question for anyone who have used yanfly's Ace Menu Engine and Party Sized Menu

ScytheX

Veteran
Veteran
Joined
Apr 28, 2015
Messages
295
Reaction score
9
First Language
English
Primarily Uses

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
I've used those 2 scripts in all my games, and I've never seen that problem, so it must be something in your project.  

Do you have any sort of 'show picture' command hanging around that might be trying to display something?  

Have you amended either of those scripts in any way at all?  

If you put those scripts (one at a time) into a new project, do you still get that issue?  If you don't, then that confirms it has to be something in your game.

EDIT

On looking again at your menu, I see that you have reversed the HP and MP/TP bars.  It's probably something to do with the way you made that mod.
 
Last edited by a moderator:

ScytheX

Veteran
Veteran
Joined
Apr 28, 2015
Messages
295
Reaction score
9
First Language
English
Primarily Uses
I've used those 2 scripts in all my games, and I've never seen that problem, so it must be something in your project.  

Do you have any sort of 'show picture' command hanging around that might be trying to display something?  

Have you amended either of those scripts in any way at all?  

If you put those scripts (one at a time) into a new project, do you still get that issue?  If you don't, then that confirms it has to be something in your game.

EDIT

On looking again at your menu, I see that you have reversed the HP and MP/TP bars.  It's probably something to do with the way you made that mod.
i wouldn't know unless its the scripts that are messed up or something i tried putting them in different ways and nothing is working ;n;
 
Last edited by a moderator:

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.


It looks like the bars are being drawn AFTER the numbers. It's not clipping - it's just the drawing order.


If you haven't made any changes to the scripts, remove them completely and re-add them.
 
Last edited by a moderator:

ScytheX

Veteran
Veteran
Joined
Apr 28, 2015
Messages
295
Reaction score
9
First Language
English
Primarily Uses
I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.

It looks like the bars are being drawn AFTER the numbers. It's not clipping - it's just the drawing order.

If you haven't made any changes to the scripts, remove them completely and re-add them.
still not working. i even made a new game and nothing still worked ;n;
 

ScytheX

Veteran
Veteran
Joined
Apr 28, 2015
Messages
295
Reaction score
9
First Language
English
Primarily Uses
is there some kind of line i could changes this fix this problem or something?
 

NaosoX

Veteran
Veteran
Joined
Feb 28, 2013
Messages
48
Reaction score
47
First Language
English
Primarily Uses
N/A
Ive tested this using ACE CORE ENGINE v1.09, ACE MENU ENGINE v1.08, and PARTY SIZED MENU v1.00.

NEW project. in ACE MENU ENGINE, replace this section of code:

#==============================================================================# ■ Window_Base#==============================================================================class Window_Base < Window #-------------------------------------------------------------------------- # overwrite method: draw_actor_simple_status #-------------------------------------------------------------------------- def draw_actor_simple_status(actor, dx, dy) dy -= line_height / 2 draw_actor_name(actor, dx, dy) draw_actor_level(actor, dx, dy + line_height * 1) draw_actor_icons(actor, dx, dy + line_height * 2) dw = contents.width - dx - 124 draw_actor_class(actor, dx + 120, dy, dw) draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw) if YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && !actor.draw_mp? draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw) elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && actor.draw_mp? if $imported["YEA-BattleEngine"] draw_actor_tp(actor, dx + 120, dy + line_height * 1, dw/2 + 1) draw_actor_mp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) else draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw/2 + 1) draw_actor_tp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) end elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_mp? draw_actor_mp(actor, dx + 120, dy + line_height * 1, dw) end end end # Window_BaseHope this helps!

The way these formulas are written, it is based on relatives; meaning instead of stating exact locations and size, it refrences points on the screen(helpful for different resolutions).

In this case, the Y locations were given positions based on line height. if you change your default line height, so too does the positions of everything else.

This script, however had given draw locations the same line position.

As a side note, to get PART SIZED MENU to work properly, you need the script: Party System v1.08 https://yanflychannel.wordpress.com/rmvxa/core-scripts/party-system/

This will increase the actual party size(default 5), which will then allow party sized menu to function as displayed on the first image you posted.
 
Last edited by a moderator:

ScytheX

Veteran
Veteran
Joined
Apr 28, 2015
Messages
295
Reaction score
9
First Language
English
Primarily Uses
Ive tested this using ACE CORE ENGINE v1.09, ACE MENU ENGINE v1.08, and PARTY SIZED MENU v1.00.

NEW project. in ACE MENU ENGINE, replace this section of code:

#==============================================================================# ■ Window_Base#==============================================================================class Window_Base < Window #-------------------------------------------------------------------------- # overwrite method: draw_actor_simple_status #-------------------------------------------------------------------------- def draw_actor_simple_status(actor, dx, dy) dy -= line_height / 2 draw_actor_name(actor, dx, dy) draw_actor_level(actor, dx, dy + line_height * 1) draw_actor_icons(actor, dx, dy + line_height * 2) dw = contents.width - dx - 124 draw_actor_class(actor, dx + 120, dy, dw) draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw) if YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && !actor.draw_mp? draw_actor_tp(actor, dx + 120, dy + line_height * 2, dw) elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_tp? && actor.draw_mp? if $imported["YEA-BattleEngine"] draw_actor_tp(actor, dx + 120, dy + line_height * 1, dw/2 + 1) draw_actor_mp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) else draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw/2 + 1) draw_actor_tp(actor, dx + 120 + dw/2, dy + line_height * 2, dw/2) end elsif YEA::MENU::DRAW_TP_GAUGE && actor.draw_mp? draw_actor_mp(actor, dx + 120, dy + line_height * 1, dw) end end end # Window_BaseHope this helps!

The way these formulas are written, it is based on relatives; meaning instead of stating exact locations and size, it refrences points on the screen(helpful for different resolutions).

In this case, the Y locations were given positions based on line height. if you change your default line height, so too does the positions of everything else.

This script, however had given draw locations the same line position.
thanks! everything  is working now ^^
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,853
Messages
1,016,986
Members
137,561
Latest member
visploo100
Top