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dolarmak

Menu Customization help [fixed]

Question

[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.

 

post-16514-0-54639500-1353536653_thumb.jpg

 

 

 

[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

 

Edited by dolarmak

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