_NameInput => "pic4", Window_NameEdit => "blah", }# <=== Do Not Removeend#==============================================================================## END OF CUSTOMIZATION ##==============================================================================#class Game_System attr_accessor :nelpicwindow alias nel_winpic_sysinit initialize def initialize nel_winpic_sysinit @nelpicwindow = {} for i in NEL:
ICWINDOW @nelpicwindow[i[0]] = i[1] end endendclass Window_Base < Window attr_accessor :nelwinpic alias nel_winpic_scrpt_init initialize def initialize(*args) nel_winpic_scrpt_init(*args) create_nelpicture end def create_nelpicture for i in $game_system.nelpicwindow #Stupid Gold Window.... next if SceneManager.scene_is?(Scene_Map) && self.instance_of?(Window_Gold) next if SceneManager.scene_is?(Scene_Battle) && self.instance_of?(Window_Gold) next if i[1] == nil #In case in game is changed. Goes back to default if self.instance_of?(i[0]) ###Where all the magic happens!### @nelwinpic = ::Sprite.new(self.viewport) @nelwinpic.visible = false @nelwinpic.bitmap = Cache.picture(i[1]) @nelwinpic.x = self.x @nelwinpic.y = self.y @nelwinpic.opacity = self.opacity self.opacity = 0 end end end alias nel_winpic_scrpt_dispose dispose def dispose if @nelwinpic != nil @nelwinpic.bitmap.dispose @nelwinpic = nil end nel_winpic_scrpt_dispose end alias nel_winpic_srpt_update update def update nel_winpic_srpt_update if @nelwinpic != nil @nelwinpic.x = self.x @nelwinpic.y = self.y @nelwinpic.viewport = self.viewport @nelwinpic.visible = self.visible if self.instance_of?(Window_Message) && $game_system.nelpicwindow[Window_Message] != nil @nelwinpic.visible = $game_message.visible self.opacity = 0 end end endend class Game_Interpreter def change_nelwinpic(window, pic) $game_system.nelpicwindow[window] = pic if SceneManager.scene_is?(Scene_Map) SceneManager.goto(Scene_Map) if window == Window_Message end endend
FAQ
Q: What does N.A.S.T.Y. stand for?
A: Nelderson's Awesome Scripts To You!
Credit and Thanks
- Nelderson
Terms of Use:
Free to use for non-commercial use. Any commercial use is fine as long as you credit and throw me a copy of your completed game if it ever gets finished
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