Stupid Penguin
Member
Hello.
I am in desperate need of some assistance with the image menu script.
It works perfect but when I go into the equip window, the game's window skin appears and totally throws off the look of the menu.
Is there any way I can have the equip window work WITHOUT using window skins behind the options?
http://img.photobucket.com/albums/v312/ ... nuhelp.png[/IMG]
I hope someone can help me with this.
Below is the image menu script I am using.
Thanks and I hope to hear from someone soon.
---Ishbuu
I am in desperate need of some assistance with the image menu script.
It works perfect but when I go into the equip window, the game's window skin appears and totally throws off the look of the menu.
Is there any way I can have the equip window work WITHOUT using window skins behind the options?
http://img.photobucket.com/albums/v312/ ... nuhelp.png[/IMG]
I hope someone can help me with this.
Below is the image menu script I am using.
Thanks and I hope to hear from someone soon.
---Ishbuu
Code:
module NARAMURA_RGSS2
#-----------------------------------------------------------------------------
# Scene_Menu
#-----------------------------------------------------------------------------
# Created by Naramura ( http://naramura.kdn.ne.jp )
# Translated by Kurisu (http://www.rmxpcentral.co.nr)
#-----------------------------------------------------------------------------
# Features;
# This script enable you to use 640x480pxl image for menu background
# Check the Window Skin folder in the demo for the images
# Image Background Template is found on this Script's topic.
#-----------------------------------------------------------------------------
# Remember to credit Naramura,
# I don't want credit, as I DID NOT create the script
# I only translated it from Japanese to English
#-----------------------------------------------------------------------------
# How to use:
# It is quite simple. Plug in and play.
# All you have to do is;
# 1. Put the Image Background in the Windowskin Folder
# (Look in Windowskin folder in Demo)
#
# 2. Edit the file name = "MENU_BACKEX = "menu_system01" to your image
# filename. Simple
#
# 3. "WIN_BACKPATTERN = false" This let you either choose Tiling (Squares)
# background, or stretch it to fit the whole window
# false = Tiling
# true = Stretch
#
# "WIN_BOPACITY" This let you change the opacity of the menu.
# from 1 being tranparent to 255 being Non-Transparent
#
# You can edit the colors of the texts
# Check below for references
# TEXT_NORMAL, TEXT_NOUSE, TEXT_SYSTEM, TEXT_PINCH, TEXT_DEATH
#
# TEXT_NORMAL = Normal Text
# TEXT_NOUSE = Disabled Text
# TEXT_SYSTEM = System Text
# TEXT_PINCH = Critical Text
# TEXT_DEATH = Knocked-Out Text
#
# Each class, there will be comment saying "Edit Opacity settings"
# That where you can edit Opacity settings for invidual windows
#
# That's about it
# Post in the RGSS Requests if you want something merged or something
#
#-----------------------------------------------------------------------------
# Start Editing Below
MENU_BACKEX = "menu_system01"
WIN_BACKPATTERN = false
WIN_BOPACITY = 255
TEXT_NORMAL = Color.new(255, 255, 255, 255)
TEXT_NOUSE = Color.new(255, 255, 255, 128)
TEXT_SYSTEM = Color.new(192, 224, 255, 255)
TEXT_PINCH = Color.new(255, 255, 64, 255)
TEXT_DEATH = Color.new(255, 64, 0, 255)
# Stop Editing (Don't edit below)
end
# â– Tiling of background, modification of the letter color setting of Window_Base
class Window_Base < Window
#--------------------------------------------------------------------------
# â— Object Initialization
#--------------------------------------------------------------------------
alias initialize_naramura_rgss2 initialize
def initialize(x, y, width, height)
initialize_naramura_rgss2(x, y, width, height)
self.stretch = NARAMURA_RGSS2::WIN_BACKPATTERN
end
#--------------------------------------------------------------------------
# â— Letter color = "Normal"
#--------------------------------------------------------------------------
def normal_color
return NARAMURA_RGSS2::TEXT_NORMAL
end
#--------------------------------------------------------------------------
# â— Letter color = "Disabled"
#--------------------------------------------------------------------------
def disabled_color
return NARAMURA_RGSS2::TEXT_NOUSE
end
#--------------------------------------------------------------------------
# â— Letter color = "System"
#--------------------------------------------------------------------------
def system_color
return NARAMURA_RGSS2::TEXT_SYSTEM
end
#--------------------------------------------------------------------------
# â— Letter color = "Critical"
#--------------------------------------------------------------------------
def crisis_color
return NARAMURA_RGSS2::TEXT_PINCH
end
#--------------------------------------------------------------------------
# â— Letter color = "Knocked-Out"
#--------------------------------------------------------------------------
def knockout_color
return NARAMURA_RGSS2::TEXT_DEATH
end
end
# â– Correction of the window where letter color setting is not reflected
class Window_ShopCommand < Window_Selectable
alias naramura_rgss2_ref refresh
def refresh
self.contents.font.color = normal_color
naramura_rgss2_ref
end
end
class Window_NameEdit < Window_Base
alias naramura_rgss2_ref refresh
def refresh
self.contents.font.color = normal_color
naramura_rgss2_ref
end
end
class Window_NameInput < Window_Base
alias naramura_rgss2_ref refresh
def refresh
self.contents.font.color = normal_color
naramura_rgss2_ref
end
end
#==============================================================================
# â– Window_Menu
#------------------------------------------------------------------------------
# Background window indication of menu
#==============================================================================
class Window_MenuBase < Window_Base
#--------------------------------------------------------------------------
# â— Object Initialization
#--------------------------------------------------------------------------
def initialize(type)
super(-16,-16,672,512)
self.contents = Bitmap.new(width - 32, height - 32)
bitmap = Bitmap.new("Graphics/Windowskins/"+NARAMURA_RGSS2::MENU_BACKEX)
y = 0
case type
when 0 # Main menu
rect = Rect.new(0,64,640,480)
when 1 # Status menu
rect = Rect.new(160,64,640,480)
when 2 # Item menu
rect = Rect.new(160,0,640,480)
when 3 # Skill menu
rect = Rect.new(160,0,640,416)
y = 64
self.contents.blt(0,0,bitmap,Rect.new(160,0,640,64))
end
self.opacity = 0
self.z = 0
self.contents.blt(0,y,bitmap,rect)
end
end
# This class performs menu screen processing.
class Scene_Menu
#--------------------------------------------------------------------------
# â— Main processing
#--------------------------------------------------------------------------
def main
# Make the Command Window
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Save"
s6 = "End Game"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(4)
end
# Make play time window
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 224
# Make steps window
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# Make status window
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
# You can edit Opacity Properties here
@menubase_window = Window_MenuBase.new(0)
@command_window.opacity = 0
@playtime_window.opacity = 0
@steps_window.opacity = 0
@gold_window.opacity = 0
@status_window.opacity = 0
# Don't edit below
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
@menubase_window.dispose
end
end
class Scene_Item
#--------------------------------------------------------------------------
# â— Main Processing
#--------------------------------------------------------------------------
def main
# Make help window, item window
@help_window = Window_Help.new
@item_window = Window_Item.new
# Associate help window
@item_window.help_window = @help_window
# Make target window (set to invisible / inactive)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
# You can edit the Opacity setting here
@menubase_window = Window_MenuBase.new(2)
@help_window.opacity = 0
@item_window.opacity = 0
@target_window.back_opacity = NARAMURA_RGSS2::WIN_BOPACITY
# Don't edit below
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@help_window.dispose
@item_window.dispose
@target_window.dispose
@menubase_window.dispose
end
end
class Scene_Skill
#--------------------------------------------------------------------------
# â— Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_party.actors[@actor_index]
# Make help window, status window, and skill window
@help_window = Window_Help.new
@status_window = Window_SkillStatus.new(@actor)
@skill_window = Window_Skill.new(@actor)
# Associate help window
@skill_window.help_window = @help_window
# Make target window (set to invisible / inactive)
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
# Edit the Opacity settings here
@menubase_window = Window_MenuBase.new(3)
@help_window.opacity = 0
@status_window.opacity = 0
@skill_window.opacity = 0
@target_window.back_opacity = NARAMURA_RGSS2::WIN_BOPACITY
# Don't edit below
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@help_window.dispose
@status_window.dispose
@skill_window.dispose
@target_window.dispose
@menubase_window.dispose
end
end
class Scene_Equip
#--------------------------------------------------------------------------
# â— Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_party.actors[@actor_index]
# Make windows
@help_window = Window_Help.new
@left_window = Window_EquipLeft.new(@actor)
@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)
# Associate help window
@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
# Set cursor position
@right_window.index = @equip_index
refresh
# Edit Opacity settings here
@menubase_window = Window_MenuBase.new(2)
@help_window.opacity = 0
@item_window1.opacity = 0
@item_window2.opacity = 0
@item_window3.opacity = 0
@item_window4.opacity = 0
@item_window5.opacity = 0
@left_window.back_opacity = NARAMURA_RGSS2::WIN_BOPACITY
@right_window.back_opacity = NARAMURA_RGSS2::WIN_BOPACITY
# Don't edit below
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@help_window.dispose
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
@menubase_window.dispose
end
end
class Scene_Status
#--------------------------------------------------------------------------
# â— Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_party.actors[@actor_index]
# Make status window
@status_window = Window_Status.new(@actor)
# Edit Opacity settings below
@menubase_window = Window_MenuBase.new(1)
@status_window.opacity = 0
# Don't edit below
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@status_window.dispose
@menubase_window.dispose
end
end
class Scene_File
#--------------------------------------------------------------------------
# â— Main Processing
#--------------------------------------------------------------------------
def main
# Make help window
@help_window = Window_Help.new
@help_window.set_text(@help_text)
# Make save file window
@savefile_windows = []
for i in 0..3
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
# Select last file to be operated
@file_index = $game_temp.last_file_index
@savefile_windows[@file_index].selected = true
# Edit Opacity settings here
@menubase_window = Window_MenuBase.new(2)
@help_window.opacity = 0
for i in 0..3
@savefile_windows[i].opacity = 0
end
# Don't edit below
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@help_window.dispose
@menubase_window.dispose
for i in @savefile_windows
i.dispose
end
end
end
class Scene_Shop
#--------------------------------------------------------------------------
# â— Main Processing
#--------------------------------------------------------------------------
def main
# Make help window
@help_window = Window_Help.new
# Make command window
@command_window = Window_ShopCommand.new
# Make gold window
@gold_window = Window_Gold.new
@gold_window.x = 480
@gold_window.y = 64
# Make dummy window
@dummy_window = Window_Base.new(0, 128, 640, 352)
# Make buy window
@buy_window = Window_ShopBuy.new($game_temp.shop_goods)
@buy_window.active = false
@buy_window.visible = false
@buy_window.help_window = @help_window
# Make sell window
@sell_window = Window_ShopSell.new
@sell_window.active = false
@sell_window.visible = false
@sell_window.help_window = @help_window
# Make quantity input window
@number_window = Window_ShopNumber.new
@number_window.active = false
@number_window.visible = false
# Make status window
@status_window = Window_ShopStatus.new
@status_window.visible = false
# Edit Opacity settings below
@menubase_window = Window_MenuBase.new(3)
@help_window.opacity = 0
@command_window.opacity = 0
@gold_window.opacity = 0
@dummy_window.opacity = 0
@buy_window.opacity = 0
@sell_window.opacity = 0
@number_window.opacity = 0
@status_window.back_opacity = NARAMURA_RGSS2::WIN_BOPACITY
# Don't edit below
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@help_window.dispose
@command_window.dispose
@gold_window.dispose
@dummy_window.dispose
@buy_window.dispose
@sell_window.dispose
@number_window.dispose
@status_window.dispose
@menubase_window.dispose
end
end
class Scene_Name
#--------------------------------------------------------------------------
# â— Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_actors[$game_temp.name_actor_id]
# Make windows
@edit_window = Window_NameEdit.new(@actor, $game_temp.name_max_char)
@input_window = Window_NameInput.new
# Edit Opacity settings here
@menubase_window = Window_MenuBase.new(1)
@edit_window.opacity = 0
@input_window.opacity = 0
# Don't edit below
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@edit_window.dispose
@input_window.dispose
@menubase_window.dispose
end
end