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Jesse66126

Tired of using that old menu screen?

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NewMenu.jpg

 

Here's the isolated script to modify your menu to include battler pictures like in KN_E.

Just insert a new script above "Main" on the script list.

 

class Window_Base < Window
 #--------------------------------------------------------------------------
 # ● 再定義 グラフィックの描画
 #     actor : アクター
 #     x     : 描画先 X 座標
 #     y     : 描画先 Y 座標
 #--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
   bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue) #(actor.character_name, actor.character_hue)
   cw = bitmap.width
   ch = bitmap.height
   src_rect = Rect.new(0, 0, cw, ch)
   self.contents.blt(x - cw /4, y - ch +16, bitmap, src_rect)
 end
end

class Window_Status < Window_Base
 #--------------------------------------------------------------------------
 # ● リフレッシュ
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   draw_actor_graphic(@actor, 30, 144)
   draw_actor_name(@actor, 4, 8)
   draw_actor_class(@actor, 4 + 124, 8)
   #draw_actor_level(@actor, 96, 32)
   draw_actor_state(@actor, 128, 56)
   draw_actor_hp(@actor, 128, 96, 172)
   draw_actor_sp(@actor, 128, 128, 172)
   draw_actor_parameter(@actor, 352, 240, 0)
   draw_actor_parameter(@actor, 352, 272, 1)
   draw_actor_parameter(@actor, 352, 304, 2)
   draw_actor_parameter(@actor, 352, 80, 3)
   draw_actor_parameter(@actor, 352, 112, 4)
   draw_actor_parameter(@actor, 352, 144, 5)
   #draw_actor_parameter(@actor, 128, 384, 6)
   self.contents.font.color = system_color
   #self.contents.draw_text(320, 48, 80, 32, "--")#EXP
   #self.contents.draw_text(320, 80, 80, 32, "--")#NEXT
   self.contents.font.color = normal_color
   #self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
   #self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
   self.contents.draw_text(128, 208, 96, 32, "[Equip]")
   draw_item_name($data_weapons[@actor.weapon_id], 112 + 16, 240)
   draw_item_name($data_armors[@actor.armor1_id], 112 + 16, 272)
   draw_item_name($data_armors[@actor.armor2_id], 112 + 16, 304)
   draw_item_name($data_armors[@actor.armor3_id], 112 + 16, 352)
   draw_item_name($data_armors[@actor.armor4_id], 112 + 16, 384)
 end
 def dummy
   self.contents.font.color = system_color
   self.contents.draw_text(352, 80, 96, 32, $data_system.words.weapon)
   self.contents.draw_text(352, 112, 96, 32, $data_system.words.armor1)
   self.contents.draw_text(352, 144, 96, 32, $data_system.words.armor2)
   self.contents.draw_text(352, 176, 96, 32, $data_system.words.armor3)
   self.contents.draw_text(352, 208, 96, 32, $data_system.words.armor4)
   draw_item_name($data_weapons[@actor.weapon_id], 352 + 24, 80)
   draw_item_name($data_armors[@actor.armor1_id], 352 + 24, 112)
   draw_item_name($data_armors[@actor.armor2_id], 352 + 24, 144)
   draw_item_name($data_armors[@actor.armor3_id], 352 + 24, 176)
   draw_item_name($data_armors[@actor.armor4_id], 352 + 24, 208)
 end
end
class Window_Base < Window
 #--------------------------------------------------------------------------
 # ● 再定義 クラスの描画
 #     actor : アクター
 #     x     : 描画先 X 座標
 #     y     : 描画先 Y 座標
 #--------------------------------------------------------------------------
 def draw_actor_class(actor, x, y)
   self.contents.font.color = normal_color
   self.contents.draw_text(x, y, 236, 32, actor.class_name)
 end
end

class Window_MenuStatus < Window_Selectable
 #--------------------------------------------------------------------------
 # ● 再定義 リフレッシュ
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   @item_max = $game_party.actors.size
   for i in 0...$game_party.actors.size
     x = 64
     y = i * 116
     actor = $game_party.actors[i]
     draw_actor_graphic(actor, x - 40, y + 80)
     draw_actor_name(actor, x + 64, y) #16 draw_actor_name(actor, x, y)
     draw_actor_class(actor, x + 64, y + 32) #90
     #draw_actor_level(actor, x + 16, y + 32) #draw_actor_level(actor, x, y + 32)
     draw_actor_state(actor, x + 210, y) #144
     #draw_actor_exp(actor, x + 16, y + 64) #draw_actor_exp(actor, x, y + 64)
     draw_actor_hp(actor, x + 210, y + 32) #236
     draw_actor_sp(actor, x + 210, y + 64) #236
  end
 end
end

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