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> PHLiM2's Menu MODs v0.63, See, didn't I tell you I would update? :3
Rating 4 V
phlim2
post Nov 7 2009, 06:05 PM
Post #1


I DON'T NEED NO STINKIN' TITLE!
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Type: Designer
Alignment: True Neutral




Menu MODs v0.63
by PHLiM2


Place this script above any appearance/bar-based add-ons.
Note: It's better to use this script on a fresh new game

Creating Menu Commands
Click here for the "mini" tutorial!
Introduction
I started this menu system back in November last year. Originally, it was just meant to be the MAIN menu screen, but due to many requests, I have gone as far as I can to please those that want it. biggrin.gif

The latest (v0.63) update has modules marked by stars. These are ones that should either be added or replace current scripts.

Enjoy! biggrin.gif

Features
Spoiler:

v0.63
- Fixed all known background problems. Started background modifier by scratch. No longer black background when MENU_BG is off! ^w^
- Added full compatibility for KGC_LargeParty in demo.
- Modified "Walking Sprites Menu v1.4" by "wltr3565" to work with this script. (Activated by setting WLTR_MOVE_SPRITES to true in "P2's Menu (Updated)")
- Chest pop-up confirmed as fully compatible.

v0.6a
- This is a full menu system. Granted, I haven't created a skin for the original save screen, but I like Woratana's Neo-save System. Maybe I'll do it in the next update
*I know this isn't v0.5, but that version was in-progress, and soon got completed. It's now 0.6a ('a' meaning that there's a chance of updating again)
v0.4 PLUS - Not a real update, so don't think the demo'll include this...
- Added KGC_LargeParty support to the Scripts section of this post

v0.4
- Now includes a Location/Money/Play Time display

v0.3
- Demo v0.3 includes updated scripts:
|- Moved bar in Overdrive Script
|- Updated EXP Bar Script
|- Modified EXP Bar update to work with status color
- Added menu background script (should work with all menu scenes)
- Removed Command Window Background
- Menu skin added

v0.2
- Demo v0.2 now includes tested/working scripts.
- Added an ALIGNMENT script to this thread, thanks to zbdarkflame

v0.1
- A new look to the 'Window_MenuStatus' script
- Fully Customizable images
- Simply add before the "Main" script, it'll add onto your current menu scripts. (PLACE ABOVE BAR-BASED SCRIPTS)


Screenshots
Spoiler:


VERSION 0.6a SCREENSHOTS
Too many to display... See for yourself! ^w^

VERSION 0.4 SCREENSHOT (DISPLAY)


VERSION 0.3 SCREENSHOT (BACKGROUND biggrin.gif )


VERSION 0.2 SCREENSHOT (ADD-ONS INCLUDED)


VERSION 0.1 SCREENSHOT (BARE BONES)


How to Use
Copy/paste the script from the demo(s).
Also, download the following files:
Spoiler:

Place these in the Graphics/Pictures folder.
Attached File  mstatbg.png ( 3.17K ) Number of downloads: 1561

Attached File  mstatfg.png ( 3.35K ) Number of downloads: 1117


If you're using the script from v0.3
Place this in the Graphics/Pictures folder
Attached File  menubgo.png ( 19.1K ) Number of downloads: 709


Create a "MenuFaces" folder in your Graphics directory, and place the following file in there:
Attached File  actor1.png ( 144.79K ) Number of downloads: 1300


----

NOTE: If you are using a different faceset for each character, you'll need to create a new MenuFaceset to compensate.

For example, if you are using a faceset named "Monster1", you'll need to make a MenuFaceset file by the same name.

Use the following template to help you:
Attached File  menufacetemplate.png ( 4.55K ) Number of downloads: 915


---

Each MenuFace should be 84x348.


If you're using the background script from v0.3
Spoiler:

Place in Graphics/Pictures
Attached File  menubg.png ( 213.78K ) Number of downloads: 643




Demo
LATEST RELEASE: v0.63 - Mediafire | RapidShare

OLD VERSIONS
Download v0.6a - Most screens done
Download v0.4 - Location display, and other useful stuff! biggrin.gif
Download v0.3 - Background n' Stuff
Download v0.2 - Introducing Bars
Download v0.1 - Bare Bones Version

Script
Due to changes, just use the scripts from the latest demo release. smile.gif

ALIGNMENT - As suggested by zbdarkflame
Spoiler:

In the 'Start' process in the "Scene_Menu" section of the script, add either of the following:

center ALIGN
CODE

if $game_party.members.size == 1
@status_window.x = @status_window.x + 270 / 2
elsif $game_party.members.size == 2
@status_window.x = @status_window.x + 180 / 2
elsif $game_party.members.size == 3
@status_window.x = @status_window.x + 90 / 2
elsif $game_party.members.size == 4
@status_window.x = 0
else
@status_window.x = 0
end


RIGHT ALIGN
CODE

if $game_party.members.size == 1
@status_window.x = @status_window.x + 270
elsif $game_party.members.size == 2
@status_window.x = @status_window.x + 180
elsif $game_party.members.size == 3
@status_window.x = @status_window.x + 90
elsif $game_party.members.size == 4
@status_window.x = 0
else
@status_window.x = 0
end



STATUS COLOR(Incapacitated) (For versions 0.1 and 0.2)
Spoiler:

Add these lines in the Window_MenuStatus2 section of the script (if you are using Dariathan's EXP, place this in there instead):

BEFORE the line "def refresh"....
CODE

def kocol
return text_color(10)
end


....and AFTER the line "self.contents.blt(actor.index * 90, 0, bitmap2, rect2)"
CODE

#-----------------------------------------------------------------------#
# Status Colors
#-----------------------------------------------------------------------#
ko1 = kocol
if actor.hp == 0
self.contents.gradient_fill_rect(actor.index * 90, y, 84, 348, ko1, ko1)
else
end
#-----------------------------------------------------------------------#



KGC_LargeParty Support - Edit by AeroGP
Spoiler:

QUOTE (AeroGP @ Nov 16 2009, 11:03 PM) *
Just finished running some tests for you. Replace Window_MenuStatus2 with this to implement scrolling:

CODE
class Window_MenuStatus2 < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 390, 416)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Create Window Contents
#--------------------------------------------------------------------------
def create_contents
self.contents.dispose
self.contents = Bitmap.new([width - 32, @item_max * 90].max, height - 32)
end
#--------------------------------------------------------------------------
# * Get Left Column
#--------------------------------------------------------------------------
def left_column
return self.ox / 90
end
#--------------------------------------------------------------------------
# * Set Left Column
# column : column shown on top
#--------------------------------------------------------------------------
def left_column=(column)
rect = item_rect(0)
column = 0 if column < 0
column = @item_max - 1 if column > @item_max - 1
self.ox = column * 90
end
#--------------------------------------------------------------------------
# * Get Right Column
#--------------------------------------------------------------------------
def right_column
return left_column + @column_max - 1
end
#--------------------------------------------------------------------------
# * Set Right Column
# column : column displayed at the bottom
#--------------------------------------------------------------------------
def right_column=(column)
self.left_column = column - (@column_max - 1)
end
#--------------------------------------------------------------------------
# * Move cursor down (Disabled)
#--------------------------------------------------------------------------
def cursor_down(wrap = false)
end
#--------------------------------------------------------------------------
# * Move cursor up (Disabled)
#--------------------------------------------------------------------------
def cursor_up(wrap = false)
end
#--------------------------------------------------------------------------
# * Move cursor one page down
#--------------------------------------------------------------------------
def cursor_pagedown
if left_column + @column_max < @item_max
@index = [@index + @column_max, @item_max - 1].min
self.left_column += @column_max
end
end
#--------------------------------------------------------------------------
# * Move cursor one page up
#--------------------------------------------------------------------------
def cursor_pageup
if left_column > 0
@index = [@index - @column_max, 0].max
self.left_column -= @column_max
end
end
#--------------------------------------------------------------------------
# * Get rectangle for displaying items
# index : item number
#--------------------------------------------------------------------------
def item_rect(index)
rect = Rect.new(0, -2, 88, 352)
rect.x = index % @item_max * 90 - 2
return rect
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@column_max = 4
@item_max = $game_party.members.size
create_contents
for actor in $game_party.members
rect = Rect.new(0, 0, 84, 348)
rect.x = actor.index * 90
self.contents.fill_rect(rect, hp_color(actor))
draw_actor_mface(actor, rect.x, 0, rect.width)
rect.x = 0
self.contents.blt(actor.index * 90, 0, Cache.picture("mstatfg"), rect)
x = actor.index * 90 + WLH / 2
draw_actor_name2(actor, x - 26, 0)
draw_actor_level2(actor, x - 2, WLH - 4)
draw_actor_state2(actor, x + 48, WLH * 11)
draw_actor_hp2(actor, x - 8, WLH * 12, 76)
draw_actor_mp2(actor, x - 8, WLH * 13, 76)
draw_actor_graphic(actor, x + 2, 284)
end
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal
column = @index % @item_max # Get current column
if column < left_column # If before the currently displayed
self.left_column = column # Scroll left
end
if column > right_column # If after the currently displayed
self.right_column = column # Scroll right
end
rect = item_rect(@index) # Get rectangle of selected item
rect.x -= self.ox
self.cursor_rect = rect # Refresh cursor rectangle
elsif @index >= 100 # Self
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else # All
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end


Also replace the same class in Dariathan's EXP Add-on with the following to avoid clipping rect issues with said script:

CODE
class Window_MenuStatus2 < Window_Selectable
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@column_max = 4
@item_max = $game_party.members.size
create_contents
for actor in $game_party.members
rect = Rect.new(0, 0, 84, 348)
rect.x = actor.index * 90
self.contents.fill_rect(rect, hp_color(actor))
draw_actor_mface(actor, rect.x, 0, rect.width)
rect.x = 0
self.contents.blt(actor.index * 90, 0, Cache.picture("mstatfg"), rect)
x = actor.index * 90 + WLH / 2
draw_actor_name2(actor, x - 26, 0)
draw_actor_level2(actor, x - 2, WLH - 4)
draw_actor_state2(actor, x + 48, WLH * 11)
draw_actor_hp2(actor, x - 8, WLH * 11.5, 76)
draw_actor_mp2(actor, x - 8, WLH * 12.25, 76)
draw_actor_exp(actor, x - 8, WLH * 13, 76)
draw_actor_graphic(actor, x + 2, 284)
end
end
end # Window_MenuStatus2



Variable Add-on (Appears below Location) - >>LINK

KGC DAY/NIGHT Add-on - Replace (Window_Display) - quigonkeichy
Spoiler:

CODE
#==============================================================================
# ���‚��€œ� Window_Location - Converted from RMXP by PHLiM2
#------------------------------------------------------------------------------
class Game_Map
#--------------------------------
#Recognizes the name of the map
#--------------------------------
  def name
    $map_infos[@map_id]
  end
end

#-----------------------------------------------------------------
#Reads the mapinfo data at startup, and acknowledges the map name
#-----------------------------------------------------------------
class Scene_Title
  $map_infos = load_data("Data/MapInfos.rvdata")
    for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end
#==============================================================================
# ���‚��€œ� Window_Location
#------------------------------------------------------------------------------
# ���€š���€š�Shows the Location in the Menu
#==============================================================================
def spt
  return text_color(0)
end
class Window_Display < Window_Base
#--------------------------------------------------------------------------
# ���‚��€�� Object Initialization
#--------------------------------------------------------------------------
def initialize (x, y)
    super(x, y, 544, 70)
refresh

end


#--------------------------------------------------------------------------
# ���‚��€�� Refresh
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
split = Rect.new(0, 0, 544, 1)  
  self.contents.fill_rect(0, 0, 544, 1, spt)
  self.contents.font.color = system_color
  self.contents.font.size = 16
  self.contents.draw_text(200, -4, 220, 32, "Location")
  self.contents.font.color = normal_color
  self.contents.font.size = 16
  self.contents.draw_text(268, -4, 320, 32, $game_map.name)
    #-----------------
    # PLAY TIME
    #-----------------
    self.contents.font.color = system_color
    self.contents.draw_text(0, -4, 120, 32, "Time")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color    
    self.contents.draw_text(0, -4, 120, 32, text, 2)
    

    #-----------------
    # GOLD
    #-----------------
    self.contents.font.color = system_color
    self.contents.draw_text(0, 12, 120, 32, "Money")
    self.contents.font.color = normal_color
    draw_currency_value($game_party.gold, 0, 16, 120)
    
    
      if  $game_variables[12] == 0
      self.contents.draw_text(200, 12, 220, 32, "Sunday")
      elsif $game_variables[12] == 1
      self.contents.draw_text(200, 12, 220, 32, "Monday")
      elsif $game_variables[12] == 2
      self.contents.draw_text(200, 12, 220, 32, "Tuesday")
      elsif $game_variables[12] == 3
      self.contents.draw_text(200, 12, 220, 32, "Wednesday")
      elsif $game_variables[12] == 4
      self.contents.draw_text(200, 12, 220, 32, "Thursday")  
      elsif $game_variables[12] == 5
      self.contents.draw_text(200, 12, 220, 32, "Friday")
      elsif $game_variables[12] == 6
      self.contents.draw_text(200, 12, 220, 32, "Saturday")
      end
      
      if $game_variables[11] == 0
        self.contents.draw_text(280, 12, 220, 32, "afternoon")
      elsif $game_variables[11] == 1
        self.contents.draw_text(280, 12, 220, 32, "evening")
      elsif $game_variables[11] == 2
        self.contents.draw_text(280, 12, 220, 32, "night")
      elsif $game_variables[11] == 3
        self.contents.draw_text(280, 12, 220, 32, "morning")
        end
    

    
  end
    def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end
#=======
class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @menu_bg = Window_Background.new(0, 0)
    @menu_bg.opacity = 0
    create_command_window
    @status_window = Window_MenuStatus2.new(0, -8)
    @status_window.contents_opacity = 196
    @status_window.opacity = 0
    @command_window.x = 384
    @command_window.opacity = 0
    @display = Window_Display.new(0,344)
    @display.opacity = 0
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @status_window.dispose
    @menu_bg.dispose
    @display.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @menu_bg.update
    @command_window.update
    @status_window.contents_opacity = 196
    @status_window.update
        @display.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
    @status_window.contents_opacity = 255
      update_actor_selection
    end

  end
end

FAQ

Q: What gave you the idea to do this?
A: Chrono Cross on the PlayStation

Q: What's with the big gap at the bottom of the screen?
A: This is for an additional script, which'll be coming soon...

Q: Will this work with {INSERT SCRIPT HERE}?
A: Please look at the list below...

Q: I'm getting errors!
A: Not a question, but... Did you try placing the script above any additional scripts?

Q: In Demo v0.3, why does the EXP bar look nothing like the rest?
A: I forgot to set the NEO_GAUGE in the EXP Add-on to "true"... >_>

Q: Can you make this compatible with {SOME GUY}'s Script?
A: If by that you mean rewrite my system, then no...

Q: Why doesn't [Script] appear in the menu?
A: I created a different command window for the menu. So all the custom menu options will have to be added manually...

Q: I keep getting the "add_command" error for "Window_Command2"
A: See previous question. Simply turn the switch in scripts that add commands to "false", such as KGC.

Credit and Thanks
- PHLiM2
- zbdarkflame
- Dariathan
- Woratana

Tested / To Be Tested / Compatibility Issues
So far, I have only tested this with the following scripts:

Spoiler:

Woratana's Neo Gauge Script - WORKS
Woratana's Outline Text - WORKS
KGC_Overdrive - WORKS
KGC_LargeParty - WORKS
EXP Bar Add-on (Dariathan) - WORKS - NOTE: Requires Neo Gauge Script
Skyval's Bars - WORKS - Do not use with "EXP bar add-on" above
Woratana's Neo Save System 3 - WORKS
KGC_CursorAnimation - WORKS - Only in areas that use the original "Window_Selectable" and "Window_Command" scripts
wltr3565's Movement Script WORKS - Causes extreme lag when more party members are added
KGC_DistributeParameter(1 & 2) WORKS - Needs custom modifications.

Not taking any more suggestions. Working on making the standard menu.



Recent Activity

DONE

TO BE DONE
Nothing... I don't think I should do any more to be honest, but people keep begging me for more, dammit!

Bonus Stuff
"Hero" pack by Hexagon
Skins by reisen

Add me to your signature
CODE
[url="http://www.rpgmakervx.net/index.php?showtopic=22292"][img]http://img718.imageshack.us/img718/5214/p2mm.gif[/img][/url]



This post has been edited by phlim2: May 30 2010, 05:46 PM


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Redmeida
post Nov 7 2009, 08:24 PM
Post #2


Grim Tales of Down Below Fan
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Type: Writer
Alignment: Chaotic Good




Wow! this is great. Unfortunately I don't like using face graphics, but for those who did this will be a wonderful menu. I like the design. Very useful.


--------------------

Become a Dragon! Join the Anime Gamer Dragon Forums! Mods and Global Mods needed!

I support:
Spoiler:






Loyalist Power! (never saw that coming did you)


Spoiler:




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+Quote Post
   
piejamas
post Nov 7 2009, 09:15 PM
Post #3


Pump up the pie, yo!
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Type: Coder
Alignment: Neutral Good




ohmy.gif that is the most amazing menu I've ever seen!
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+Quote Post
   
phlim2
post Nov 7 2009, 09:59 PM
Post #4


I DON'T NEED NO STINKIN' TITLE!
Group Icon


Type: Designer
Alignment: True Neutral




QUOTE (Redmeida @ Nov 7 2009, 08:24 PM) *
Wow! this is great. Unfortunately I don't like using face graphics, but for those who did this will be a wonderful menu. I like the design. Very useful.

Thanks a lot! It took me a while to figure out how to make the status things go "left->right" rather than "top->bottom" XD

QUOTE (piejamas @ Nov 7 2009, 09:15 PM) *
ohmy.gif that is the most amazing menu I've ever seen!

This, coming from you, is quite an honour! XD Thanks!


--------------------
Click Spoiler to view signature. Lotsa goodies inside!
Spoiler:

---------------------------------------------------------------------------------
My Artwork
Spoiler:
---------------------------------------------------------------------------------
My Game(s)
Spoiler:
---------------------------------------------------------------------------------
My Script(s) / Other Stuff
Spoiler:

---------------------------------------------------------------------------------
I support:
Spoiler:


---------------------------------------------------------------------------------
My Production Team:
Spoiler:
---------------------------------------------------------------------------------
Q: "What's this? Using "Spoiler" tag now!?"
Spoiler:
A: "It seems as though placing the "spoiler" tag within a "center" tag is what causes the bug. Who knew? 'cause I sure as hell didn't!"
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+Quote Post
   
zbdarkflame
post Nov 7 2009, 10:11 PM
Post #5


Mysterious Shaman
Group Icon


Type: Designer
Alignment: Neutral Good




This is an awesome script...I think I just found my new menu! (actually, I really did.)

There are a couple of things that I'd like to ask you. First one being the use of KGC_Overdrive. You mention in the notes that it can work, but only with a playing around where to draw the gauge. So...how would you go about adding the gauge. I'd like to know how to have that on the main menu, if possible. (I guess simplest way would be an If imported "KGC_Overdrive" thing for a future release.)

The next one is that, as a possibility for a future release, to have an experience bar. It is so much nicer to have an experience bar in the main menu than to have to go to the status screen to see your experience.

One other thing, is it possible to center the status menu depending on how many actors are in the party. So if there is 1 part member, it centers in the screen. Not sure if its possible, but I figure it's worth asking.

Last one, there is a weird thing going on when you go to any menu (such as items) and exit. I don't know the proper terminology, but the window does not seem to either dispose, or start correctly. It just flashes off and on, instead of how it sorta fades in when you turn on the menu. It's not that noticable though, and it could just be the things nature since the status menu's based on pictures, and the window itself is transparent.


--------------------


---
------
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+Quote Post
   
phlim2
post Nov 7 2009, 10:22 PM
Post #6


I DON'T NEED NO STINKIN' TITLE!
Group Icon


Type: Designer
Alignment: True Neutral




QUOTE (zbdarkflame @ Nov 7 2009, 10:11 PM) *
This is an awesome script...I think I just found my new menu! (actually, I really did.)

There are a couple of things that I'd like to ask you. First one being the use of KGC_Overdrive. You mention in the notes that it can work, but only with a playing around where to draw the gauge. So...how would you go about adding the gauge. I'd like to know how to have that on the main menu, if possible. (I guess simplest way would be an If imported "KGC_Overdrive" thing for a future release.)


In the KGC_Overdrive, search for the line:
CODE
alias draw_actor_name_KGC_OverDrive draw_actor_name


copy and paste that section below itself, then edit as follows:
CODE
alias draw_actor_name_KGC_OverDrive draw_actor_name2
def draw_actor_name2(actor, x, y)
draw_actor_od_gauge(actor, x+18, y + WLH * 2 - 18, 76)

draw_actor_name_KGC_OverDrive(actor, x, y)
end


That should work.

QUOTE (zbdarkflame @ Nov 7 2009, 10:11 PM) *
The next one is that, as a possibility for a future release, to have an experience bar. It is so much nicer to have an experience bar in the main menu than to have to go to the status screen to see your experience.

I'll need a link to the script for this one. I'll see what I can do.

QUOTE (zbdarkflame @ Nov 7 2009, 10:11 PM) *
One other thing, is it possible to center the status menu depending on how many actors are in the party. So if there is 1 part member, it centers in the screen. Not sure if its possible, but I figure it's worth asking.


Hmm... I can make it so it's right-aligned, I guess. That'll probably be in the next update.

QUOTE (zbdarkflame @ Nov 7 2009, 10:11 PM) *
Last one, there is a weird thing going on when you go to any menu (such as items) and exit. I don't know the proper terminology, but the window does not seem to either dispose, or start correctly. It just flashes off and on, instead of how it sorta fades in when you turn on the menu. It's not that noticable though, and it could just be the things nature since the status menu's based on pictures, and the window itself is transparent.


There's a couple of lines in the "Scene_Menu" section of the script... If you remove @status_window.openness=254, and @status_window.open. The images should show straight away. ^^
If you meant something else, you'll have to show me.

---

Thanks for that, I'll see what I can do for the next update biggrin.gif


--------------------
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Dariathan
post Nov 7 2009, 11:13 PM
Post #7


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@zbdarkflame: Here you go, this will add the exp bar to your menu. This requires Woratana's Neo Gauge Final script to work.
Place this below the menu script.
Spoiler:
CODE
#===============================================================================
# Adds the exp bar in the menu if you're using Neo Gauge Final,
# if you're using Syvkals Cogwheel Bars, jusr remove the "_meter" in line 7.
# New Line 7
#   def draw_actor_exp(actor, x, y, width = 100)
#
# Might have to mess around with the coordinates of the bars to you're liking.
#===============================================================================

#===============================================================================
# Game_Actor
#===============================================================================

class Game_Actor < Game_Battler
  
  #--------------------------------------------------------------------------
  # Now Exp - The experience gained for the current level.
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  
  #--------------------------------------------------------------------------
  # Next Exp - The experience needed for the next level.
  #--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
  
end # Game_Actor

class Window_Base < Window
  def draw_actor_exp_meter(actor, x, y, width = 100)  
    if actor.next_exp != 0
      exp = actor.now_exp
    else
      exp = 1
    end
    gw = width * exp / [actor.next_exp, 1].max
    cg = neo_gauge_back_color
    c1, c2, c3 = cg[0], cg[1], cg[2]
    draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, width,
HPMP_GAUGE_HEIGHT, c1, c2, c3)
    (1..3).each {|i| eval("c#{i} = MOG_EXP_GCOLOR_#{i}") }
    draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, gw, HPMP_GAUGE_HEIGHT,
c1, c2, c3, false, false, width, 50)
    #self.contents.font.color = system_color
    xr = x + width
    self.contents.font.size = 12
    self.contents.draw_text(xr - 88, y+14, 44, WLH, actor.now_exp, 2)  
    self.contents.font.color = normal_color
    self.contents.draw_text(xr - 48, y+14, 11, WLH, "/", 2)
    self.contents.draw_text(xr - 48, y+14, 44, WLH, actor.next_exp, 2)
    self.contents.font.size = 20
  end
end # <--Window_Base

class Window_MenuStatus2 < Window_Selectable
#--------------------------------------------------------------------------  
# * Refresh  
#--------------------------------------------------------------------------  
def refresh    
  self.contents.clear
  @item_max = $game_party.members.size  
  @column_max = 4    
  for actor in $game_party.members    
    rect2 = Rect.new(0, 0, 84, 348)  
    bitmap2 = Cache.picture("mstatbg")
    self.contents.blt(actor.index * 90, 0, bitmap2, rect2)  
    draw_actor_mface(actor, actor.index * 90, 0, 84)    
    bitmap3 = Cache.picture("mstatfg")  
    self.contents.blt(actor.index * 90, 0, bitmap3, rect2)
    x = actor.index * 90 + WLH / 2  
    y = 0  
    draw_actor_name2(actor, x-26, y)  
    draw_actor_level2(actor, x - 2, y + WLH * 1 - 4)    
    draw_actor_state2(actor, x+48, y + WLH * 11)  
    draw_actor_hp2(actor, x-8, y + WLH * 11.75, 76)  
    draw_actor_mp2(actor, x-8, y + WLH * 12.5, 76)
    draw_actor_exp_meter(actor, x-8, y + WLH * 13.25, 76)
    draw_actor_graphic(actor, actor.index * 90 + 16, 284)
  end  
end
end # <-- Window_MenuStatus2

I added some code to Wora's #draw_actor_exp_meter method to make it match the others bars, and I moved all the bars up a little to fit the new one in.

This is a very nice script, I'm gonna have to start another game just to use this.

This post has been edited by Dariathan: Nov 7 2009, 11:16 PM


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zbdarkflame
post Nov 7 2009, 11:16 PM
Post #8


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EDIT: I just saw Darianthan's addon. Thank you so much for that. It works like a charm!

Either I'm quite confused about your direction (which is likely the case tongue.gif ) or what you said isn't working.

So, the code in KGC_Overdrive should look like this correct?
CODE
  alias draw_actor_name_KGC_OverDrive draw_actor_name
  def draw_actor_name(actor, x, y)
    draw_actor_od_gauge(actor, x, y, 108)

    draw_actor_name_KGC_OverDrive(actor, x, y)
  end
#Adding as told to do...
  alias draw_actor_name_KGC_OverDrive draw_actor_name2
  def draw_actor_name2(actor, x, y)
    draw_actor_od_gauge(actor, x+18, y + WLH * 2 - 18, 76)

    draw_actor_name_KGC_OverDrive(actor, x, y)
  end


Everytime I do that, I get an error saying.
CODE
Script 'KGC Overdrive' Line 651: NameErros occured
undefined method for 'draw_actor_name_2' for class 'window_Base'


What am I doing wrong? Sorry about bothering you again.

This post has been edited by zbdarkflame: Nov 7 2009, 11:20 PM


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phlim2
post Nov 7 2009, 11:19 PM
Post #9


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Dariathan: Hmm, I added that EXP script to the list, and it didn't work.

=========================================

Script 'EXPAddOn' line 11: NoMethodError occurred.

undefined method `next_exp' for #<Game_Actor:0x172b400>

--------------------------------

zbdarkflame: Seems as though there may be a few problems... Send your project to me, and I'll see what can be done.

This post has been edited by phlim2: Nov 7 2009, 11:22 PM


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Dariathan
post Nov 7 2009, 11:22 PM
Post #10


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@PHLiM2: Woa, you copied that script fast! A couple minutes after posting I realized I had to add the new code in Game_Actor, so I edited it, get the new one, it should work for you.


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phlim2
post Nov 7 2009, 11:26 PM
Post #11


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QUOTE (Dariathan @ Nov 7 2009, 11:22 PM) *
@PHLiM2: Woa, you copied that script fast! A couple minutes after posting I realized I had to add the new code in Game_Actor, so I edited it, get the new one, it should work for you.


It fails to work if there is no neo-gauge system, sadly...

EDIT: Okay, I'll make a version of this script that includes all necessary add-ons.

This post has been edited by phlim2: Nov 7 2009, 11:32 PM


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zbdarkflame
post Nov 7 2009, 11:39 PM
Post #12


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Found out what was going on. You have to place KGC_Overdrive under your script. Kinda mad I didn't think about that first. But now the KGC bar is showing. Thanks for your help PHLiM2. I love this script. biggrin.gif


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phlim2
post Nov 7 2009, 11:41 PM
Post #13


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QUOTE (zbdarkflame @ Nov 7 2009, 11:39 PM) *
Found out what was going on. You have to place KGC_Overdrive under your script. Kinda mad I didn't think about that first. But now the KGC bar is showing. Thanks for your help PHLiM2. I love this script. biggrin.gif


Yeah, I just realised that myself... XD

I must add this as a future note. smile.gif


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KentaAmon
post Nov 8 2009, 01:49 AM
Post #14


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Does anyone know if this is or will be compatible with Skyvals Bars?


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phlim2
post Nov 8 2009, 01:50 AM
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Since I only made it a day ago, I'm not 100% sure.

Send me the link to the script, and I'll check.

EDIT: Found it myself. Checked. Seems to work, but I won't recommend the vertical/ring gauges.
Also, do not use it with the EXP Gauge script included in the demo.

This post has been edited by phlim2: Nov 8 2009, 01:58 AM


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Dariathan
post Nov 8 2009, 09:52 PM
Post #16


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All right, I figured I'd help out those aren't using the Neo Gauge Script and want the EXP bar.
This one can replace the old one, change NEO_GAUGE to true if you're using the Neo Gauge script
Spoiler:
CODE
#===============================================================================
# *EXP Addon for PHLiM2's MenuStatus Mod Script
#  Thanks to:
#      Yanfly for the 'now_exp' and 'next_exp' methods.
#      Woratana for his Neo Gauge script.
#      PHLiM2 for his MenuStatus script.
#      Dariathan for putting it all together. <-No credit required, but is appreciated.
#===============================================================================
module EXP_Bar
  #-----------------------------------------------------------------------------
  # Make this true if you are using Woratana's Neo Gauge Final script, make it
  # false if you aren't.
  #-----------------------------------------------------------------------------
  NEO_GAUGE = false
  #-----------------------------------------------------------------------------
  # Set what color you want the EXP bar to be.
  # *NOTE: This is only if you aren't using the Neo Gauge Bar.
  #        If you are using the Neo Gauge script you can set
  #        the colors in that script.
  #-----------------------------------------------------------------------------
  EXPCOLOR1 = 28 # Windowskin color 28 : Dark Green
  EXPCOLOR2 = 29 # Windowskin color 29 : Light Green
end # EXP_Bar
#===============================================================================
# Game_Actor
#===============================================================================
class Game_Actor < Game_Battler  
  #--------------------------------------------------------------------------
  # Now Exp - The experience gained for the current level.
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # Next Exp - The experience needed for the next level.
  #--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end # Game_Actor
#===============================================================================
# Window_Base
#===============================================================================
class Window_Base < Window
include EXP_Bar
if NEO_GAUGE
   def draw_actor_exp(actor, x, y, width = 100)  
     if actor.next_exp != 0
       exp = actor.now_exp
     else
       exp = 1
     end
     gw = width * exp / [actor.next_exp, 1].max
     cg = neo_gauge_back_color
     c1, c2, c3 = cg[0], cg[1], cg[2]
     draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, width, HPMP_GAUGE_HEIGHT, c1, c2, c3)
     (1..3).each {|i| eval("c#{i} = MOG_EXP_GCOLOR_#{i}") }
     draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + WLH - 8 + HPMP_GAUGE_Y_PLUS, gw, HPMP_GAUGE_HEIGHT, c1, c2, c3, false, false, width, 50)
     xr = x + width
     self.contents.font.size = 12
     self.contents.draw_text(xr - 88, y+14, 44, WLH, actor.now_exp, 2)  
     self.contents.font.color = normal_color
     self.contents.draw_text(xr - 48, y+14, 11, WLH, "/", 2)
     self.contents.draw_text(xr - 48, y+14, 44, WLH, actor.next_exp, 2)
     self.contents.font.size = 20
   end
elsif
   def draw_actor_exp(actor, x, y, width = 100)
     if actor.next_exp != 0
       exp = actor.now_exp
     else
       exp = 1
     end
     gw = width * exp / [actor.next_exp, 1].max
     gc1 = text_color(EXPCOLOR1)
     gc2 = text_color(EXPCOLOR2)
     self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
     self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
     xr = x + width
     self.contents.font.size = 12
     self.contents.draw_text(xr - 88, y+14, 44, WLH, actor.now_exp, 2)  
     self.contents.font.color = normal_color
     self.contents.draw_text(xr - 48, y+14, 11, WLH, "/", 2)
     self.contents.draw_text(xr - 48, y+14, 44, WLH, actor.next_exp, 2)
     self.contents.font.size = 20
   end
end
end # Window_Base
#===============================================================================
# Window_MenuStatus2
#===============================================================================
class Window_MenuStatus2 < Window_Selectable
  #--------------------------------------------------------------------------  
  # * Refresh  
  #--------------------------------------------------------------------------  
  def refresh    
    self.contents.clear
    @item_max = $game_party.members.size  
    @column_max = 4    
    for actor in $game_party.members    
      rect2 = Rect.new(0, 0, 84, 348)  
      bitmap2 = Cache.picture("mstatbg")
      self.contents.blt(actor.index * 90, 0, bitmap2, rect2)  
      draw_actor_mface(actor, actor.index * 90, 0, 84)    
      bitmap3 = Cache.picture("mstatfg")  
      self.contents.blt(actor.index * 90, 0, bitmap3, rect2)
      x = actor.index * 90 + WLH / 2  
      y = 0  
      draw_actor_name2(actor, x-26, y)  
      draw_actor_level2(actor, x - 2, y + WLH * 1 - 4)    
      draw_actor_state2(actor, x+48, y + WLH * 11)  
      draw_actor_hp2(actor, x-8, y + WLH * 11.5, 76)  
      draw_actor_mp2(actor, x-8, y + WLH * 12.25, 76)
      draw_actor_exp(actor, x-8, y + WLH * 13, 76)
      draw_actor_graphic(actor, actor.index * 90 + 16, 284)
    end  
  end
end # Window_MenuStatus2

I'm loving the way this script looks and can't wait to see what you're going to put in that bottom gap.


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phlim2
post Nov 9 2009, 09:35 AM
Post #17


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Thanks for updating your script. biggrin.gif I've now replaced the old one with that for the next demo release, which won't be coming just yet. tongue.gif

DONE
Updated EXP script
Created an optional menu background
Add a "Status Color" script to the thread

TO BE DONE
Fill the gap at the bottom of the screen

^^^^^^^^^^^^^^^^^^^^^^^^^
I'll add this list to the first post biggrin.gif

This post has been edited by phlim2: Nov 9 2009, 10:20 AM


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xmuffin
post Nov 9 2009, 10:46 AM
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Just wow, downloading the demo now thanks.


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phlim2
post Nov 9 2009, 11:06 AM
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QUOTE (xmuffin @ Nov 9 2009, 10:46 AM) *
Just wow, downloading the demo now thanks.


No problem!

Also... Demo Updated to V0.3


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post Nov 9 2009, 09:54 PM
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