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Ekras

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Everything posted by Ekras

  1. Ekras

    [VX]Resizer tool?

    Hey all, I'm looking for a tool to resize some resources... I have a ton of DQ Characters I found.... they are in the proper number of spots...but even if I resize the blocks to 96X128 they come out cut in half etc. Is there a tool that can take either this whole image, or even just a single "block" of guys and size them so they can be easily imported into VX?
  2. Version 1.0 of my Dragon-Quest Style Status Indicator is now out. What this does is adds a small menu (in the lower right corner by default) that displays a players Name, HP, MP, and Level like it does in Dragon Quest. It's built into LiteMenu by Woratana, so MOST of that is included as well (I removed a few functions to make this script a little simpler) with his permission. Reply away if you have any question, concerns, bugs etc. EDIT: Added this shiny new screenshot #============================================================================== # ¦ [RMVX] Dragon-Quest Style Status Indicator Version 1.00 #------------------------------------------------------------------------------ # by Ekras # # released on 04/07/2008 # # Credit to Woratana [woratana@hotmail.com] for his LiteMenu which # this is based on # # Thanks to khmp for some forum help :) # # Features Version 1.0 # - Based on LiteMenu 1.1 by Woratana # - Allows for Dragon-Quest style HP and MP indicators to # appear at the bottom of the screen on the menu # - Removed Location Window Support # - Boxes can be moved around by adjusting varibles in the set-up # - Able to adjust each lines text and/or stat with ease # - Able to adjust the positions of the boxes! # - Default size supports up to 8 character names but boxes can be expanded # - Uses database menu colors etc. # - Currently supports showing Name, Level, HP, and MP in the boxes # - Easy to add new stats to be shown #============================================================================== module Wor_Litemenu #Old Litemenu Setup MENU_WINDOW_Y = 20 CHARA_WINDOW_Y = 80 CHARA_WINDOW_WIDTH = 175 SHOW_LV = false end class Scene_Menu < Scene_Base def initialize(menu_index = 0) @menu_index = menu_index @LASTX = 0 #MINI-BOX SETUP HERE #These boxes are kinda tricky - messing with one effects the others sometimes #You can move it anywhere, it may just take a little while to find the right #combination of numbers. # Main Setup @NS_LOCATION = -70 #Move the mini-boxes to the left or right @NS_GAP = 220 #Adjust this to make the mini-boxes closer or further apart @BOX_W = 110 # Adjust the width of the mini-boxes @BOX_H = 115 #Adjust the height of the mini-boxes @BOX_Y = 280 #Adjust the Y coordinates of the mini-boxes # NAME SETUP @NAME_ONOFF = true #True is on, false is off @N_X = 0 # Set the X coordinates for the characters name @N_Y = 0 # Set the Y coordinates for the characters name # Setup Each line of text in the boxes. By default it supports a name line and # up to 3 other lines of text. # Adjusting these changes the boxes for all characters. # I included instructions below on how to add more as well as how to # add new stats to the list. # LINE 1 SETUP @LINEONE_ONOFF = true #true to turn the box on, false to turn it off @L1_Y = 20 # Set the y coordinates of the text @L1_X = 0 # Set x coordinates of the stat header @L1_X2 = 30 # set the distance of the stat from the header @L1_HEADER = 'HP:' #Sets the text header of the stat @L1_STAT = 1 # See Stat Guide Below # LINE 2 SETUP @LINETWO_ONOFF = true #true to turn the box on, false to turn it off @L2_Y = 40 # Set the y coordinates of the text @L2_X = 0 # Set x coordinates of the stat header @L2_X2 = 30 # set the distance of the stat from the header @L2_HEADER = 'MP:' #Sets the text header of the stat @L2_STAT = 2 # See Stat Guide Below # LINE 3 SETUP @LINETHREE_ONOFF = true #true to turn the box on, false to turn it off @L3_Y = 60 # Set the y coordinates of the text @L3_X = 0 # Set x coordinates of the stat header @L3_X2 = 30 # set the distance of the stat from the header @L3_HEADER = 'LV:' #Sets the text header of the stat @L3_STAT = 3 # See Stat Guide Below #STAT GUIDE # This is the list of currently implemented stats to show in the mini-boxes # To use input their item number in the STAT line of the line you want it to # show up on. If you want it to show anything else it shouldn't take you # long to get it to display it # # 1 : Hitpoints # 2 : Magic-Points # 3 : Level # #ERROR LIST # # The displayed errors show up in the following format: # # ER: - stands for error # After the ER there will be an #xL number # # stands for the line number of the error # L stands for the error code # # Error code A means that the line numbers stat is below zero # Error code B means that the line numbers stat is above the highest STAT # (3) # ADVANCED SETUP # -ADDING NEW LINES # So you want to add new stats to the boxes huh? Heres how to do it. First off # change the total number of lines to how many lines are going to be displayed. @LCOUNT = 3 #Set the number of lines here #Now to add a new line go to EACH window box, and copy/pasting an existing line # and modify it to display your new stat. Shouldn't be too hard. # Dont forget to change the error code to reflect the new line number # once you are done, go above and copy/paste a setup from a line, and change the # varibles on the new one to reflect the new line. # # -ADDING NEW STATS TO BE DISPLAYED # To add a new stat to the menus first add it to the STAT Guide Above # Once you have a number go down into EACH Menu box below and copy/paste a stat item # Change if @L1_STAT == X to the number of the new stat # Now add to each box an event to get the info of the stat # Finally edit the stat section of the new item in the list, # # # Sending new STATS to the author # # If you feel the next release of this script should have other stats in it # email me at strager at comcast dot net with a subject line of "MINI-BOX STAT". # email without this subject line will not be read (my email only accepts # pre-approved subject lines # # In the email change the STAT number to # # Send only one status box's code- I'm smart enough to replicate it in the other # boxes :) # Please don't email other requests (use the forums to make script requests) end def start super psize = ($game_party.members.size) create_menu_background create_command_window lite_create_actor_window for actor in $game_party.members if psize == 4 @LASTX = ((@NS_GAP * 1) - @NS_LOCATION) create_newstat_windowfour (psize) elsif psize == 3 @LASTX = ((@NS_GAP * 2) - @NS_LOCATION) create_newstat_windowthree (psize) elsif psize == 2 @LASTX = ((@NS_GAP * 3) - @NS_LOCATION) create_newstat_windowtwo (psize) elsif psize == 1 @LASTX = ((@NS_GAP * 4) - @NS_LOCATION) create_newstat_window (psize) end psize = (psize - 1) end end def lite_create_actor_window member = [] @item_max = $game_party.members.size for actor in $game_party.members member.push ((actor.name) + " Lv." + (actor.level.to_s)) if Wor_Litemenu::SHOW_LV == true member.push (actor.name) if Wor_Litemenu::SHOW_LV == false end @status_window = Window_Command.new(Wor_Litemenu::CHARA_WINDOW_WIDTH, member) @status_window.index = @menu_index @status_window.x = (554 /2) - (@status_window.width/2) @status_window.y = Wor_Litemenu::CHARA_WINDOW_Y @status_window.visible = false end # Party member 1's Box def create_newstat_window (ac) member = [] hitpoints = [] magpoints = [] lev = [] @item_max = $game_party.members.size for actor in $game_party.members member.push (actor.name) hitpoints.push (actor.hp) magpoints.push (actor.mp) lev.push (actor.level.to_s) end width = @BOX_W height = @BOX_H x = ((@LASTX) /2) - (width/2) y = (@BOX_Y + 10) @newstat_window = Window_Base.new(x, y, width, height) @newstat_window.create_contents #Name Line if @NAME_ONOFF == true @newstat_window.contents.font.color = @newstat_window.system_color @newstat_window.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)]) end #Line One #Set Color @newstat_window.contents.font.color = @newstat_window.normal_color if @LINEONE_ONOFF == true @newstat_window.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if @L1_STAT < 0 @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,'ER:1XA') end if @L1_STAT == 1 @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)]) end if @L1_STAT == 2 @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)]) end if @L1_STAT == 3 @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)]) end if @L1_STAT > @LCOUNT @newstat_window.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,'ER:1XB') end end #Line Two #Set Color @newstat_window.contents.font.color = @newstat_window.normal_color if @LINETWO_ONOFF == true @newstat_window.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if @L2_STAT < 0 @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,'ER:1XA') end if @L2_STAT == 1 @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)]) end if @L2_STAT == 2 @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)]) end if @L2_STAT == 3 @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)]) end if @L2_STAT > @LCOUNT @newstat_window.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,'ER:1XB') end end #Line Three #Set Color @newstat_window.contents.font.color = @newstat_window.normal_color if @LINETHREE_ONOFF == true @newstat_window.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if @L3_STAT < 0 @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,'ER:1XA') end if @L3_STAT == 1 @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)]) end if @L3_STAT == 2 @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)]) end if @L3_STAT == 3 @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)]) end if @L3_STAT > @LCOUNT @newstat_window.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,'ER:1XB') end end end # Party Member 2's Box def create_newstat_windowtwo (ac) member = [] hitpoints = [] magpoints = [] lev = [] @item_max = $game_party.members.size for actor in $game_party.members member.push (actor.name) hitpoints.push (actor.hp) magpoints.push (actor.mp) lev.push (actor.level.to_s) end width = @BOX_W height = @BOX_H x = ((@LASTX) /2) - (width/2) y = (@BOX_Y + 10) @newstat_windowtwo = Window_Base.new(x, y, width, height) @newstat_windowtwo.create_contents #Name Line if @NAME_ONOFF == true @newstat_windowtwo.contents.font.color = @newstat_windowtwo.system_color @newstat_windowtwo.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)]) end #Line One #Set Color @newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color if @LINEONE_ONOFF == true @newstat_windowtwo.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if @L1_STAT < 0 @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,'ER:1XA') end if @L1_STAT == 1 @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)]) end if @L1_STAT == 2 @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)]) end if @L1_STAT == 3 @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)]) end if @L1_STAT > @LCOUNT @newstat_windowtwo.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,'ER:1XB') end end #Line Two #Set Color @newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color if @LINETWO_ONOFF == true @newstat_windowtwo.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if @L2_STAT < 0 @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,'ER:1XA') end if @L2_STAT == 1 @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)]) end if @L2_STAT == 2 @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)]) end if @L2_STAT == 3 @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)]) end if @L2_STAT > @LCOUNT @newstat_windowtwo.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,'ER:1XB') end end #Line Three #Set Color @newstat_windowtwo.contents.font.color = @newstat_windowtwo.normal_color if @LINETHREE_ONOFF == true @newstat_windowtwo.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if @L3_STAT < 0 @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,'ER:1XA') end if @L3_STAT == 1 @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)]) end if @L3_STAT == 2 @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)]) end if @L3_STAT == 3 @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)]) end if @L3_STAT > @LCOUNT @newstat_windowtwo.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,'ER:1XB') end end @LASTX = (@LASTX + @NS_LOCATION) end # Party member 3's Box def create_newstat_windowthree (ac) member = [] hitpoints = [] magpoints = [] lev = [] @item_max = $game_party.members.size for actor in $game_party.members member.push (actor.name) hitpoints.push (actor.hp) magpoints.push (actor.mp) lev.push (actor.level.to_s) end width = @BOX_W height = @BOX_H x = ((@LASTX) /2) - (width/2) y = (@BOX_Y + 10) @newstat_windowthree = Window_Base.new(x, y, width, height) @newstat_windowthree.create_contents #Name Line if @NAME_ONOFF == true @newstat_windowthree.contents.font.color = @newstat_windowthree.system_color @newstat_windowthree.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)]) end #Line One #Set Color @newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color if @LINEONE_ONOFF == true @newstat_windowthree.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if @L1_STAT < 0 @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,'ER:1XA') end if @L1_STAT == 1 @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)]) end if @L1_STAT == 2 @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)]) end if @L1_STAT == 3 @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)]) end if @L1_STAT > @LCOUNT @newstat_windowthree.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,'ER:1XB') end end #Line Two #Set Color @newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color if @LINETWO_ONOFF == true @newstat_windowthree.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if @L2_STAT < 0 @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,'ER:1XA') end if @L2_STAT == 1 @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)]) end if @L2_STAT == 2 @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)]) end if @L2_STAT == 3 @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)]) end if @L2_STAT > @LCOUNT @newstat_windowthree.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,'ER:1XB') end end #Line Three #Set Color @newstat_windowthree.contents.font.color = @newstat_windowthree.normal_color if @LINETHREE_ONOFF == true @newstat_windowthree.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if @L3_STAT < 0 @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,'ER:1XA') end if @L3_STAT == 1 @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)]) end if @L3_STAT == 2 @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)]) end if @L3_STAT == 3 @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)]) end if @L3_STAT > @LCOUNT @newstat_windowthree.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,'ER:1XB') end end #Party Member 4's box @LASTX = (@LASTX + @NS_LOCATION) end def create_newstat_windowfour (ac) member = [] hitpoints = [] magpoints = [] lev = [] @item_max = $game_party.members.size for actor in $game_party.members member.push (actor.name) hitpoints.push (actor.hp) magpoints.push (actor.mp) lev.push (actor.level.to_s) end width = @BOX_W height = @BOX_H x = ((@LASTX) /2) - (width/2) y = (@BOX_Y + 10) @newstat_windowfour = Window_Base.new(x, y, width, height) @newstat_windowfour.create_contents #Name Line if @NAME_ONOFF == true @newstat_windowfour.contents.font.color = @newstat_windowfour.system_color @newstat_windowfour.contents.draw_text(@N_X, @N_Y, 300, 20, member[(ac - 1)]) end #Line One #Set Color @newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color if @LINEONE_ONOFF == true @newstat_windowfour.contents.draw_text( @L1_X, @L1_Y, 300, 20,@L1_HEADER) if @L1_STAT < 0 @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,'ER:1XA') end if @L1_STAT == 1 @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,hitpoints[(ac - 1)]) end if @L1_STAT == 2 @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,magpoints[(ac - 1)]) end if @L1_STAT == 3 @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,lev[(ac - 1)]) end if @L1_STAT > @LCOUNT @newstat_windowfour.contents.draw_text( (@L1_X + @L1_X2) , @L1_Y, 300, 20,'ER:1XB') end end #Line Two #Set Color @newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color if @LINETWO_ONOFF == true @newstat_windowfour.contents.draw_text( @L2_X, @L2_Y, 300, 20,@L2_HEADER) if @L2_STAT < 0 @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,'ER:1XA') end if @L2_STAT == 1 @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,hitpoints[(ac - 1)]) end if @L2_STAT == 2 @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,magpoints[(ac - 1)]) end if @L2_STAT == 3 @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,lev[(ac - 1)]) end if @L2_STAT > @LCOUNT @newstat_windowfour.contents.draw_text( (@L2_X + @L2_X2) , @L2_Y, 300, 20,'ER:1XB') end end #Line Three #Set Color @newstat_windowfour.contents.font.color = @newstat_windowfour.normal_color if @LINETHREE_ONOFF == true @newstat_windowfour.contents.draw_text( @L3_X, @L3_Y, 300, 20,@L3_HEADER) if @L3_STAT < 0 @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,'ER:1XA') end if @L3_STAT == 1 @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,hitpoints[(ac - 1)]) end if @L3_STAT == 2 @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,magpoints[(ac - 1)]) end if @L3_STAT == 3 @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,lev[(ac - 1)]) end if @L3_STAT > @LCOUNT @newstat_windowfour.contents.draw_text( (@L3_X + @L3_X2) , @L3_Y, 300, 20,'ER:1XB') end end @LASTX = (@LASTX + @NS_LOCATION) end # End Character Boxes def terminate super dispose_menu_background @command_window.dispose @status_window.dispose psize = ($game_party.members.size) for actor in $game_party.members if psize == 4 @newstat_windowfour.dispose elsif psize == 3 @newstat_windowthree.dispose elsif psize == 2 @newstat_windowtwo.dispose elsif psize == 1 @newstat_window.dispose end psize = (psize - 1) end end def update super update_menu_background @command_window.update if @command_window.active update_command_selection elsif @status_window.active @status_window.update update_actor_selection end end def create_command_window s1 = Vocab::item s2 = Vocab::skill s3 = Vocab::equip s4 = Vocab::status s5 = Vocab::save s6 = Vocab::game_end @command_window = Window_Command.new(200, [s1, s2, s3, s4, s5, s6],2,3) @command_window.index = @menu_index @command_window.x = (230 /2) - (@command_window.width/2) #167 @command_window.y = Wor_Litemenu::MENU_WINDOW_Y if $game_party.members.size == 0 @command_window.draw_item(0, false) @command_window.draw_item(1, false) @command_window.draw_item(2, false) @command_window.draw_item(3, false) end if $game_system.save_disabled @command_window.draw_item(4, false) end end def start_actor_selection @command_window.active = false @status_window.visible = true @status_window.active = true @status_window.index = 0 end def end_actor_selection @command_window.active = true @status_window.visible = false @status_window.active = false @status_window.index = -1 end end
  3. Hey all! Looks like this is the first time ever for a request on this board. Hopefully people are checking already :) So what i'd like to request is a simple battle-menu modification. I want the script to display a battle menu like the one in the Dragon Warrior/Dragon Quest series of games. Attached is a screen-shot of how it generally looks. The important thing is that it list the party up at the top, and shows their name (with a 4 char limit if the full name wont fit) and no graphics what-so-ever. Also if possible I'd like to see the attack options moved to right side of the text instead of the bottom.
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