[Edit] I'm proud to say that I fixed these problems myself. took 2 days, but I managed. Hurray me. [/Edit]
I'm trying to customize my menu to something simular to Breath of Fire 3.
Now I've already done a bunch of stuff for it. I've already divided the stats into the columns and rows, placements are already good. It`s the menu selects that I want to change from text going up and down, to pictures that display the text above it and move left and right.
[Edit] I figured the second part out on my own, I just need to tweek the positioning.[/Edit]
I also have an issue with the select box not going where i want it to. The flashing selection box displays oddly.
any suggestions would be good.
Here is my Window Menu Status so you can see what I did to divide it.
[Edit] I'm proud to say that I fixed these problems myself. took 2 days, but I managed. Hurray me. [/Edit]
I'm trying to customize my menu to something simular to Breath of Fire 3.
Now I've already done a bunch of stuff for it. I've already divided the stats into the columns and rows, placements are already good. It`s the menu selects that I want to change from text going up and down, to pictures that display the text above it and move left and right.
[Edit] I figured the second part out on my own, I just need to tweek the positioning.[/Edit]
I also have an issue with the select box not going where i want it to. The flashing selection box displays oddly.
any suggestions would be good.
Here is my Window Menu Status so you can see what I did to divide it.
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 325)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
self.back_opacity = 0
@column_max = 2
@item_max = 2
@item_max = $game_party.actors.size
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = (i % @column_max) * (self.width / @column_max)
y = (i / self.row_max) * (self.height / self.row_max)
actor = $game_party.actors
draw_actor_face(actor, x + 175, y + 100)
#draw_actor_graphic(actor, x + 175, y + 100)
draw_actor_name(actor, x +25, y)
# draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x + 25, y + 35)
# draw_actor_state(actor, x + 90, y + 32)
draw_actor_exp(actor, x +25, y + 15)
draw_actor_hp(actor, x + 25, y + 55)
draw_actor_sp(actor, x + 25, y + 75)
end
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
def update_cursor_rect
# If cursor position is less than 0
if @index < 0
self.cursor_rect.empty
return
end
# Get current row
row = @index / @column_max
# If current row is before top row
if row < self.top_row
# Scroll so that current row becomes top row
self.top_row = row
end
# If current row is more to back than back row
if row > self.top_row + (self.page_row_max - 1)
# Scroll so that current row becomes back row
self.top_row = row - (self.page_row_max - 1)
end
# Calculate cursor width
cursor_width = self.width / @column_max - 32
# Calculate cursor coordinates
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * 64 - self.oy
# Update cursor rectangle
self.cursor_rect.set(x, y, cursor_width, 64)
end
end
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