I've been fooling around with menu edits, seeing if I can understand the way the RMXP codes things and whatnot to see if I can alter it to do whatever I want. I've been trying to mock the layout used in Tales of Phantasia (PS1) as a test of this, but I have a few problems I can't figure out on my own that I was hoping someone could help with.
I'll list them in the order of priority.
1. Displaying the "Experience to next level" amount on the Menu's status portion (see screenshot). I just put a plain text placeholder for now of what I want it to show and how I want it to look, but I don't actually know how to make it read off the game variables. I saw something like: "@actor.next_rest_exp_s" in Window_status, but using this just gave me some kinda error (undefined method or something probably). I also tried it without the "_s" at the end, but that still errored on me. Could anyone tell me the correct way to call up that number?
2. I want the actual menu (the part with the commands) to stretch down the same length as the parts to the right of it. I have them sized just fine right now, but the it leaves a lot of dead space at the bottom since my commands don't actually run that long. I was wondering if there was a way I could define the space between each line of text so that they fill it out better.
3. Very minor thing (but would add a nice little touch) is would there be a way for me to make each character's info be in its own box? What I have now is the regular way of one box that contains info for all 4 characters. What I would instead like is to have a seperate border drawn around each character's info to kinda seperate them if that's possible.
4. Even more minor is I wondered how you can change the way the cursor works. By default, it's a square box that gets stretched into a rectangle across the word that is selected. In Phantasia, they just have a hand pointer cursor that sits at the left of the word, pointing to it. Is there a way to mimic that effect in RMXP?
finally, here is a screenshot of what I got it to do so far so you can get a better idea of what I'm trying to do along with what I said above:
I'll list them in the order of priority.
1. Displaying the "Experience to next level" amount on the Menu's status portion (see screenshot). I just put a plain text placeholder for now of what I want it to show and how I want it to look, but I don't actually know how to make it read off the game variables. I saw something like: "@actor.next_rest_exp_s" in Window_status, but using this just gave me some kinda error (undefined method or something probably). I also tried it without the "_s" at the end, but that still errored on me. Could anyone tell me the correct way to call up that number?
2. I want the actual menu (the part with the commands) to stretch down the same length as the parts to the right of it. I have them sized just fine right now, but the it leaves a lot of dead space at the bottom since my commands don't actually run that long. I was wondering if there was a way I could define the space between each line of text so that they fill it out better.
3. Very minor thing (but would add a nice little touch) is would there be a way for me to make each character's info be in its own box? What I have now is the regular way of one box that contains info for all 4 characters. What I would instead like is to have a seperate border drawn around each character's info to kinda seperate them if that's possible.
4. Even more minor is I wondered how you can change the way the cursor works. By default, it's a square box that gets stretched into a rectangle across the word that is selected. In Phantasia, they just have a hand pointer cursor that sits at the left of the word, pointing to it. Is there a way to mimic that effect in RMXP?
finally, here is a screenshot of what I got it to do so far so you can get a better idea of what I'm trying to do along with what I said above: