I'm having trouble displaying faces with the menu system, I think I'm placing the files in the correct folder (Graphics/Characters/Faces) but for some reason they don't show up despite me giving them the same names as the character folder. Can anyone help?
I don't think it's any other script's fault. The face wasn't displayed on a blank project with the script. In both cases a blank space is left in place of the face (only the window skin is seen)
khmp: Code in code tags, please.
Code:
#*********************************************************
#Final Fantasy VII menu setup by AcedentProne
#*********************************************************
#To use:
#If you do not want Faces, go to line 94
#and change delete the # of draw_actor_graphic
#and put a # infront of draw_actor_face
#
#Create a new folder in the Characters folder, and call it Faces
#Adding faces: add a 80x80 picture with the same name as the characterset it
#corrosponds with in the Faces folder
#========================================
#â– Window_Base
#--------------------------------------------------------------------------------
# Setting functions for the "Base"
#========================================
class Window_Base < Window
def draw_actor_face(actor, x, y)
face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue)
fw = face.width
fh = face.height
src_rect = Rect.new(0, 0, fw, fh)
self.contents.blt(x - fw / 23, y - fh, face, src_rect)
end
end
def draw_actor_battler_graphic(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw = bitmap.width
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
#========================================
#â– Game_Map
#--------------------------------------------------------------------------------
# Setting functions for the Map
#========================================
class Game_Map
def name
$map_infos[@map_id]
end
end
#========================================
#â– Window_Title
#--------------------------------------------------------------------------------
# Setting functions for the Title
#========================================
class Scene_Title
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
#==============================================================================
# â– Window_MenuStatus
#------------------------------------------------------------------------------
# Sets up the Choosing.
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
def initialize
super(0, 0, 560, 454)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 18
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# Drawing Info on Screen
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 94
y = i * 110
actor = $game_party.actors[i]
draw_actor_face(actor, 11, y + 0) #To get rid of the Face, put a "#" before the draw_ of this line
#draw_actor_graphic(actor, 48, y + 65) #and delete the "#" infront of draw of this line
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 72, y)
draw_actor_level(actor, x, y + 18)
draw_actor_state(actor, x + 144, y)
draw_actor_exp(actor, x+ 144, y + 38)
draw_actor_hp(actor, x, y + 38)
draw_actor_sp(actor, x, y + 58)
end
end#--------------------------------------------------------------------------
# Update of Cursor
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 110, self.width - 32, 96)
end
end
end
#=======================================#
# â– Window_GameStats #
# written by AcedentProne #
#------------------------------------------------------------------------------#
class Window_GameStats < Window_Base
def initialize
super(0, 0, 160, 60)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 18
refresh
end
def refresh
self.contents.clear
#Drawing gold into separate commas by Dubealex
case $game_party.gold
when 0..9999
gold = $game_party.gold
when 10000..99999
gold = $game_party.gold.to_s
array = gold.split(//)
gold = array[0].to_s+array[1].to_s+","+array[2].to_s+array[3].to_s+array[4].to_s
when 100000..999999
gold = $game_party.gold.to_s
array = gold.split(//)
gold = array[0].to_s+array[1].to_s+array[2].to_s+","+array[3].to_s+array[4].to_s+array[5].to_s
when 1000000..9999999
gold = $game_party.gold.to_s
array = gold.split(//)
gold = array[0].to_s+","+array[1].to_s+array[2].to_s+array[3].to_s+","+array[4].to_s+array[5].to_s+array[6].to_s
end
#Draw Gold
self.contents.font.color = system_color
gold_word = $data_system.words.gold.to_s
cx = contents.text_size(gold_word).width
cx2=contents.text_size(gold.to_s).width
self.contents.draw_text(4, 4, 120-cx-2, 32, gold_word)
self.contents.font.color = normal_color
self.contents.draw_text(124-cx2+1, 4, cx2, 32, gold.to_s, 2)
self.contents.font.color = system_color
# Draw "Time"
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, -10, 120, 32, text, 2)
self.contents.font.color = system_color
self.contents.draw_text(4, -10, 120, 32, "Time")
end
#--------------------------------------------------------------------------
# Update of The count
#--------------------------------------------------------------------------
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
#==============================================================================
# â– Window_Mapname
#------------------------------------------------------------------------------
#  Draws the Map name
#==============================================================================
class Window_Mapname < Window_Base
#--------------------------------------------------------------------------
# Set up
#--------------------------------------------------------------------------
def initialize
super(0, 0, 320, 44)
self.contents = Bitmap.new(width - 52, height - 32)
self.contents.font.name = "Arial"
self.contents.font.size = 18
refresh
end
#--------------------------------------------------------------------------
# Draws info on screen
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# Map Name
#map = $game_map.name
self.contents.font.color = system_color
self.contents.draw_text(4, -10, 180, 32, "Location")
self.contents.font.color = normal_color
self.contents.draw_text(145, -10, 125, 32, $game_map.name)
end
end
#==============================================================================
# â– Scene_Menu
#------------------------------------------------------------------------------
# FF7 menu layout as requested by AcedentProne.
#==============================================================================
class Scene_Menu
#--------------------------- edit-------------------------------
attr_reader :status_window
#/--------------------------- edit-------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
def main
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = "Limit"
s4 = $data_system.words.equip
s5 = "Status"
s6 = "Save"
s7 = "Exit"
#--------------------------- edit-------------------------------
# Command menu
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.x = 640 - @command_window.width
@command_window.y = 480
@command_window.z = 110
@command_window.index = @menu_index
#If certain options are avaliable
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(4)
end
#Showing location window
@map = Window_Mapname.new
@map.x = 640 - @map.width
@map.y = 0 - @map.height - 1
@map.z = 110
#Showing the game stats
@game_stats_window = Window_GameStats.new
@game_stats_window.x = 0 - @game_stats_window.width
@game_stats_window.y = 480 - @map.height - @game_stats_window.height
@game_stats_window.z =110
#Showing the Menu Status window
@status_window = Window_MenuStatus.new
@status_window.x = 640
@status_window.y = 8
@status_window.z = 100
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@game_stats_window.dispose
@status_window.dispose
@map.dispose
end
#--------------------------------------------------------------------------
#Defining the delay
#--------------------------------------------------------------------------
def delay(seconds)
for i in 0...(seconds * 1)
sleep 0.01
Graphics.update
end
end
#--------------------------------------------------------------------------
# Updating
#--------------------------------------------------------------------------
def update
@command_window.update
@game_stats_window.update
@status_window.update
@map.update
#Moving Windows inplace
gamepos = 640 - @game_stats_window.width
mappos = 480 - @map.height - 1
if @command_window.y > 0
@command_window.y -= 60
end
if @game_stats_window.x < gamepos
@game_stats_window.x += 80
end
if @map.y < mappos
@map.y += 80
end
if @status_window.x > 0
@status_window.x -= 80
end
#Saying if options are active
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# Updating the Command Selection
#--------------------------------------------------------------------------
def update_command
# If B button is pushed
if Input.trigger?(Input::B)
# Plays assigned SE
$game_system.se_play($data_system.cancel_se)
#Looping for moving windows out
loop do
if @command_window.y < 480
@command_window.y += 40
end
if @game_stats_window.x > 0 - @game_stats_window.width
@game_stats_window.x -= 40
end
if @map.y > 0 - @map.height
@map.y -= 40
end
if @status_window.x < 640
@status_window.x += 40
end
delay(0.5)
if @status_window.x >= 640
break
end
end
# Go to Map
$scene = Scene_Map.new
return
end
# If C button is pused
if Input.trigger?(Input::C)
# Checks actor size
if $game_party.actors.size == 0 and @command_window.index < 4
# plays SE
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2 # Limit
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_LimitMenu.new
when 4 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 5 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 6 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# Updating Status Screen
#--------------------------------------------------------------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
loop do
if @command_window.y < 480
@command_window.y += 40
end
if @game_stats_window.x > 0 - @game_stats_window.width
@game_stats_window.x -= 40
end
if @map.y > 0 - @map.height
@map.y -= 40
end
if @status_window.x < 640
@status_window.x += 40
end
delay(0.5)
if @status_window.x >= 640
break
end
end
$scene = Scene_Skill.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
loop do
if @command_window.y < 480
@command_window.y += 40
end
if @game_stats_window.x > 0 - @game_stats_window.width
@game_stats_window.x -= 40
end
if @map.y > 0 - @map.height
@map.y -= 40
end
if @status_window.x < 640
@status_window.x += 40
end
delay(0.5)
if @status_window.x >= 640
break
end
end
$scene = Scene_Equip.new(@status_window.index)
when 4
$game_system.se_play($data_system.decision_se)
loop do
if @command_window.y < 480
@command_window.y += 40
end
if @game_stats_window.x > 0 - @game_stats_window.width
@game_stats_window.x -= 40
end
if @map.y > 0 - @map.height
@map.y -= 40
end
if @status_window.x < 640
@status_window.x += 40
end
delay(0.5)
if @status_window.x >= 640
break
end
end
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
I don't think it's any other script's fault. The face wasn't displayed on a blank project with the script. In both cases a blank space is left in place of the face (only the window skin is seen)
khmp: Code in code tags, please.