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Nov 19 2011, 08:46 PM
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#1
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im made a script whit multiple command windows, one of them must be whit images or icons, but i dont know how to replace text whith the images.
the code is this CODE class Scene_CuerpoFem < Scene_Base def start op1 = "Acolito" op2 = "Alquimista" @com3 = Window_Command.new(100,[op1,op2]) @com3.x = 340 @com3.height = 480 end def update @com3.update if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Chara.new end if Input.trigger?(Input::C) case @com3.index when 0 when 1 end end end end i need that the commands, instead of appears in text, show images deposit in Graphics/Fbody thanks -------------------- ![]() ![]() |
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Nov 20 2011, 04:38 AM
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#2
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SOLVED!! just a litte
I decide to use a image instead of replace text for an image, now i see an imageen the back of selection, but i want to modify the size of the cursor to match the image. now i need a code to rezise the cursor. -------------------- ![]() ![]() |
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Nov 21 2011, 11:56 PM
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#3
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![]() ![]() Type: Designer Alignment: Lawful Good |
Your best bet would be to make a new class with the same inheritance as the Window_Command class.
The easiest way would be to copy the Window_Command script, paste it, and rename Window_Command to something different. EX: Spoiler: Then in your scene script change the: CODE @com3 = Window_Command.new(100,[op1,op2]) to: CODE @com3 = Window_Command_Testing.new(100,[op1,op2]) Then you can fiddle with the new script you have to change the inherited methods out of Window_Selectable, to resize the cursor to what you see fit. Note: The reason you would want a new Window_Command class, is because if you change the original Window_Command class, any changes will affect ALL the Command windows(Main Menu, Map menu, Battle Menu, etc....) This post has been edited by Nelderson: Nov 22 2011, 12:00 AM -------------------- STOP BEING A JAPFAG CRIMSON!!!
Meh.....F$#@ you Mike <=== Still applies....<_< |
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Nov 22 2011, 04:28 AM
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#4
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Your best bet would be to make a new class with the same inheritance as the Window_Command class. The easiest way would be to copy the Window_Command script, paste it, and rename Window_Command to something different. EX: Spoiler: Then in your scene script change the: CODE @com3 = Window_Command.new(100,[op1,op2]) to: CODE @com3 = Window_Command_Testing.new(100,[op1,op2]) Then you can fiddle with the new script you have to change the inherited methods out of Window_Selectable, to resize the cursor to what you see fit. Note: The reason you would want a new Window_Command class, is because if you change the original Window_Command class, any changes will affect ALL the Command windows(Main Menu, Map menu, Battle Menu, etc....) thank you very much!! you save my day, just tire of try rezise the F***ing square to fit the selection, now can i move to others issues that are more complex. THANKS -------------------- ![]() ![]() |
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