sixtyandaquarter
Member
Hey,
What I'm requesting is a menu for a mostly completed game. The only thing is I'd like to touch up on the default menu.
I'm using a 6 member party, however, and have snap shots of what I would like, just incase my explanations aren't good.
Okay,
I'd like the basic command menu (Item, skill, equip, etc) to be laid out horizontally insstead of vertical, at the very top of the screen. If possible I'd like to have a drop down menu with each action, available (also in screen shot). However, this isn't necessary - but you're willing to do the rest of the menu, then I'll drop it - 'nuff said. If you want to give it a shot, the spoiler below marked "Drop Menu" has the information on the drop down menu.
Other than basic things such as Gold, Step Count, Game Time, and Location (Map Name), I'd like to add three windows.
I'd like to add a window that displays a picture based on map ID. In the spoiler below - the first two, both - you'll see a quickly filtered picture of a cabin in the woords, that's what I mean. If map ID = X, then the picture with that map ID would go there.
I'd aslo like to add a "completion" window, that shows the total completion of the game. Basically, I was going to do this via an item, but I thought it would be easier in the window itself. I have a variable that, coincidentally, is added to via events after certain parts of the story begin - and all treasure chests are found. If all events (including side quests) are done, and all tresure chests have been collected, this variable reads 100 - which is pretty good.
I'd like to add a bar to that, to show the completion (in the pictures below) but if that's not doable, then forget the bar.
You'll see a window as well, in the first two shots that says "Lawful Good". I'd like this to read two variables. Both go from 1-100, and depending on where a variable is, changes one word. So let's say one variable is "Laws" and if the player bides by them then that variable would raise, if it went pass "65" it would say "Lawful". If the person did evil things, however, the other variable "good/bad" (in my game it's called that) would lower, and if it went below "35" iit would show "Evil".
The variable "Laws" goes in this method, incase you'd like to know:
1-35 = Chaotic, 36-64 = Unlawful, and 65-100 = Lawful.
The "good/bad" follows the same, but is:
1-35 = "Evil", 36-64 "Neutral" and "65-100" is Good
You'll notice that their is a 7th character, along with the 6 party members. This is "You", the "actor" that represents the player. They are not in the party (only 6 members), however I'd like for this window to be here anyway, when a certain switch is on - and when that switch is off, this window is gone.
When that switch is on, however, I'd like this window to work in the following ways:
"You" is the name of Actor 1 (the first actor in the database - You is the default name, but the player can change it). I'd like "Task Master" to be that actor's Job Class, and I'd like "Level X" (in the example, Level: 3" to be that player's level. This is not a party character, however, and should not be selectable with any of the menus (equip, status, etc...).
To do that to Actor ID 1, the player would have to have that switch mentioned earlier set to off (when the combat party comes in, the events remove Actor ID 1 from party and add in the others - and turns on the switch, just if anyone had any questions on why this 7th character in the menu is an actor, but isn't treated as one in this menu)
The picture shown, should be attached, like the other characters, to the job class.
I'd like have a way to edit how the maps are written out, as I've some maps for organization have odd names like "catcmsmz3" (Catacomb Maze 3) that I'd like to not have to rename, yet have the name read "Catacombs, Sub Level 3" for example, but have the option to go 2 lines, not just one.
The other thing is the background image, but I've seen a window script that allows for you to add background images, and the like, so I can do those. The images in the spoiler are for size, I'm sure those are the dimensions and like I'd want, however I'm not so sure I'd like those colors - so I'll do those myself.
And lastly I'd like the characters to show on the menu, not as battlers or as their graphic, but as an image in the pictures folder (or wherever) link to their job classes.
If you need more information from me you can respond or PM me for anything. If you want to know the sizes and X/Y I'll try to figure them out perfectly - I made it so I can unmake it heh.
Thanks for reading.
If you decide to help me, thanks in advance.
What I'm requesting is a menu for a mostly completed game. The only thing is I'd like to touch up on the default menu.
I'm using a 6 member party, however, and have snap shots of what I would like, just incase my explanations aren't good.
Okay,
I'd like the basic command menu (Item, skill, equip, etc) to be laid out horizontally insstead of vertical, at the very top of the screen. If possible I'd like to have a drop down menu with each action, available (also in screen shot). However, this isn't necessary - but you're willing to do the rest of the menu, then I'll drop it - 'nuff said. If you want to give it a shot, the spoiler below marked "Drop Menu" has the information on the drop down menu.
Other than basic things such as Gold, Step Count, Game Time, and Location (Map Name), I'd like to add three windows.
I'd like to add a window that displays a picture based on map ID. In the spoiler below - the first two, both - you'll see a quickly filtered picture of a cabin in the woords, that's what I mean. If map ID = X, then the picture with that map ID would go there.
I'd aslo like to add a "completion" window, that shows the total completion of the game. Basically, I was going to do this via an item, but I thought it would be easier in the window itself. I have a variable that, coincidentally, is added to via events after certain parts of the story begin - and all treasure chests are found. If all events (including side quests) are done, and all tresure chests have been collected, this variable reads 100 - which is pretty good.
I'd like to add a bar to that, to show the completion (in the pictures below) but if that's not doable, then forget the bar.
You'll see a window as well, in the first two shots that says "Lawful Good". I'd like this to read two variables. Both go from 1-100, and depending on where a variable is, changes one word. So let's say one variable is "Laws" and if the player bides by them then that variable would raise, if it went pass "65" it would say "Lawful". If the person did evil things, however, the other variable "good/bad" (in my game it's called that) would lower, and if it went below "35" iit would show "Evil".
The variable "Laws" goes in this method, incase you'd like to know:
1-35 = Chaotic, 36-64 = Unlawful, and 65-100 = Lawful.
The "good/bad" follows the same, but is:
1-35 = "Evil", 36-64 "Neutral" and "65-100" is Good
You'll notice that their is a 7th character, along with the 6 party members. This is "You", the "actor" that represents the player. They are not in the party (only 6 members), however I'd like for this window to be here anyway, when a certain switch is on - and when that switch is off, this window is gone.
When that switch is on, however, I'd like this window to work in the following ways:
"You" is the name of Actor 1 (the first actor in the database - You is the default name, but the player can change it). I'd like "Task Master" to be that actor's Job Class, and I'd like "Level X" (in the example, Level: 3" to be that player's level. This is not a party character, however, and should not be selectable with any of the menus (equip, status, etc...).
To do that to Actor ID 1, the player would have to have that switch mentioned earlier set to off (when the combat party comes in, the events remove Actor ID 1 from party and add in the others - and turns on the switch, just if anyone had any questions on why this 7th character in the menu is an actor, but isn't treated as one in this menu)
The picture shown, should be attached, like the other characters, to the job class.
I'd like have a way to edit how the maps are written out, as I've some maps for organization have odd names like "catcmsmz3" (Catacomb Maze 3) that I'd like to not have to rename, yet have the name read "Catacombs, Sub Level 3" for example, but have the option to go 2 lines, not just one.
The other thing is the background image, but I've seen a window script that allows for you to add background images, and the like, so I can do those. The images in the spoiler are for size, I'm sure those are the dimensions and like I'd want, however I'm not so sure I'd like those colors - so I'll do those myself.
And lastly I'd like the characters to show on the menu, not as battlers or as their graphic, but as an image in the pictures folder (or wherever) link to their job classes.
If you need more information from me you can respond or PM me for anything. If you want to know the sizes and X/Y I'll try to figure them out perfectly - I made it so I can unmake it heh.
http://i55.photobucket.com/albums/g147/sixtyandaquarter/hopefulmenu.png[/IMG]
http://i55.photobucket.com/albums/g147/sixtyandaquarter/hopefulmenu2.png[/IMG]
Item: Use | Trade | Drop.
Use would open up the item inventory, Trade would call up a custom scripted or evented shop, that's not finished yet... sadly (if a certain job class is in party). Drop would open up the item window, but instead of selecting an item to use, you discard it.
Skill: Use | View Skills
Use would allow the player to view a character's skills, via selection like normal. However, only skills usable (if needed added to a hash in the script or something, tagged even) would be viewable, the rest wouldn't show up - so only skills usable all the time, or only on the field are usable. View Skills would open up the normal skill menu, though if you'd like you can disable using skills here, but it doesn't matter to me if they can use from the view or not - if not, it would just show all learned skills, but not allow usage of skills.
Equip (Yes, I know I misspelled Equip in the screen shot, sorry) This has no drown down menu, you simply select the character and equipment normally.
Status: Normal status screen...
Save Save | Load
Safe would open up the save menu, where as Load would allow the player to load from a Save menu - hopefully with a "Are you sure you'd like to quit, and load a new game?" like message. Load is optional, if you'd like you can drop it and just open up the basic save menu.
Quit: Reset | Shut Down
Reset is a basic "To Title", whereas Shut Down simply shuts down, that is all.
Item: Use | Trade | Drop.
Use would open up the item inventory, Trade would call up a custom scripted or evented shop, that's not finished yet... sadly (if a certain job class is in party). Drop would open up the item window, but instead of selecting an item to use, you discard it.
Skill: Use | View Skills
Use would allow the player to view a character's skills, via selection like normal. However, only skills usable (if needed added to a hash in the script or something, tagged even) would be viewable, the rest wouldn't show up - so only skills usable all the time, or only on the field are usable. View Skills would open up the normal skill menu, though if you'd like you can disable using skills here, but it doesn't matter to me if they can use from the view or not - if not, it would just show all learned skills, but not allow usage of skills.
Equip (Yes, I know I misspelled Equip in the screen shot, sorry) This has no drown down menu, you simply select the character and equipment normally.
Status: Normal status screen...
Save Save | Load
Safe would open up the save menu, where as Load would allow the player to load from a Save menu - hopefully with a "Are you sure you'd like to quit, and load a new game?" like message. Load is optional, if you'd like you can drop it and just open up the basic save menu.
Quit: Reset | Shut Down
Reset is a basic "To Title", whereas Shut Down simply shuts down, that is all.
http://i55.photobucket.com/albums/g147/sixtyandaquarter/menu-brokendown.png[/IMG]
This is how I designed it, although I didn't know what to put in certain areas, although I figured it out. This is just to show the frame of it, I guess.
"Other Menu" is the alignment that must be read off of a variable, discussed above.
"Variable Picture is wrong, I've figured out a much better way to do that.
"other wording" is explained above.
This is how I designed it, although I didn't know what to put in certain areas, although I figured it out. This is just to show the frame of it, I guess.
"Other Menu" is the alignment that must be read off of a variable, discussed above.
"Variable Picture is wrong, I've figured out a much better way to do that.
"other wording" is explained above.
Thanks for reading.
If you decide to help me, thanks in advance.