I am almost done with my custom menu for my game and everything has gone well up until now. What I want is to display what the character has equipped underneath where I have his HP and MP. The way I have my menu set up sort of disallows the use of regular syntax, because I am only using one character and Window_MenuStatus isn't set up to handle multiple actors. I just need some help getting the equipment for Actor 1, showing up in Window_MenuStatus.
I have tried copying it from Window_Status, but I get method errors out the bunghole. So how do I go about doing this? Here is my MenuStatus script:
The reason it isn't following the usual syntax is because I was trying to be VERY specific with how it looked according to my mock ups(which, so far, it looks almost identical). The only original aspect of MenuStatus that remains is being able to select the character to go to the other menus.
Thanks in advance.
I have tried copying it from Window_Status, but I get method errors out the bunghole. So how do I go about doing this? Here is my MenuStatus script:
Code:
#==============================================================================
# ** 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, 384, 416)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
actor = $game_actors[1]
@item_max = $game_party.members.size
for actor in $game_party.members
self.contents.font.color = normal_color
self.contents.font.size = 28
self.contents.draw_text(0, 0, 200, 32, 'Banjara')
self.contents.font.size = 24
self.contents.draw_text(0, 22, 200, 32, 'Lv.')
self.contents.draw_text(28, 22, 200, 32, $game_actors[1].level.to_s)
self.contents.draw_text(0, 68, 60, 32, 'HP')
self.contents.draw_text(0, 96, 60, 32, 'MP')
self.contents.draw_text(0, 124, 60, 32, 'SP')
draw_hp(1, 32, 68)
draw_mp(1, 32, 96)
draw_sp(32, 124)
end
end
#--------------------------------------------------------------------------
# * Draw HP, MP, and SP Bars
#--------------------------------------------------------------------------
def draw_hp(actor, x, y)
back = Cache.system('MenuBarBase')
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x, y-ch+24, back, src_rect)
meter = Cache.system('MenuHPBar')
cw = meter.width * $game_actors[1].hp / $game_actors[1].maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x, y+5, meter, src_rect)
end
def draw_mp(actor, x, y)
back = Cache.system('MenuBarbase')
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x, y-ch+24, back, src_rect)
meter = Cache.system('MenuMPBar')
cw = meter.width * $game_actors[1].mp / $game_actors[1].maxmp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x, y+5, meter, src_rect)
end
def draw_sp(x, y)
back = Cache.system('MenuBarBase')
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x, y-ch+24, back, src_rect)
meter = Cache.system('MenuSPBar')
cw = meter.width * $game_variables[1] / 100
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x, y+5, meter, src_rect)
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0 # No cursor
self.cursor_rect.empty
elsif @index < @item_max # Normal
self.cursor_rect.set(-4, @index * 96, 358, 54)
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
The reason it isn't following the usual syntax is because I was trying to be VERY specific with how it looked according to my mock ups(which, so far, it looks almost identical). The only original aspect of MenuStatus that remains is being able to select the character to go to the other menus.
Thanks in advance.