I'm starting with scripting and costumized the menu a bit.
This what it looks like:
http://img29.picoodle.com/img/img29/3/8/5/t_lollolololm_320acd5.png[/img]
My question is: how can i make three other boxes which only show up when the other chars are in the party?
Heres my edit of Window_MenuStatus:
EDIT:
WHoops forgot to add the picture, sorry...
EDIT: FIXED.
This what it looks like:
http://img29.picoodle.com/img/img29/3/8/5/t_lollolololm_320acd5.png[/img]
My question is: how can i make three other boxes which only show up when the other chars are in the party?
Heres my edit of Window_MenuStatus:
#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 282, 122)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
x = 104
y = actor.index * 96 + WLH / 2
draw_actor_name(actor, x + 20, y)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 20, y + WLH * 1)
draw_actor_mp(actor, x + 20, y + WLH * 2)
end
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal
self.cursor_rect.set(0, @index * 96, contents.width, 96)
elsif @index >= 100 # Self
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else # All
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 282, 122)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
x = 104
y = actor.index * 96 + WLH / 2
draw_actor_name(actor, x + 20, y)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 20, y + WLH * 1)
draw_actor_mp(actor, x + 20, y + WLH * 2)
end
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal
self.cursor_rect.set(0, @index * 96, contents.width, 96)
elsif @index >= 100 # Self
self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
else # All
self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
end
end
end
WHoops forgot to add the picture, sorry...
EDIT: FIXED.