RPG Maker Forums

Hello again,
 
Here I am to figure out how to make the mp disappear and use different resources defined by ampx on the menu layout, 
 
here's what it looks like normally:
 
https://www.dropbox.com/s/vkjppelqkegmaqj/Screenshot%202014-06-28%2020.55.26.png
 
 
here's what I want it to look like. (I used the edit from mr. bubbles in the ampx forum for this)
https://www.dropbox.com/s/eqo3yzuo1vk1nrf/Screenshot%202014-06-28%2021.01.05.png
 
 
How can I accomplish this; I thought mr. bubbles edit. (Which i put below galv's script) would overwrite galv's. but it does not.
 
Any ideas?

EDIT: Sorry here are the scripts:

Galv's Menu Theme Layout: 

#------------------------------------------------------------------------------##  Galv's Menu Themes Engine#------------------------------------------------------------------------------##  For: RPGMAKER VX ACE#  Version 1.6#------------------------------------------------------------------------------##  NOTICE: This script is NOT free for commercial use.#  Contact Galv via PM at one of the following forums:#  http://www.rpgmakervxace.net/#  http://forums.rpgmakerweb.com/#------------------------------------------------------------------------------# #------------------------------------------------------------------------------##  2013-06-27 - Version 1.6 - compatibility fix for xp rate#  2013-06-11 - Version 1.5 - bug fixed with help menu text on incorrect menu#  2013-06-09 - Version 1.4 - bug missed with last fix... now fixed. I hope.#  2013-06-08 - Version 1.3 - fixed bug with hidden menu items#                           - made disabled buttons text transparent#  2013-04-16 - Version 1.2 - fixed a graphic object bug. Also included#                           - Killozappit's Cache Back script in the demo to#                           - help with lag on slower computers.#  2013-04-15 - Version 1.1 - fixed a bug with using items/skills on actors#  2013-04-15 - Version 1.0 - release#------------------------------------------------------------------------------##  This script replaces the default menu and thus will not be compatible with#  other scripts that do the same. The new changes to the menu offer a few#  things such as:#  - Image controlled menu scenes (including moving backgrounds)#  - 'Themes' allow you to customize the look of the menu and change it in game#  - Other scenes can change with theme (eg. item, equip, custom scenes, etc.)#  - Customisable menu commands (icons, visibility switches, order, vocab)#  - Animated (sliding) commands#  - Help window for selected command#  - Information bar with gold, current location and play time#  - Modified actor status to include exp and tp (for actors with preserve tp)#------------------------------------------------------------------------------# #-------------------------------------------------------------------------------#  SCRIPT CALL#-------------------------------------------------------------------------------##  theme("Theme_Name")      # Changes your menu theme to use the specified one.##------------------------------------------------------------------------------- ($imported ||= {})["Galv_Menu_Themes"] = truemodule GMENU    COMMAND_LIST = [ # don't touch #-------------------------------------------------------------------------------##  *  MENU - COMMAND SETUP##-------------------------------------------------------------------------------#  Below list is your in-game menu commands. This replaces the database vocab#  names and adds more control over customizing your game menu.#------------------------------------------------------------------------------- # ["Menu Text", :command_type, :Scene, switch1, switch2, help txt, icon]  ["Items",     :cmd, :Scene_Item,   0, 0, "View or use items from your inventory.",270],  ["Skills",    :sel, :Scene_Skill,  0, 0, "View or use character skills.",112],  ["Equip",     :sel, :Scene_Equip,  0, 0, "Equip your characters with weapons and armor.",170],  ["Status",    :sel, :Scene_Status, 0, 0, "View status of your characters.",117],  ["Formation", :sel, :Formation,    0, 0, "Change your character order",121],  ["Save",      :cmd, :Scene_Save,   0, 0, "Record your game progress.",224],  ["Game End",  :cmd, :Scene_End,    0, 0, "End or restart the game.",6],    ["Example1",:cmd, 1, 0, 0, "Example command - calls common event 1",278],  ["Example2",:cmd, 1, 0, 0, "Example command - calls common event 1",278],         # Here are examples of adding functionality via script. The script code for  # these examples is in the "Example Script Commands" script in the list.  #["Gold!",  :cmd, :custom1, 0, 0, "Scripted custom symbol example",280],  #["Levelup!",  :sel, :custom2, 0, 0, "Scripted custom symbol on actor select example",290],      #-------------------------------------------------------------------------------    ] # don't touch#-------------------------------------------------------------------------------#  INSTRUCTIONS#-------------------------------------------------------------------------------#  "Menu Text"........ the text used for the menu item#  :command_type...... :cmd - goes to the scene when menu item accessed.#                      :sel - select actor before going to the scene.#  scene.............. name of the scene as a symbol. eg. :Scene_Item  (*)#                      make this a number instead to call a common event.#  switch1............ if switch is OFF, item is disabled. 0 to not use#  switch2............ if switch is OFF, item will not appear. 0 to not use#  help txt........... text that appears at the top of the menu screen#  icon............... the icon id to use an icon next to your menu command#-------------------------------------------------------------------------------#  (*) Scripters can use a custom symbol here to do other functions by aliasing#  or overwriting methods found on#-------------------------------------------------------------------------------  #-------------------------------------------------------------------------------##  *  MENU SETTINGS##-------------------------------------------------------------------------------      SHOW_TP = true    # Show TP if actor has 'preserve tp' feature true or false        ACTORS_SHOWN = 4  # Number of actors visible in the menu before scrolling     DEFAULT_THEME = "Theme_Default"  # The theme your game will use to begin.     #-------------------------------------------------------------------------------#  THEME SETUP - DEFAULT THEME#-------------------------------------------------------------------------------    module Theme_Default            # Gerenal Options      FONT = "Arial"             # Font used throughout theme.      FONT_SIZE = 21             # Font size used throughout theme.      WINDOW_TONE = [22,52,72,0] # Color tone of scenes that use windowskins          # Background      BACK1_XY = [1,1]           # X,Y movement for background1 (default stars)      BACK1_OPACITY = 190        # Background opacity          BACK2_XY = [0,0]           # X,Y movement for background2 (default top bar)      BACK2_OPACITY = 255        # Background opacity            BACK3_XY = [0,0]       # X,Y movement for background2 (default bottom bar)      BACK3_OPACITY = 255    # Background opacity            SCENE_BACK_OPACITY = 255  # Background opacity for other scene background            # Command Menu      MENU_FONT = "Arial"        # Different font used for the menu text      MENU_FONT_SIZE = 21        # Size of menu text      MENU_TXT_COLOR = Color.new(255, 255, 255, 255)   # Color of menu text      MENU_TXT_OUT = Color.new(27, 57, 97, 255)     # Color of menu text outline      MENU_TXT_XY = [0,-2]      # X,Y offset for text in command menu      MENU_ICON_XY = [35,1]     # X,Y offset for icons in command menu      SLIDE_ICON = true         # true or false to slide icon with menu text      SLIDE_SPEED = 5           # Speed the menu buttons slide in and out      SLIDE_OFF = -30           # X Position of button when cursor not on it      SLIDE_ON = 0            # X Position of button when cursor is on it      MENU_Y_OFFSET = 45        # Distance Y from top of screen      MENU_WIDTH = 170          # Width reserved for the main menu.            # Help Window      HELP_XY = [44,2]          # X,Y offset for help text      HELP_TEXT_COLOR = Color.new(200, 235, 255, 255) # Color of help text            # Game Info Window      INFO_XY = [0,0]          # X,Y offset for info text      GAME_INFO_TXT_COLOR = Color.new(200, 235, 255, 255) # Game Info text color      CURRENCY_ICON = 262       # Icon used instead of currency vocab. 0 = vocab            # Actor Status      STAT_COLOR = Color.new(167, 223, 248, 255) # Color used for lvl,hp,mp      GAUGEB_COLOR = Color.new(20, 20, 20, 255) # Color of gauge backs      HP_COLOR1 = Color.new(74, 197, 61, 255) # Color for hp gauge gradient      HP_COLOR2 = Color.new(169, 206, 89, 255)# Color for hp gauge gradient      MP_COLOR1 = Color.new(5, 132, 179, 255) # Color for mp gauge gradient      MP_COLOR2 = Color.new(40, 197, 255, 255)# Color for mp gauge gradient      XP_COLOR1 = Color.new(88, 147, 174, 255) # Color for xp gauge gradient      XP_COLOR2 = Color.new(133, 181, 203, 255)# Color for xp gauge gradient      TP_COLOR1 = Color.new(255, 166, 12, 255) # Color for tp gauge gradient      TP_COLOR2 = Color.new(255, 126, 12, 255)# Color for tp gauge gradient      GAUGE_FONT = "VL Gothic Regular"  # Font used for hp/mp and amounts.    end  #-------------------------------------------------------------------------------#  CUSTOM THEMES#-------------------------------------------------------------------------------#  You can make your own custom menu themes and swap between them during the#  game or make them available for others to use. Each theme has it's own folder#  in your project located in /Graphics/GMenu/Theme_Name/#  For example the default theme is:#  /Graphics/GMenu/Theme_Default/##  HOW TO MAKE A THEME:#  1. Make a duplicate of the /Theme_Default/ folder and rename it.#  2. Modify the graphics how you see fit, using the default as templates#  3. (Optional) You can use the theme_settings.txt file found in the template#     folder to create new settings for the theme. Copy the script from the#     file and paste it a new script position below this menu script. Change#     "Theme_Default" at the top to the name of your theme's folder.#  4. If you did that right, now in your game, you can use the script call:#     theme("Theme_Name")#     To change your menu theme during the game to any theme you have installed.##  If you do not create your own settings script (step 3) for your custom theme,#  it will use the settings from Theme_Default.#------------------------------------------------------------------------------- #-------------------------------------------------------------------------------#  THEME SETUP - INNER SCENES#-------------------------------------------------------------------------------#  Inner scenes (such as item, equip, skills etc) can use the same Background#  (using BACK1 setting) as well as windowskin used in the current theme.#  List scenes below that you wish for this to occur.#-------------------------------------------------------------------------------    SCENE_THEMES = [ # don't touch#-------------------------------------------------------------------------------       "Scene_Item",      "Scene_Skill",      "Scene_Equip",      "Scene_Status",      "Scene_Save",      "Scene_End",      "Scene_Party",      "Scene_System",      "Scene_Load",            #"Scene_File",      #"Scene_Load",      #"Scene_Shop",      #"Scene_Name",      #"Scene_Gameover",      #"Scene_Title",      #-------------------------------------------------------------------------------      ] # don't touch#-------------------------------------------------------------------------------#  In addition to this, the script will check the theme folder for any images.#  with the scene name (above) followed by "_Background" and "_Background2".#  For example if the following file is found in the theme folder:#  Scene_Item_Background.png (or jpg)#  It will use that image INSTEAD of Background.jpg for Background1. It will#  also look for Scene_Item_Background2.png (or jpg) which will appear above#  the first background. This background is static and does not move.#------------------------------------------------------------------------------- #-------------------------------------------------------------------------------##  * END SETTINGS##------------------------------------------------------------------------------- end # GMENU  module Check_Theme  def mtheme    Object.const_get("GMENU").const_get($game_system.menu_theme) rescue      GMENU::Theme_Default  endend # Check_Theme      #----------------------##---|   GAME_INTERPERTER   |----------------------------------------------------    #----------------------# class Game_Interpreter  def theme(name)    $game_system.menu_theme = name  endend # Game_Interpreter      #-----------##---|   CACHE   |---------------------------------------------------------------    #-----------# module Cache  def self.gmenu(filename,theme)    load_bitmap("Graphics/GMenu/" + theme + "/", filename)  endend # Cache      #-----------------##---|   GAME_SYSTEM   |---------------------------------------------------------    #-----------------# class Game_System  attr_accessor :menu_theme    alias gmenu_engine_gs_initialize initialize  def initialize    @menu_theme = GMENU::DEFAULT_THEME    gmenu_engine_gs_initialize  endend # Game_System      #---------------##---|   GAME_TEMP   |-----------------------------------------------------------    #---------------# class Game_Temp  attr_accessor :themed_scene  attr_accessor :menuindexes    alias gmenu_engine_gt_initialize initialize  def initialize    @themed_scene = false    gmenu_engine_gt_initialize  endend # Game_Temp      #----------------##---|   GAME_ACTOR   |----------------------------------------------------------    #----------------# class Game_Actor < Game_Battler  def xp_rate    a = (exp.to_f - current_level_exp.to_f)    b = (next_level_exp.to_f - current_level_exp.to_f)    if exp > 0 && b > 0      return a / b    else      return 0    end  endend # Game_Actor < Game_Battler      #----------------##---|   SCENE_MENU   |----------------------------------------------------------    #----------------# class Scene_Menu < Scene_MenuBase  attr_accessor :command_window  include Check_Theme    # OVERWRITE  def start    super    create_graphics    create_help_window    create_new_command_window    create_gameinfo_window    create_status_window  end  #---|   CREATE WINDOWS   |   def create_help_window    @help_window = Window_MenuHelp.new  end    # OVERWRITE  def create_status_window    @status_window = Window_MainMenuStatus.new(@command_window.width,      @help_window.height,Graphics.height - @help_window.height -      @gameinfo_window.height)  end    # OVERWRITE  def create_new_command_window    @command_window = Window_MenuCommand.new(0,@help_window.height)    @command_window.help_window = @help_window    menu_array = Array.new(GMENU::COMMAND_LIST)    menu_array.each { |cmd|      handle = cmd[0].delete(' ').downcase.to_sym      @command_window.set_handler(handle, method(cmd[1]))    }    @command_window.set_handler:)cancel, method:)return_scene))  end    def create_gameinfo_window    @gameinfo_window = Window_GameInfo.new    @gameinfo_window.x = 0    @gameinfo_window.y = Graphics.height - @gameinfo_window.height  end  #---|   CREATE GRAPHICS   |   def create_graphics    create_background2    create_background3  end    def create_background2    @background2 = Plane.new    @background2.bitmap = Cache.gmenu("Background2",$game_system.menu_theme)    @background2.opacity = mtheme::BACK2_OPACITY  end    def create_background3    @background3 = Plane.new    @background3.bitmap = Cache.gmenu("Background3",$game_system.menu_theme)    @background3.opacity = mtheme::BACK3_OPACITY    @background3.oy = -Graphics.height  end #---|   UPDATING   |   def update    super    update_background2    update_background3    update_gameinfo  end    def update_background2    @background2.ox -= mtheme::BACK2_XY[0]    @background2.oy -= mtheme::BACK2_XY[1]  end  def update_background3    @background3.ox -= mtheme::BACK3_XY[0]    @background3.oy -= mtheme::BACK3_XY[1]  end  def update_gameinfo    @gameinfo_window.refresh  end  #---|   FUNCTIONALITY   |   alias gmenu_engine_sm_dispose_background dispose_background  def dispose_background    gmenu_engine_sm_dispose_background    if @background2      @background2.bitmap.dispose      @background2.dispose    end    if @background3      @background3.bitmap.dispose      @background3.dispose    end  end   def cmd    cmd = $game_temp.menuindexes[@command_window.index]    symbol = GMENU::COMMAND_LIST[cmd][2]    if GMENU::COMMAND_LIST[cmd][2].is_a?(Integer)      common_event_command(GMENU::COMMAND_LIST[cmd][2])    elsif custom_symbol(symbol)      custom_on_command_ok(symbol)    else      SceneManager.call(GMENU::COMMAND_LIST[cmd][2])    end  end    def common_event_command(id)    $game_temp.reserve_common_event(id)    SceneManager.return  end    def sel    command_personal  end    # OVERWRITE  def command_personal    @status_window.select_last    @status_window.activate    @status_window.set_handler:)ok,     method:)on_personal_ok))    @status_window.set_handler:)cancel, method:)on_personal_cancel))  end    # OVERWRITE  def on_personal_ok    cmd = $game_temp.menuindexes[@command_window.index]    symbol = GMENU::COMMAND_LIST[cmd][2]    if symbol == :Formation      on_formation_ok    elsif custom_symbol(symbol)      custom_on_personal_ok(symbol)    else      SceneManager.call(symbol)    end  end    def custom_symbol(symbol)    # Alias/overwrite this method for custom symbols.    # Make this method return true if symbol equals your custom symbol.  end    def custom_on_command_ok(symbol)    # Alias/overwrite this method for custom symbols. (For 'ok' on command)    # Add your functionality here including if symbol equals your custom symbol.  end    def custom_on_personal_ok(symbol)    # Alias/overwrite this method for custom symbols. (For 'ok' on actor)    # Add your functionality here including if symbol equals your custom symbol.  end    def custom_on_personal_cancel(symbol)    # Alias/overwrite this method for custom symbols. (Cancelling on actor)    # Add your cancel code here including if symbol equals your custom symbol.  end    # OVERWRITE  def on_personal_cancel    cmd = @command_window.index    symbol = GMENU::COMMAND_LIST[cmd][2]    if symbol == :Formation      on_formation_cancel    elsif custom_symbol(symbol)      custom_on_personal_cancel(symbol)    else      @status_window.unselect      @command_window.activate    end  endend # Scene_Menu < Scene_MenuBase      #------------------------##---|   WINDOW_MENUCOMMAND   |--------------------------------------------------    #------------------------# class Window_MenuCommand < Window_Command    #OVERWRITE  def initialize(x,y)    @menu_buttons = []    super(x, y)    select_last    self.opacity = 0  end    def draw_item(index)    @menu_buttons << MenuBtn.new(@viewport,index)  end    def visible_line_number    item_max  end    def window_width    return mtheme::MENU_WIDTH  end    def update    super    @menu_buttons.each { |btn| btn.update(index) }  end    def dispose    @menu_buttons.each { |btn| btn.dispose }    super  end    def update_cursor    if @cursor_all      cursor_rect.empty      self.top_row = 0    elsif @index < 0      cursor_rect.empty    else      ensure_cursor_visible      cursor_rect.empty    end  end    def add_new_main_commands    $game_temp.menuindexes = []    menu_array = Array.new(GMENU::COMMAND_LIST)    menu_array.each_with_index { |cmd,i|      next if cmd[4] > 0 && !$game_switches[cmd[4]]      $game_temp.menuindexes << i      text = cmd[0]      active = get_active(cmd[2],cmd[3])      handle = cmd[0].delete(' ').downcase.to_sym      add_command(text, handle, active)    }  end   def get_active(symbol,switch)    return false if switch > 0 && !$game_switches[switch]    case symbol    when :Formation      formation_enabled    when :Scene_Save      save_enabled    else      main_commands_enabled    end  end    def make_command_list    add_new_main_commands  end  end # Window_MenuCommand < Window_Command      #----------------------##---|   WINDOW_MENUSTATUS  |----------------------------------------------------    #----------------------# class Window_MainMenuStatus < Window_MenuStatus  include Check_Theme    def initialize(x, y, h = 0)    @height = h    super(x, y)    self.opacity = 0  end    def window_width    Graphics.width - mtheme::MENU_WIDTH  end    def standard_padding    return 6  end    def window_height    @height  end    def item_height    (@height - 12) / GMENU::ACTORS_SHOWN  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_back_graphics(index,item_height,item_width,enabled)    draw_gface(actor.face_name,actor.face_index,rect.x + 1,rect.y + 1,      item_height - 2,enabled)    draw_gsimple_status(actor, rect.x + 108, rect.y, item_height)  endend      #--------------------##---|   WINDOW_MENUHELP  |------------------------------------------------------    #--------------------# class Window_MenuHelp < Window_Help  include Check_Theme    def initialize    super(1)    self.opacity = 0  end    def standard_padding    return 6  end   def clear    ind = $game_temp.menuindexes[SceneManager.scene.command_window.index]    set_text(GMENU::COMMAND_LIST[ind][5])  end   def refresh    contents.clear    draw_text_ex(mtheme::HELP_XY[0], mtheme::HELP_XY[1], @text)  end    def draw_text_ex(x, y, text)    reset_font_settings    change_color(mtheme::HELP_TEXT_COLOR)    self.contents.font.name = mtheme::FONT    self.contents.font.size = mtheme::FONT_SIZE    text = convert_escape_characters(text)    pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}    process_character(text.slice!(0, 1), text, pos) until text.empty?  endend      #---------------------##---|   WINDOW_GAMEINFO   |-----------------------------------------------------    #---------------------# class Window_GameInfo < Window_Base  include Check_Theme    def initialize    super(0, 0, Graphics.width, fitting_height(1))    self.opacity = 0    refresh  end    def standard_padding    return 6  end   def refresh    contents.clear    self.contents.font.name = mtheme::FONT    self.contents.font.size = mtheme::FONT_SIZE    draw_gld    draw_location    draw_playtime  end    def draw_gld    value = $game_party.gold    if mtheme::CURRENCY_ICON > 0      i = draw_icon(mtheme::CURRENCY_ICON, contents.width / 4 - 43, -1, true)      draw_currency_value(value,i,tx+4,ty,contents.width / 4 - 45)    else      draw_currency_value(value,Vocab::currency_unit,tx+4,ty,contents.width / 4 - 18)    end  end    def tx    mtheme::INFO_XY[0]  end  def ty    mtheme::INFO_XY[1]  end    def draw_location    change_color(mtheme::GAME_INFO_TXT_COLOR)    draw_text(tx,ty,Graphics.width,line_height,$game_map.display_name,1)  end    def draw_playtime    draw_text(tx,ty,Graphics.width - 20,line_height,time_text,2)  end    def time_text    sprintf("%02d:%02d:%02d", (Graphics.frame_count / 60**2) / 60,      Graphics.frame_count / 60**2 % 60,       Graphics.frame_count / 60 % 60)  end    def draw_currency_value(value, unit, x, y, width)    cx = text_size(unit).width    change_color(mtheme::GAME_INFO_TXT_COLOR)    draw_text(x, y, width - cx - 2, line_height, value, 2)    change_color(system_color)    draw_text(x, y, width, line_height, unit, 2)  end    def open    refresh    super  endend      #-----------------##---|   WINDOW_BASE   |---------------------------------------------------------    #-----------------# class Window_Base < Window  include Check_Theme    alias galv_gmenu_engine_wb_initialize initialize  def initialize(x, y, width, height)    galv_gmenu_engine_wb_initialize(x, y, width, height)    if $game_temp.themed_scene      self.windowskin = Cache.gmenu("Windowskin",$game_system.menu_theme) rescue        Cache.system("Window")        set_theme_tone    end  end    alias galv_gmenu_engine_wb_system_color system_color  def system_color    if $game_temp.themed_scene      mtheme::STAT_COLOR    else      galv_gmenu_engine_wb_system_color    end  end    alias galv_gmenu_engine_wb_gauge_back_color gauge_back_color  def gauge_back_color    if $game_temp.themed_scene      mtheme::GAUGEB_COLOR    else      galv_gmenu_engine_wb_gauge_back_color    end  end    def set_theme_tone    a,b,c,d = mtheme::WINDOW_TONE    self.tone.set(a,b,c,d)  end    alias galv_gmenu_engine_wb_update_tone update_tone  def update_tone    if $game_temp.themed_scene      set_theme_tone    else      galv_gmenu_engine_wb_update_tone    end  end    def draw_back_graphics(ind,height,width,enabled = true)    if enabled      bitmap = Cache.gmenu("ActorBackground",$game_system.menu_theme)    else      bitmap = Cache.gmenu("ActorBackgroundDisabled",$game_system.menu_theme)    end    rect = Rect.new(1,0,width - 2,bitmap.height + 2)    y = (rect.y + height) * ind - (bitmap.height - height) - 2    contents.blt(rect.x, y, bitmap, rect, 255)    bitmap.dispose  end    def draw_gsimple_status(actor, x, y, height)    contents.font.name = mtheme::FONT    contents.font.size = mtheme::FONT_SIZE    draw_actor_name(actor, x, y + height - 30)    draw_glevel(actor, x, y + height - 30 - line_height * 1)    draw_gicons(actor, x - 108, y + line_height * 2 + 3)    draw_gclass(actor, x, y + height - 30)    contents.font.size = 20    contents.font.name = mtheme::GAUGE_FONT    w = contents.width - 260    h = (height - 80) / 2    draw_ghp(actor, x + 140, y + h / 2 , w)    draw_gmp(actor, x + 140, y + line_height - 4 + h,w)    if actor.preserve_tp? && GMENU::SHOW_TP      draw_gtp(actor, x + 75, y + line_height - 4 + h,40)    end    draw_gxp(actor, x + 6, y + height - 23, contents.width - 120)  end    def draw_gtp(actor, x, y, width = 124)    draw_gauge(x, y, width, actor.tp_rate,mtheme::TP_COLOR1,mtheme::TP_COLOR1)    change_color(system_color)    draw_text(x - 30, y + 7, 30, line_height, Vocab::tp_a,2)    change_color(tp_color(actor))    draw_text(x + width - 42, y + 3, 42, line_height, actor.tp.to_i, 2)  end    def draw_gxp(actor,x,y,width = 124)    draw_xpgauge(x, y, width, actor.xp_rate, mtheme::XP_COLOR1, mtheme::XP_COLOR2)  end    def draw_xpgauge(x, y, width, rate, color1, color2)    fill_w = (width * rate).to_i    gauge_y = y + line_height - 8    contents.fill_rect(x, gauge_y, width, 4, gauge_back_color)    contents.gradient_fill_rect(x, gauge_y, fill_w, 4, color1, color2)  end   def draw_ghp(actor, x, y, width = 124)    draw_gauge(x, y, width, actor.hp_rate, mtheme::HP_COLOR1, mtheme::HP_COLOR2)    change_color(system_color)    draw_text(x - 30, y + 7, 30, line_height, Vocab::hp_a,2)    draw_current_and_max_values(x, y + 3, width, actor.hp, actor.mhp,      hp_color(actor), normal_color)  end      def draw_gmp(actor, x, y, width = 124)    draw_gauge(x, y, width, actor.mp_rate, mtheme::MP_COLOR1, mtheme::MP_COLOR2)    change_color(system_color)    draw_text(x - 30, y + 7, 30, line_height, Vocab::mp_a,2)    draw_current_and_max_values(x, y + 3, width, actor.mp, actor.mmp,      mp_color(actor), normal_color)  end      def draw_gicons(actor, x, y, width = 96)    icons = (actor.state_icons + actor.buff_icons)[0, width / 24]    icons.each_with_index {|n, i| draw_icon(n, x, y - 16 * i) }  end    def draw_gface(face_name, face_index, x, y, height, enabled = true)    bitmap = Cache.face(face_name)    h = [height,96].min - 1    y_offset = GMENU::ACTORS_SHOWN > 4 ? 1.25 : 1    h2 = 96 - h * y_offset    rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96 + h2, 96, h)    contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha)    bitmap.dispose  end    def draw_glevel(actor, x, y)    wid = Graphics.width - 300    change_color(system_color)    draw_text(x, y, wid, line_height, Vocab::level_a + " " + actor.level.to_s, 0)  end    def draw_gclass(actor, x, y)    change_color(normal_color)    draw_text(x, y, Graphics.width - 290, line_height, actor.class.name,2)  endend # Window_Base < Window      #-----------------##---|   SCENEMANAGER  |---------------------------------------------------------    #-----------------# module SceneManager  class << self    alias gmenu_engine_sm_call call  end    def self.call(scene_class)    if scene_class.is_a?(Symbol)      @stack.push(@scene)      @scene = Kernel.const_get(scene_class).new    else      gmenu_engine_sm_call(scene_class)    end  end    def self.themed_scene    array = ["Scene_Menu"] + GMENU::SCENE_THEMES    return true if array.include?(@scene.name)    return false  endend # SceneManager  class Scene_MenuBase < Scene_Base  include Check_Theme    alias gmenu_engine_sb_start start  def start    gmenu_engine_sb_start    if SceneManager.themed_scene      $game_temp.themed_scene = true      create_theme_backgrounds    end  end   def create_theme_backgrounds    create_background1    create_themebg2  end    def create_background1    @background1 = Plane.new    @background1.bitmap = Cache.gmenu(name + "_Background",$game_system.menu_theme) rescue      Cache.gmenu("Background",$game_system.menu_theme)    @background1.opacity = mtheme::BACK1_OPACITY    @background1.z = -1    @background_sprite.z = -2  end    def create_themebg2    @themebg2 = Sprite.new    if !SceneManager.scene_is?(Scene_Menu)      @themebg2.bitmap = Cache.gmenu(name + "_Background2",$game_system.menu_theme) rescue      Cache.gmenu("Scene_Generic_Background2",$game_system.menu_theme) rescue      nil    end    @themebg2.opacity = mtheme::SCENE_BACK_OPACITY    if @themebg2.bitmap      @themebg2.x = [(Graphics.width - @themebg2.bitmap.width) / 2,0].max    end    @themebg2.z = 0  end    alias gmenu_engine_sb_update update  def update    gmenu_engine_sb_update    if @background1      @background1.ox -= mtheme::BACK1_XY[0]      @background1.oy -= mtheme::BACK1_XY[1]    end  end    alias gmenu_engine_sb_terminate terminate  def terminate    gmenu_engine_sb_terminate    $game_temp.themed_scene = false    @background1.dispose if @background1    @themebg2.dispose if @themebg2  end    def name    if self.to_s =~ /#<(.*):/i      return $1    else      return ""    end  endend # Scene_Base      #--------------------##---|   SPRITE_MENUBTN   |------------------------------------------------------    #--------------------# class MenuBtn  include Check_Theme    def initialize(viewport,index)    @index1 = index    @index = 0    create_bitmap    create_text    create_icon  end   def dispose    @text.dispose    @icon.dispose    @btn.dispose    @text.bitmap.dispose    @icon.bitmap.dispose    @btn.bitmap.dispose  end   def update(index)    @index = $game_temp.menuindexes[index]    update_position  end   def menuitem    GMENU::COMMAND_LIST[$game_temp.menuindexes[@index1]]  end    def create_bitmap    if SceneManager.scene.command_window      cmd_index = SceneManager.scene.command_window.index    else      cmd_index = 0    end    @btn = Sprite.new    @btn.bitmap = Cache.gmenu("MenuButton",$game_system.menu_theme)    @btn.y = mtheme::MENU_Y_OFFSET + @index1 * @btn.bitmap.height    @btn.x = @index1 == cmd_index ? mtheme::SLIDE_ON : mtheme::SLIDE_OFF    @btn.opacity = @index1 == cmd_index ? 255 : 160  end    def create_icon    @icon = Sprite.new    @icon.bitmap = Bitmap.new(800,800)    @tempicon = Sprite.new    @tempicon.bitmap = Cache.system("Iconset")    icon_index = menuitem[6]    rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)    @icon.bitmap.blt(mtheme::MENU_ICON_XY[0], mtheme::MENU_ICON_XY[1],      @tempicon.bitmap, rect, 255)    @tempicon.bitmap.dispose if @tempicon.bitmap    @tempicon.dispose    @icon.x = @btn.x if mtheme::SLIDE_ICON    @icon.y = @btn.y    @icon.z = 100  end    def create_text    @text = Sprite.new    @text.bitmap = Bitmap.new(180,35)    @text.bitmap.font.name = mtheme::MENU_FONT    @text.bitmap.font.color = mtheme::MENU_TXT_COLOR    @text.bitmap.font.out_color = mtheme::MENU_TXT_OUT    @text.bitmap.font.size = mtheme::MENU_FONT_SIZE    text = menuitem[0]    @text.bitmap.draw_text(mtheme::MENU_TXT_XY[0],      mtheme::MENU_TXT_XY[1],150,35, text,2)    @text.x = @btn.x    @text.y = @btn.y    @text.opacity = 100 if menuitem[3] > 0 && !$game_switches[menuitem[3]]  end    def update_position    if $game_temp.menuindexes[@index1] == @index      @btn.opacity = 255      return if @btn.x >= mtheme::SLIDE_ON      @btn.x += mtheme::SLIDE_SPEED      @text.x += mtheme::SLIDE_SPEED      @icon.x += mtheme::SLIDE_SPEED if mtheme::SLIDE_ICON    else      @btn.opacity = 160      return if @btn.x <= mtheme::SLIDE_OFF      @btn.x -= mtheme::SLIDE_SPEED      @text.x -= mtheme::SLIDE_SPEED      @icon.x -= mtheme::SLIDE_SPEED if mtheme::SLIDE_ICON    end  endend # Sprite_MenuBtn < Sprite_Base

AMPx: 

$imported = {} if $imported.nil?$imported["AMPX"] = true                            #======================#                            #  Z-Systems by: Zetu  ##===========================#======================#===========================##                 *  *  *  Z02 AMPX Ace Version v1.05  *  *  *                 ##=#==========================================================================#=#  #  You may need slight scripting knowledge of working with arrays (but     #  #  not a whole lot!).                                                      #  #--------------------------------------------------------------------------#  #   * * Anything in "< >" means replace with the described contents. * *   #  #  REQUIRED PARAMETERS (Any resource without it will cause an error)       #  #    :name, <name of resource>                                             #  #    :abbv, <1 or 2 character abbv. of resource>                           #  #    :color, <color 1>, <color 2>                                          #  #        * These color attributes are indexes of the window skin           #  #  OPTIONAL PARAMETERS                                                     #  #  Resource Regen for each turn:                                           #  #    :regen, <type>, <base>                                                #  #        type can be :mmp, :atk, :def, :mat, :agi, :set                    #  #        base is number multiplied by type :)set is considered 1)          #  #  Resource Regen on Damage                                                #  #    :regendmg, <type>, <base>                                             #  #        type can be :damage, :mmp, :set, :percentdmg                      #  #        base in number multipled by type :)set is considered 1)           #  #        :)percentdmg is ratio of mmp and damage)                          #  #    :regenelemental, <element_id>, <type>, <base>                         #  #        same as :regendmg, except on elemental damage (of                 #  #        element_ids) (may place more than 1 id)                           #  #  Resource Regen on Inflicting Damage                                     #  #    :regenoffdmg, <type>, <base>                                          #  #        type can be :damage, :mmp, :set, :percentdmg                      #  #        base in number multipled by type :)set is considered 1)           #  #        :)percentdmg is ratio of mmp and damage)                          #  #  Resource Change Out of Battle:                                          #  #    :depleteoob     (Set to 0)                                            #  #    :regenoob       (Set to Max)                                          #  #  Max Value                                                               #  #    :max, <value>                                                         #  #  Resource Inversion                                                      #  #    :invert   #=// NOT INCLUDED IN THIS VERSION                           #  #        this allows the resource to Add instead of Subtract for its cost  #  #        and disallows skill use if cost will exceed the max resource.     #  #--------------------------------------------------------------------------#  #  NOTE :: Case Sensitivity Applies to Resource Names in these tags        #  #    * I apologize and will fix this next patch *                          #  #  REGEXP!                                                                 #  #  <Class/Actor Note>                                                      #  #    <AMPX: X>  #=> X = Name of Resource                                   #  #      Adds the Resource to Actor.  If no resources exisit, will give      #  #      actor DEF_RES as only resource.                                     #  #  <Skill Note>                                                            #  #    <AMPX DAMAGE: X>  #=> X = Name of Resource                            #  #      When skill does MP damage, it will damage all resources with this   #  #      tag. Will damage DEF_RES if tag does not exist.  Also allowed in    #  #      Items.  (This tag also is used for healing)                         #  #    <AMPX COST: X *Y>  #=> X = Name of Resource; *Y = Amount (Optional)   #  #      Add cost to skill.  If not used, will cost default amount to first  #  #      resource defined.  If *Y is not defined, will default in the        #  #      default skill cost.                                                 #  #  <State Note>                                                            #  #    <AMPX REGEN: X>  #=> X = Name of Resource                             #  #      Effect: MP Regeneration Rate will affect defined resource.  If not  #  #      defined, will result in DEF_RES                                     #  #    <AMPX COST: X>  #=> X = Name of Resource                              #  #      Effect: MP Cost Rate will affect defined resource.  If not          #  #      defined, will result in DEF_RES                                     #  #--------------------------------------------------------------------------#  #  Getting Values of Resources (ADVANCED)                                  #  #  <Battler>.resource(NAME) #=> <Game_Resource>                            #  #  <Battler>.resources #=> <Game_Resource[]> Array                         #  #    #==========================================================================#module Z02    RESOURCES = [[      :regen, :mmp, 0.05,      :name, "Mana",      :abbv, "M",      :color, 23, 22    ],[      :deplete,      :regendmg, :percent, 120,      :regen, :set, -5,      :max, 100,      :name, "Rage",      :abbv, "R",      :color, 10, 2    ],[      :replenish,      :regen, :set, 20,      :max, 100,      :name, "Energy",      :abbv, "E",      :color, 6, 14    ],[      :replenish,      :regen, :set, 30,      :regendmg, :percent, -150,      :max, 100,      :name, "Focus",      :abbv, "F",      :color, 3, 11    ],[      :invert,      :deplete,      :regenelemental, 3, :percent, 80,      :regenelemental, 4, :percent, -120,      :regenelemental, 6, :percent, -120,      :regen, :set, -30,      :max, 150,      :name, "Heat",      :abbv, "H",      :color, 2, 10    ]  ]    DEF_RES = "Mana"  #========#======================#====#================================#========##--------#                      #----# DO NOT EDIT PAST THIS POINT!!! #--------##--------# End of Customization #----# Editing will cause death by    #--------##--------#                      #----# brain asplosions.              #--------##========#======================#====#================================#========#  module REGEXP    USED_RESOURCES  = /<AMPX[:]*\s*(\w+)>/i    SCOST_WOVALUE   = /<AMPX\s*COST[:]*\s*(\w+)>/i    SCOST_WVALUE    = /<AMPX\s*COST[:]*\s*(\w+)\s*(\d+)>/i    DAMAGE_TARGET   = /<AMPX\s*DAMAGE[:]*\s*(\w+)>/i        EFFECT_REGEN    = /<AMPX\s*REGEN[:]*\s*(\w+)>/i    EFFECT_COSTRATE = /<AMPX\s*COST[:]*\s*(\w+)>/i  endend ($imported||={})[:z02]=true class Data_Resource  attr_reader :params, :regenelemental    def initialize(index)    array=Z02::RESOURCES[index]    @params = {}    @params[:regenelemental] = {}    i=0    while (i < array.size)      case (symbol = array)      when :regenelemental        @params[symbol][array[i+=1]] = [array[i+=1], array[i+=1]]      when :invert, :deplete, :replenish        @params[symbol] = true      when :abbv, :name, :max        @params[symbol] = [array[i+=1]]      when :regendmg, :regen, :color, :regenoffdmg        @params[symbol] = [array[i+=1], array[i+=1]]      else        puts "Unusable symbol! ##{symbol}"      end      i+=1    end    $def_res_i = index if params[:name][0].upcase == Z02::DEF_RES  end  end $data_resources = (0...Z02::RESOURCES.size).map{|i| Data_Resource.new(i)}$def_res_i = 0 class Game_Resources  attr_reader :battler    class Resource #==============================================================    attr_reader :value, :index, :name        def initialize(name, list)      $data_resources.each_with_index do |data_resource,i|        if data_resource.params[:name][0].upcase == name.upcase          @name  = data_resource.params[:name][0]          @index = i          break        end      end      @list = list      @value = max      replenish    end        def battler      @list.battler    end        def value=(new_value)      @value = [[new_value, 0].max, max].min    end        def max      begin        return params[:max][0]      rescue        return battler.mmp      end    end        def replenish      if params[:replenish]        self.value = max      elsif params[:deplete]        self.value = 0      end    end        def params      return $data_resources[@index].params    end        def rate      value.to_f / max    end        def include?(symbol)      !params[symbol].nil?    end      end #==//==END class Resource=================================================    def initialize(battler)    @battler = battler    @resources = []    all_notes.scan(Z02::REGEXP::USED_RESOURCES) do |name|      @resources << Resource.new(name[0], self)    end    @resources << Resource.new(Z02::DEF_RES, self) if @resources.empty?  end    def [](value)    return @resources[value] if value.is_a? Integer    return resource_of(value) if value.is_a? String  end    def size    @resources.size  end    def resource_of(value)    if value.is_a? String      @resources.each.each do |resource|        return resource if resource.name.upcase == value.upcase      end    elsif value.is_a? Integer      @resources.each.each do |resource|        return resource if resource.index == value      end    end    return nil  end    def all_notes    if @battler.actor?      return @battler.class.note + "\n" + @battler.actor.note    else      return @battler.enemy.note    end  end    def first_index    @resources[0].index  end      def each    @resources  end  end class Window_Base < Window  #--------------------------------------------------------------------------  # * New method: draw_actor_ampx  #--------------------------------------------------------------------------  def draw_actor_ampx(resource, x, y, width)    color1, color2 = resource.params[:color]    draw_gauge(x, y, width, resource.rate,         text_color(color1), text_color(color2))    change_color(text_color(color2))    draw_text(x, y, 30, line_height, resource.params[:abbv][0])    draw_current_and_max_values(x, y, width, resource.value, resource.max,      mp_color(resource.battler), normal_color)  end  #--------------------------------------------------------------------------  # * Overwrite method: draw_actor_mp  #--------------------------------------------------------------------------  def draw_actor_mp(actor, x, y, width=124) if actor.resources.nil?  actor.setup(actor.id) end    width /= actor.resources.size    offset = width    if actor.resources.size != 1      offset += 2      width -= 1    end    for i in 0...actor.resources.size      draw_actor_ampx(actor.resources, x+offset*i, y, width)    end  end  end class Window_SkillList < Window_Selectable  #--------------------------------------------------------------------------  # * Alias method: draw_skill_cost  #--------------------------------------------------------------------------  alias :z02dsc :draw_skill_cost  def draw_skill_cost(rect, skill)    if @actor.skill_tp_cost(skill) > 0      z02dsc(rect, skill)    elsif @actor.skill_mp_cost(skill) > 0      skill.skill_cost(@actor).each do |index, value|        next if (resource = @actor.resources.resource_of(index)).nil?        next if value <= 0        change_color(text_color(resource.params[:color][0]),          @actor.skill_cost_payable?(skill))        draw_text(rect, value, 2)        rect.width -= 32      end    end  end  end class Game_BattlerBase    def skill_cost_payable?(skill)    tp >= skill_tp_cost(skill) && ampx_skill_cost_payable?(skill)  end    def pay_skill_cost(skill)    ampx_pay_skill_cost(skill)    self.tp -= skill_tp_cost(skill)  end    def ampx_skill_cost_payable?(skill)    skill.skill_cost(self).each do |index, value|      return false if (resource = @resources.resource_of(index)).nil?      return false if resource.value < value    end    return true  end    def ampx_pay_skill_cost(skill)    skill.skill_cost(self).each do |index, value|      next if (resource = @resources.resource_of(index)).nil?      resource.value -= value    end  end    def resource_obj(item)    item.note.scan(Z02::REGEXP::DAMAGE_TARGET) do |name|      unless (resource = @resources.resource_of(name[0])).nil?        return resource      end      return nil    end    @resources[0]  end    def ampx_regenrate(xparam_id) #=//=    rates = []    rates.default = 0    states.each do |state|      state.features do |feature|        next unless feature.code == FEATURE_XPARAM        next unless feature.data_id == 8        resource = resource_of(state.regen_resource)        next if resource.nil?              end    end  end  end class Game_Battler < Game_BattlerBase    alias :z02ote :on_turn_end  def on_turn_end #=//=    z02ote    apply_regen  end    alias :z02ia :item_apply  def item_apply(user, item) #=//=    z02ia(user, item)    if @result.hit?      unless item.damage.none?        ampx_ondamage(user, item.damage.element_id)        resource = resource_obj(item)        unless resource.nil?          resource.value -= @result.mp_damage          ####user.mp += @result.mp_drain#### NEED TO ADD DRAIN        end      end    end  end    def ampx_ondamage(user, element_id)    return if @result.hp_damage==0    apply_damage_regen(@result.hp_damage, element_id)    user.apply_offdamage_regen(@result.hp_damage)  end    def apply_regen    return if dead?    @resources.each.each do |resource|      next unless resource.include? :regen      type, base = resource.params[:regen]      base = base.to_f/100      case type      when :mmp;   base *= resource.max      when :atk;   base *= self.atk      when :def;   base *= self.def      when :spi;   base *= self.spi      when :agi;   base *= self.agi      end      resource.value += base.to_i    end  end    def apply_damage_regen(damage, element_id=0)    return if dead?    @resources.each.each do |resource|      next unless resource.include? :regendmg      type, base = resource.params[:regendmg]      puts damage      puts base      case type      when :mmp;     base *= max      when :damage;  base *= damage      when :percent; base *= damage.to_f/mhp      end      resource.value += base.to_i      next if (array=resource.params[:regenelemental][element_id]).nil?      type, base = array      case type      when :mmp;     base *= max      when :damage;  base *= damage      when :percent; base *= damage.to_f/mhp      end      resource.value += base.to_i    end  end    def apply_offdamage_regen(damage)    return if dead?    @resources.each.each do |resource|      next unless resource.include? :regenoffdmg      type, base = resource.params[:regenoffdmg]      case type      when :mmp;     base *= max      when :damage;  base *= damage      when :percent; base *= damage.to_f/mhp      end      resource.value += base    end  end  end class Game_Actor < Game_Battler  attr_reader :resources    alias :z02s :setup  def setup(actor_id)    z02s actor_id    @resources = Game_Resources.new(self)  end  end class Game_Enemy  attr_reader :resources    alias :z02i :initialize  def initialize(index, enemy_id)    z02i index, enemy_id    @resources = Game_Resources.new(self)  end  end class RPG::Skill < RPG::UsableItem    def skill_cost(actor = nil)    r = {}    self.note.scan(Z02::REGEXP::SCOST_WOVALUE) do |name|      $data_resources.each_with_index do |data_resource,i|        next unless data_resource.params[:name][0].upcase == name[0].upcase        r = mp_cost        break      end    end    self.note.scan(Z02::REGEXP::SCOST_WVALUE) do |name, value|      $data_resources.each_with_index do |data_resource,i|        next unless data_resource.params[:name][0].upcase == name.upcase        r = value.to_i        break      end    end    if actor.nil?      r[$def_res_i] = mp_cost if r.empty?    else      r[actor.resources.first_index] = mp_cost if r.empty?    end    return r  end  end module SceneManager  #--------------------------------------------------------------------------  # * Alias method: call  #--------------------------------------------------------------------------  class <<self; alias_method :z02call, :call; end  def self.call(scene_class)    self.z02call(scene_class)    for actor in $game_party.members   next if actor.resources.nil?      actor.resources.each do |resource|        resource.replenish      end    end  end  end

AMPX Display TP/MP:

Code:
class Window_BattleStatus < Window_Selectable  #-------------------------------------------------------------------------  # overwrite method: draw_actor_ampx  #-------------------------------------------------------------------------  def draw_actor_ampx(resource, x, y, width)color1, color2 = resource.params[:color]draw_gauge(x, y-2, width, resource.rate,text_color(color1), text_color(color2))change_color(text_color(color2))draw_text(x, y+3, 30, line_height, resource.params[:abbv][0])draw_current_and_max_values(x, y+3, width, resource.value, resource.max, mp_color(resource.battler), normal_color)  end  #-----------------------------------------------------------------  # overwrite method: draw_actor_mp  #--------------------------------------------------------------------------  def draw_actor_mp(actor, x, y, width=124)if actor.resources.nil?  actor.setup(actor.id)endwidth /= actor.resources.sizeoffset = widthif actor.resources.size != 1 offset += 0 width -= 0endfor i in 0...actor.resources.size draw_actor_ampx(actor.resources[i], x+offset*i, y, width)end  endend

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Don't forget, aspiring writers: Personality isn't what your characters do, it is WHY they do it.
Hello! I would like to know if there are any pluggings or any way to customize how battles look?
I was thinking that when you start the battle for it to appear the eyes of your characters and opponents sorta like Ace Attorney.
Sadly I don't know how that would be possible so I would be needing help! If you can help me in any way I would really apreciate it!
The biggest debate we need to complete on which is better, Waffles or Pancakes?
rux
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Day 9 of giveaways! 8 prizes today :D

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