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Configuring Width of MOG Scene Status Eva V1.2 script

I am using MOG - Status_Screen Script for Custom Main Menu/status/equip and more but I was wondering if anyone could help me on how to make the picture go under the equip screen or something like that. There is also an arrow to show you what im talking about since the sword is cut off(its in the 1st picture).
Here the script.
#_______________________________________________________________________________
# MOG Scene Status Eva V1.2           
#_______________________________________________________________________________
# By Moghunter 
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time. 
MST_TT = 10
#Transition Type(Name). 
MST_TTT = "004-Blind04"
# Set Maximum (STR,DEX,AGL,INT)
MST_ST = 999
# Set Maximum (ATK,PDEF,MDEF)
MST_STE = 999
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_eva"] = true
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
###############
# Window_Base #
###############
class Window_Base < Window   
def nada2(actor)
face = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
end   
def draw_heroface4(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc2") rescue nada2(actor)
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
if face == RPG::Cache.battler(actor.battler_name, actor.battler_hue)
self.contents.blt(x + 45 , y - ch - 150, face, src_rect)   
else 
self.contents.blt(x , y - ch, face, src_rect)   
end
end   
def draw_actor_parameter2(actor, x, y, type)
back = RPG::Cache.picture("STBAR_Back")   
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)   
self.contents.blt(x + 50 , y - ch + 20, back, src_rect) 
meter = RPG::Cache.picture("STBAR.png")   
case type
when 0
parameter_value = actor.atk
cw = meter.width  * actor.atk / MOG::MST_STE
when 1
parameter_value = actor.pdef
cw = meter.width  * actor.pdef / MOG::MST_STE
when 2
parameter_value = actor.mdef
cw = meter.width  * actor.mdef / MOG::MST_STE
when 3
parameter_value = actor.str
cw = meter.width  * actor.str / MOG::MST_ST
when 4
parameter_value = actor.dex
cw = meter.width  * actor.dex / MOG::MST_ST
when 5
parameter_value = actor.agi
cw = meter.width  * actor.agi / MOG::MST_ST
when 6
parameter_value = actor.int
cw = meter.width  * actor.int / MOG::MST_ST
end
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2)
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 50 , y - ch + 20, meter, src_rect)
end
def draw_maphp5(actor, x, y)
back = RPG::Cache.picture("BAR")   
cw = back.width 
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)   
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_Bar2")   
cw = meter.width  * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1) 
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.hp.to_s + "/" + actor.maxhp.to_s, 1) 
end 
def draw_mapsp5(actor, x, y)
back = RPG::Cache.picture("BAR")   
cw = back.width 
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)   
self.contents.blt(x + 65 , y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_Bar2")   
cw = meter.width  * actor.sp / actor.maxsp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65 , y - ch + 30, meter, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 66, y - 1, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1) 
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 65, y - 2, 100, 32, actor.sp.to_s + "/" + actor.maxsp.to_s, 1) 
end
def draw_mexp5(actor, x, y)
bitmap2 = RPG::Cache.picture("Exp_Back")
cw = bitmap2.width
ch = bitmap2.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
bitmap = RPG::Cache.picture("Exp_Meter")
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end   
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 51, y , 84, 32, actor.next_rest_exp_s.to_s, 1)   
self.contents.font.color = Color.new(55,255,55,255)
self.contents.draw_text(x + 52, y + 1, 84, 32, actor.next_rest_exp_s.to_s, 1)   
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 45, y + 7, 84, 32, "N",0)
self.contents.font.color = Color.new(55,255,155,255)   
self.contents.draw_text(x + 44, y + 8, 84, 32, "N",0)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 10, y + 5, 30, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)   
self.contents.draw_text(x + 11, y + 6, 30, 32, actor.level.to_s, 1)   
end
end
#################
# Window_Status #
#################
class Window_Status < Window_Base
def initialize(actor)
super(0, 0, 660, 480)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.opacity = 0
refresh
end
def refresh
self.contents.clear
self.contents.font.name = "Georgia"
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 510, -5 )
draw_mexp5(@actor,310,130)
draw_actor_state(@actor, 450, 20)
draw_maphp5(@actor, 275, 165)
draw_mapsp5(@actor, 430, 165)
draw_actor_parameter2(@actor, 280, 108, 0)
draw_actor_parameter2(@actor, 460, 137, 1)
draw_actor_parameter2(@actor, 460, 108, 2)
draw_actor_parameter2(@actor, 280, 53, 3)
draw_actor_parameter2(@actor, 460, 53, 4)
draw_actor_parameter2(@actor, 280, 80, 5)
draw_actor_parameter2(@actor, 460, 80, 6)
self.contents.font.color = system_color
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 228)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 258)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 288)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 318)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 348)
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
end
end
###############
# Window_Face #
###############
class Window_Face < Window_Base
def initialize(actor)
super(0, -20, 300, 520)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
self.opacity = 0
refresh
end
def refresh
self.contents.clear
draw_heroface4(@actor,10,485)       
end
end
################
# Scene_Status #
################
class Scene_Status
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
def main
@actor = $game_party.actors[@actor_index]
@status_window = Window_Status.new(@actor)
@status_face = Window_Face.new(@actor)
@status_face.z = 20
@status_face.x = -300
@status_face.contents_opacity = 0
@mst_lay = Sprite.new
@mst_lay.bitmap = RPG::Cache.picture("MST_Lay")
@mst_lay.z = 100
@mst_back1 = Plane.new
@mst_back1.bitmap = RPG::Cache.picture("MN_BK")
@mst_back1.z = 10
Graphics.transition(MOG::MST_TT, "Graphics/Transitions/" + MOG::MST_TTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..30
@status_face.x -= 20 
@status_face.contents_opacity -= 15
Graphics.update
end 
Graphics.freeze
@mst_lay.dispose
@mst_back1.dispose
@status_face.dispose
@status_window.dispose
end
def update
@mst_back1.ox += 1
@mst_back1.oy += 1
if @status_face.x < 0
@status_face.x += 20
@status_face.contents_opacity += 15
elsif @status_face.x >= 0   
@status_face.x = 0   
@status_face.contents_opacity = 255
end   
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(3)
return
end
if Input.trigger?(Input::R) or Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Status.new(@actor_index)
return
end
if Input.trigger?(Input::L) or Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
$scene = Scene_Status.new(@actor_index)
return
end
end
end
http://i37.photobucket.com/albums/e64/aLeX_LeE92/Help.jpg[/img]
Here is my equip script too since that might also be a problem
#_______________________________________________________________________________
# MOG Scene Equip Asuka V1.5           
#_______________________________________________________________________________
# By Moghunter     
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time. 
MSEQPT= 20
#Transition Type.
MSEQPTT= "004-Blind04"
# Set Maximum (STR,DEX,AGL,INT)
MST_ST = 999
# Set Maximum (ATK,PDEF,MDEF)
MST_STE = 999
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_asuka"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def nada2(actor)
face = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
end   
def draw_heroface2(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc2") rescue nada2(actor)
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
if face == RPG::Cache.battler(actor.battler_name, actor.battler_hue)
self.contents.blt(x + 40 , y - ch - 240, face, src_rect)   
else 
self.contents.blt(x , y - ch, face, src_rect)   
end
end     
def drw_eqpup(x,y,type)
case type
when 0
est = RPG::Cache.icon("ST_EQU")
when 1
est = RPG::Cache.icon("ST_UP")
when 2
est = RPG::Cache.icon("ST_DOWN") 
end 
cw = est.width
ch = est.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, est, src_rect)   
end   
def drw_equist(x,y)
equist = RPG::Cache.picture("Equip_St")
cw = equist.width
ch = equist.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, equist, src_rect)   
end 
def draw_actor_parameter2(actor, x, y, type)
back = RPG::Cache.picture("STBAR_Back")   
cw = back.width 
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)   
self.contents.blt(x + 50 , y - ch + 20, back, src_rect) 
meter = RPG::Cache.picture("STBAR.png")   
case type
when 0
parameter_value = actor.atk
cw = meter.width  * actor.atk / MOG::MST_STE
when 1
parameter_value = actor.pdef
cw = meter.width  * actor.pdef / MOG::MST_STE
when 2
parameter_value = actor.mdef
cw = meter.width  * actor.mdef / MOG::MST_STE
when 3
parameter_value = actor.str
cw = meter.width  * actor.str / MOG::MST_ST
when 4
parameter_value = actor.dex
cw = meter.width  * actor.dex / MOG::MST_ST
when 5
parameter_value = actor.agi
cw = meter.width  * actor.agi / MOG::MST_ST
when 6
parameter_value = actor.int
cw = meter.width  * actor.int / MOG::MST_ST
end
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y - 2, 36, 32, parameter_value.to_s, 2)
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 50 , y - ch + 20, meter, src_rect)
end
def nada
face = RPG::Cache.picture("")
end 
def draw_heroface3(actor,x,y)
face = RPG::Cache.picture(actor.name + "_fc3") rescue nada
cw = face.width
ch = face.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)   
end 
end
####################
# Window_EquipLeft #
####################
class Window_EquipLeft < Window_Base
  def initialize(actor)
    super(0, 64, 272, 446)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    self.contents.font.name = "Georgia"   
    @actor = actor
    refresh
  end
  def refresh
    self.contents.clear
    draw_heroface2(@actor, 20, 460)     
    drw_equist(0,390)   
    draw_actor_name(@actor, 4, 0)
    draw_actor_level(@actor, 4, 32)
    draw_actor_parameter2(@actor, 10, 164 , 0)
    draw_actor_parameter2(@actor, 10, 196 , 1)
    draw_actor_parameter2(@actor, 10, 228 , 2)
    draw_actor_parameter2(@actor, 10, 260 , 3)
    draw_actor_parameter2(@actor, 10, 292 , 4)
    draw_actor_parameter2(@actor, 10, 324 , 5)
    draw_actor_parameter2(@actor, 10, 356 , 6)       
    if @new_atk != nil
      self.contents.font.color = system_color
      if @new_atk < @actor.atk
      drw_eqpup(170,190,2) 
      self.contents.font.color = Color.new(255,50,50,255)     
      elsif @new_atk > @actor.atk
      drw_eqpup(170,190,1) 
      self.contents.font.color = Color.new(50,250,150,255)
      else
      drw_eqpup(170,190,0)       
      self.contents.font.color = Color.new(255,255,255,255)     
      end     
      self.contents.draw_text(190, 162, 36, 32, @new_atk.to_s, 2)
    end
    if @new_pdef != nil
      if @new_pdef < @actor.pdef
      drw_eqpup(170,226,2) 
      self.contents.font.color = Color.new(255,50,50,255)     
      elsif @new_pdef > @actor.pdef
      drw_eqpup(170,226,1) 
      self.contents.font.color = Color.new(50,250,150,255)
      else
      drw_eqpup(170,226,0)       
      self.contents.font.color = Color.new(255,255,255,255)     
      end 
      self.contents.draw_text(190, 194, 36, 32, @new_pdef.to_s, 2)
    end
    if @new_mdef != nil
      if @new_mdef < @actor.mdef
      drw_eqpup(170,258,2) 
      self.contents.font.color = Color.new(255,50,50,255)     
      elsif @new_mdef > @actor.mdef
      drw_eqpup(170,258,1) 
      self.contents.font.color = Color.new(50,250,150,255)
      else
      drw_eqpup(170,258,0)       
      self.contents.font.color = Color.new(255,255,255,255)     
      end
      self.contents.draw_text(190, 226, 36, 32, @new_mdef.to_s, 2)
    end
    if @new_str  != nil
      if @new_str < @actor.str
      drw_eqpup(170,290,2) 
      self.contents.font.color = Color.new(255,50,50,255)     
      elsif @new_str > @actor.str
      drw_eqpup(170,290,1) 
      self.contents.font.color = Color.new(50,250,150,255)
      else
      drw_eqpup(170,290,0)       
      self.contents.font.color = Color.new(255,255,255,255)     
      end
      self.contents.draw_text(190, 258, 36, 32, @new_str.to_s, 2)
    end
    if @new_dex  != nil
      if @new_dex < @actor.dex
      drw_eqpup(170,322,2) 
      self.contents.font.color = Color.new(255,50,50,255)     
      elsif @new_dex > @actor.dex
      drw_eqpup(170,322,1) 
      self.contents.font.color = Color.new(50,250,150,255)
      else
      drw_eqpup(170,322,0)       
      self.contents.font.color = Color.new(255,255,255,255)     
      end
      self.contents.draw_text(190, 290, 36, 32, @new_dex.to_s, 2)
    end
    if @new_agi  != nil
      if @new_agi < @actor.agi
      drw_eqpup(170,354,2) 
      self.contents.font.color = Color.new(255,50,50,255)     
      elsif @new_agi > @actor.agi
      drw_eqpup(170,354,1) 
      self.contents.font.color = Color.new(50,250,150,255)
      else
      drw_eqpup(170,354,0)       
      self.contents.font.color = Color.new(255,255,255,255)     
      end
      self.contents.draw_text(190, 322, 36, 32, @new_agi.to_s, 2)
    end
    if @new_int  != nil
      if @new_int < @actor.int
      drw_eqpup(170,386,2) 
      self.contents.font.color = Color.new(255,50,50,255)     
      elsif @new_int > @actor.int
      drw_eqpup(170,386,1) 
      self.contents.font.color = Color.new(50,250,150,255)
      else
      drw_eqpup(170,386,0)       
      self.contents.font.color = Color.new(255,255,255,255)     
      end
      self.contents.draw_text(190, 354, 36, 32, @new_int.to_s, 2)
    end
  end
  def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
    new_agi, new_int)
    if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or
      @new_str != new_str or @new_dex != new_dex or @new_agl != new_agi or
      @new_int != new_int     
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      @new_str = new_str
      @new_dex = new_dex
      @new_agi = new_agi
      @new_int = new_int
      refresh
    end
  end
end
#####################
# Window_EquipRight #
#####################
class Window_EquipRight < Window_Selectable
  def initialize(actor)
    super(272, 64, 368, 192)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    self.contents.font.name = "Georgia"       
    @actor = actor
    refresh
    self.index = 0
  end
  def item
    return @data[self.index]
  end
  def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @item_max = @data.size
    self.contents.font.color = system_color
    draw_item_name(@data[0], 92, 32 * 0)
    draw_item_name(@data[1], 92, 32 * 1)
    draw_item_name(@data[2], 92, 32 * 2)
    draw_item_name(@data[3], 92, 32 * 3)
    draw_item_name(@data[4], 92, 32 * 4)
  end
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
####################
# Window_EquipItem #
####################
class Window_EquipItem < Window_Selectable
  def initialize(actor, equip_type)
    super(272, 256, 368, 224)
    self.opacity = 0
    @actor = actor
    @equip_type = equip_type
    @column_max = 1
    refresh
    self.active = false
    self.index = -1
  end
  def item
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    if @equip_type == 0
      weapon_set = $data_classes[@actor.class_id].weapon_set
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
          @data.push($data_weapons)
        end
      end
    end
    if @equip_type != 0
      armor_set = $data_classes[@actor.class_id].armor_set
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0 and armor_set.include?(i)
          if $data_armors.kind == @equip_type-1
            @data.push($data_armors)
          end
        end
      end
    end
    @data.push(nil)
    @item_max = @data.size
    self.contents = Bitmap.new(width - 32, row_max * 32)
    for i in 0...@item_max-1
      draw_item(i)
    end
  end
  def draw_item(index)
    self.contents.font.name = "Georgia"       
    item = @data[index]
    x = 4 + index % 1 * (288 + 32)
    y = index / 1 * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
###############
# Scene_Equip #
###############
class Scene_Equip
  def initialize(actor_index = 0, equip_index = 0)
    @actor_index = actor_index
    @equip_index = equip_index
  end
  def main
    @mnback = Plane.new
    @mnback.bitmap = RPG::Cache.picture("MN_BK")
    @mnback.z = 1
    @mnlay = Sprite.new
    @mnlay.bitmap = RPG::Cache.picture("Equip_Lay")
    @mnlay.z = 2
    @actor = $game_party.actors[@actor_index]
    @help_window = Window_Help.new
    @help_window.opacity = 0
    @help_window.x = -300
    @help_window.contents_opacity = 0
    @left_window = Window_EquipLeft.new(@actor)
    @left_window.x = -300
    @left_window.contents_opacity = 0
    @right_window = Window_EquipRight.new(@actor)
    @item_window1 = Window_EquipItem.new(@actor, 0)
    @item_window2 = Window_EquipItem.new(@actor, 1)
    @item_window3 = Window_EquipItem.new(@actor, 2)
    @item_window4 = Window_EquipItem.new(@actor, 3)
    @item_window5 = Window_EquipItem.new(@actor, 4)
    @item_window1.x = 640
    @item_window2.x = 640
    @item_window3.x = 640
    @item_window4.x = 640
    @item_window5.x = 640   
    @right_window.help_window = @help_window
    @item_window1.help_window = @help_window
    @item_window2.help_window = @help_window
    @item_window3.help_window = @help_window
    @item_window4.help_window = @help_window
    @item_window5.help_window = @help_window
    @right_window.index = @equip_index
    @right_window.x = 640
    refresh
    Graphics.transition(MOG::MSEQPT, "Graphics/Transitions/" + MOG::MSEQPTT)
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    for i in 0..20
    @left_window.x -= 15
    @left_window.contents_opacity -= 10
    @item_window.x += 20
    @item_window.contents_opacity -= 15
    @right_window.x += 20
    @right_window.contents_opacity -= 15
    Graphics.update 
    end 
    Graphics.freeze
    @help_window.dispose
    @left_window.dispose
    @right_window.dispose
    @item_window1.dispose
    @item_window2.dispose
    @item_window3.dispose
    @item_window4.dispose
    @item_window5.dispose
    @mnback.dispose
    @mnlay.dispose
  end
  def refresh
    @item_window1.visible = (@right_window.index == 0)
    @item_window2.visible = (@right_window.index == 1)
    @item_window3.visible = (@right_window.index == 2)
    @item_window4.visible = (@right_window.index == 3)
    @item_window5.visible = (@right_window.index == 4)
    item1 = @right_window.item
    case @right_window.index
    when 0
      @item_window = @item_window1
    when 1
      @item_window = @item_window2
    when 2
      @item_window = @item_window3
    when 3
      @item_window = @item_window4
    when 4
      @item_window = @item_window5
    end
    if @right_window.active
      @left_window.set_new_parameters(nil, nil, nil,nil, nil, nil,nil)
    end
    if @item_window.active
      item2 = @item_window.item
      last_hp = @actor.hp
      last_sp = @actor.sp
      @actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
      new_atk = @actor.atk
      new_pdef = @actor.pdef
      new_mdef = @actor.mdef
      new_str = @actor.str
      new_dex = @actor.dex
      new_agi = @actor.agi
      new_int = @actor.int     
      @actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
      @actor.hp = last_hp
      @actor.sp = last_sp
      @left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str,
      new_dex,new_agi,new_int)     
    end
  end
  def update
    if @right_window.x > 272
       @right_window.x -= 25
    elsif @right_window.x <= 272
       @right_window.x = 272
    end 
    if @item_window.x > 272
       @item_window.x -= 25
    elsif @item_window.x <= 272
        @item_window.x = 272
    end
    if @item_window.active == false 
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
    @item_window.x = 640 
    end 
    end
    if @left_window.x < 0
    @left_window.x += 15
    @left_window.contents_opacity += 10
    elsif @left_window.x >= 0
    @left_window.x = 0
    @left_window.contents_opacity = 255
    end
    if @help_window.x < 0
    @help_window.x  += 20
    @help_window.contents_opacity += 10
    elsif @help_window.x >= 0
    @help_window.x = 0
    @help_window.contents_opacity = 255
  end   
    @mnback.ox += 1   
    @left_window.update
    @right_window.update
    @item_window.update
    if Input.trigger?(Input::B) or Input.trigger?(Input::C) or
    Input.trigger?(Input.dir4) or Input.trigger?(Input::L) or
    Input.trigger?(Input::R) or Input.press?(Input.dir4)
    @help_window.x = -300
    @help_window.contents_opacity = 0
    refresh
    end   
    if @right_window.active
      update_right
      return
    end
    if @item_window.active
      update_item
      return
    end
  end
  def update_right
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(2)
      return
    end
    if Input.trigger?(Input::C)
      if @actor.equip_fix?(@right_window.index)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @right_window.active = false
      @item_window.active = true
      @item_window.index = 0
      refresh     
      return
    end
    if Input.trigger?(Input::R)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
    if Input.trigger?(Input::L)
      $game_system.se_play($data_system.cursor_se)
      @actor_index += $game_party.actors.size - 1
      @actor_index %= $game_party.actors.size
      $scene = Scene_Equip.new(@actor_index, @right_window.index)
      return
    end
  end
  def update_item
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      refresh
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.equip_se)
      item = @item_window.item
      @actor.equip(@right_window.index, item == nil ? 0 : item.id)
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      @right_window.refresh
      @item_window.refresh
      refresh     
      return
    end
  end
end


As you can see the shield in this one is a bit cut off which bothers me.
http://i37.photobucket.com/albums/e64/aLeX_LeE92/EquipmentMenu.jpg[/img]

But the others are ok like this one, since it uses another kind of picture.
http://i37.photobucket.com/albums/e64/aLeX_LeE92/SkillMenu.jpg[/img]
Same with the save screen.
http://i37.photobucket.com/albums/e64/aLeX_LeE92/SaveMenu.jpg[/img]

Here is my main menu. Which is fine.
http://i37.photobucket.com/albums/e64/aLeX_LeE92/MainMenu.jpg[/img]

Any help would be appreciated and this is not my script i got it from browsing.
Sorry for the bad english and also like i was saying im trying to get the picture to not always be 232x434.
I mean the height doesnt matter its just the width. or more like I want the whole width of the picture to be able to see. Thank you and if you need any more information just ask.
 
ok, this should be simple enough. I took your script and put it in for the MOG Scene_Equipt that I have and messed around with it and this is what I got...

Change inside the window base edit...around line 30,

Code:
src_rect = Rect.new(0, 0, cw, ch)

to

Code:
src_rect = Rect.new(x + 0, 0, cw, ch)

That should fix your pictures. I got it to work with the picture of hte standard rtp guy, but I'm not so sure about your custom character. Play around with the x + 0 and see what you get. to move the pic left, increase the number, and vise-versa. Let me know if you need anymore help.

Hope this helps!!

~xgamexfreakx
 
but there is one thing.
erm..like you see the sword right in picture 1.
the sword should go out till the tip is sharp but its cut out.
what you did was moved the picture to the left a little but erm..
is there a way to make the whole picture go under the status/equip screen
so the status to the right is on top of picture and you are still able to see the
picture.?
 
First off, just a tip, don't double post, it'll get you in trouble. Just use the modify button if you need to add something.

to fix your pic in scene status, change:

Code:
src_rect = Rect.new(0, 0, cw, ch)

to

Code:
src_rect = Rect.new(x + 0, 0, cw + 400, ch)

Hopefully it should work. I don't have a pic as wide as yours, but that should make it work! Hope this helps!!

~xgamexfreakx
 

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