RMMZ Need Help with Plugin to Edit Equipment/Status Screen

Powell

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So I have been watching some JavaScript Plugin tutorials and I am not sure how to change this:
1620279984540.png
To something closer to this:
1620280071262.png
Or:
1620280125343.png
 

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  • Lennus_Magic.js
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Powell

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1620280489276.png
I actually was hoping to get it to look close to what the original game had...
 

cradth

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Maybe you can try Elements & Status Menu Core - VisuStella plugins? The status will be parted into several sections tho.
 

Eliaquim

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Hi! ^^

I have to take a look at your code, and it only contains the plugin parameters.
If you want to code yourself, there is no way around it. You will have to understand how windows and scenes work in the default RM code.

You can try learning directly from the code and after, see what other people did, etc.

But if you want another solution, here you go:
http://sumrndm.site/hud-maker/

Maybe you can get around?
 

Powell

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Hi! ^^

I have to take a look at your code, and it only contains the plugin parameters.
If you want to code yourself, there is no way around it. You will have to understand how windows and scenes work in the default RM code.

You can try learning directly from the code and after, see what other people did, etc.

But if you want another solution, here you go:
http://sumrndm.site/hud-maker/

Maybe you can get around?
Yeah, I am still writing on it... But thanks for the suggestions...
 

Powell

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If I wanted to add a switch

Lennus.ExtraStats.Eswitch = SVGSwitchElement(Lennus.ExtraStats.parameters["Eswitch"]) || 0; Does this expression work or should I use "Number"

1620436745174.png
 

Powell

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/*;
* @Author Powell
* @target MZ
* @plugindesc Lennus_Magic
* @Help
* To be added later
*
* @param Eswitch
* @type Actor Param
* @desc Learned Earth?
* @Default 0
* @max 1
*
* @param Earth
* @type Actor Param
* @desc Earth
* @Default 0
* @max 255
* @decimals 1
*
* @param Earth_Exp
* @parent Earth
* @type Earth_Exp
* @Default 0
*
* @param WSwitch
* @type Actor Param
* @desc Learned Water?
* @Default 0
* @max 1
*
* @param Water
* @type Actor Param
* @desc Water
* @Default 0
* @max 255
* @decimals 1
*
* @param Water_Exp
* @parent Water
* @type Water_Exp
* @Default 0
*
* @param Fswitch
* @type Actor Param
* @desc Learned Fire?
* @Default 0
* @max 1
*
* @param Fire
* @type Actor Param
* @desc Fire
* @Default 0
* @max 255
* @decimals 1
*
* @param Fire_Exp
* @parent Fire
* @type Fire_Exp
* @Default 0
*
* @param Skswitch
* @type Actor Param
* @desc Learned Sky?
* @Default 0
* @max 1
*
* @param Sky
* @type Actor Param
* @desc Sky
* @Default 0
* @max 255
* @decimals 1
*
* @param Sky_Exp
* @parent Sky
* @type Sky_Exp
* @Default 0
*
* @param LSwitch
* @type Actor Param
* @desc Learned Light?
* @Default 0
* @max 1
*
* @param Light
* @type Actor Param
* @desc Light
* @Default 0
* @max 255
* @decimals 1
*
* @param Light_Exp
* @parent Light
* @type Light_Exp
* @Default 0
*
* @param Aswitch
* @type Actor Param
* @desc Learned Air?
* @Default 0
* @max 1
*
* @param Air
* @type Actor Param
* @desc Air
* @Default 0
* @max 255
* @decimals 1
*
* @param Air_Exp
* @parent Air
* @type Air_Exp
* @Default 0
*
* @param Htswitch
* @type Actor Param
* @desc Learned Heart?
* @Default 0
* @max 1
*
* @param Heart
* @type Actor Param
* @desc Heart
* @Default 0
* @max 255
* @decimals 1
*
* @param Heart_Exp
* @parent Heart
* @type Heart_Exp
* @Default 0
*
* @param Spswitch
* @type Actor Param
* @desc Learned Spirit?
* @Default 0
* @max 1
*
* @param Spirit
* @type Actor Param
* @desc Spirit
* @Default 0
* @max 255
* @decimals 1
*
* @param Spirit_Exp
* @parent Spirit
* @type Spirit_Exp
* @Default 0
*
*/
function Lennus_Temp() {
this.initialize.apply(this, arguments);
};
Lennus_Temp.prototype.initialize = function() {
this._inputCurrentState = {};
this.createPluginData();
this.createMappedFunctions();
this.registerPluginCommands();
this.initEnvVariables();
};
Lennus_Temp.prototype.createPluginData = function() {
};
Lennus_Temp.prototype.registerPluginCommands = function() {
PluginManager.registerCommand("Lennus_Core");
};
var Imported = Imported || {};
var Lennus_Magic = Lennus_Magic || {};
Lennus_Magic.Versions = Lennus_Magic.Versions || {};
Lennus_Magic.Versions["Lennus_Magic"] = "1.0";
Lennus_Magic = Lennus_Magic || {};
Lennus_Magic.parameters = PluginManager.parameters('Lennus_Magic');
Lennus_Magic.Eswitch = Number(Lennus_Magic.parameters["Eswitch"]) || 0;
Lennus_Magic.Earth = Number(Lennus_Magic.parameters["Earth"]) || 0;
Lennus_Magic.Earth_Exp = Number(Lennus_Magic.parameters["Earth_Exp"]) || 0;
Lennus_Magic.Wswitch = Number(Lennus_Magic.parameters["Wswitch"]) || 0;
Lennus_Magic.Water = Number(Lennus_Magic.parameters["Water"]) || 0;
Lennus_Magic.Water_Exp = Number(Lennus_Magic.parameters["Water_Exp"]) || 0;
Lennus_Magic.Fswitch = Number(Lennus_Magic.parameters["Fswitch"]) || 0;
Lennus_Magic.Fire = Number(Lennus_Magic.parameters["Fire"]) || 0;
Lennus_Magic.Fire_Exp = Number(Lennus_Magic.parameters["Fire_Exp"]) || 0;
Lennus_Magic.Skswitch = Number(Lennus_Magic.parameters["Skswitch"]) || 0;
Lennus_Magic.Sky = Number(Lennus_Magic.parameters["Sky"]) || 0;
Lennus_Magic.Sky_Exp = Number(Lennus_Magic.parameters["Sky_Exp"]) || 0;
Lennus_Magic.Lswitch = Number(Lennus_Magic.parameters["Lswitch"]) || 0;
Lennus_Magic.Light = Number(Lennus_Magic.parameters["Earth"]) || 0;
Lennus_Magic.Light_Exp = Number(Lennus_Magic.parameters["Earth"]) || 0;
Lennus_Magic.Aswitch = Number(Lennus_Magic.parameters["Aswitch"]) || 0;
Lennus_Magic.Air = Number(Lennus_Magic.parameters["Air"]) || 0;
Lennus_Magic.Air_Exp = Number(Lennus_Magic.parameters["Air_Exp"]) || 0;
Lennus_Magic.Htswitch = Number(Lennus_Magic.parameters["Htswitch"]) || 0;
Lennus_Magic.Heart = Number(Lennus_Magic.parameters["Heart"]) || 0;
Lennus_Magic.Heart_Exp = Number(Lennus_Magic.parameters["Heart_Exp"]) || 0;
Lennus_Magic.Spswitch = Number(Lennus_Magic.parameters["Spswitch"]) || 0;
Lennus_Magic.Spirit = Number(Lennus_Magic.parameters["Spirit"]) || 0;
Lennus_Magic.Spirit_Exp = Number(Lennus_Magic.parameters["Spirit_Exp"]) || 0;
const alias_Lennus_Temp_registerPluginCommands = Lennus_Temp.prototype.registerPluginCommands;
Lennus_Temp.prototype.registerPluginCommands = function() {
alias_Lennus_Magic_registerPluginCommands.call(this);
};
const alias_Lennus_Temp_createPluginData = Lennus_Temp.prototype.createPluginData;
Lennus_Temp.prototype.createPluginData = function() {
alias_Lennus_Temp_createPluginData.call(this);
};
Lennus_Temp.prototype.initExtraStatsVars = function() {
this. (Something isn't working here) = {
'Earth': 0,
'Water': 0,
'Fire': 0,
'Sky': 0,
'Light': 0,
'Air': 0,
'Heart': 0,
'Spirit': 0
};
};
(() => {
Lennus_Temp.prototype.getPluginManger.parameters = function(key, num) {
this._extraStats[key] = num;
};
Lennus_Temp.prototype.setPluginManger.parameters = function(key, num) {
this.PluginManager.parameters[key] = num;
};
Lennus_Temp.prototype.addPluginManager.parameters = function(key, num) {
const value = this.getPluginManager.parameters(key);
this.setPluginManger.parameters(key, num + value);

const actor = this.actor(index);
const rect = this.itemRectWithPadding(index);
const x = rect.x;
const y = rect.y;
const width = rect.width;
const bottom = y + rect.height;
const lineHeight = this.lineHeight();
this.drawActorName(actor, x, y + lineHeight * 0, width);
this.drawActorLevel(actor, x, y + lineHeight * 1, width);
this.drawActorClass(actor, x, bottom - lineHeight * 4, width);
this.placeBasicGauges(actor, x, bottom - lineHeight * 3, width);
this.drawActorIcons(actor, x, bottom - lineHeight * 1, width);
this.drawLennus_Magic(actor, x, y - lineHeight * 1, width);
};
})();

Hm?
 
Last edited:

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Did you know that 90% of people in the world use the number in their sentence as they see fit?
It's been a long time since I was here but I have a lot of updates... btw I am teaching again about game programming and game design in some schools here in Brazil hahahaha It's good to see kids and teens learning this kind of thing!
welp, I literally can't continue working on ALEX now that my MZ trial is up (unless I somehow place in the jam which I don't remotely deserve to for my unfinished crap) so I am back on my bullshit
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