After taking a good look at the faces my partner and I had made for our RPG, I was not satisfied with the way they looked on the menu. With that, I decided I would find a way to make their sprites appear on the menu instead. After loooong hours of playing around with it and many, many errors, I ran across the very simple solution of changing only one line. :dead: Anyway, you can do that by going into Window_MenuStatus, looking at the "refresh" method, and replacing the line
with
or, you can copy all of this and put it above Main:
It's your choice, and I hope you like it.
NOTE: This is, of course, only for use with a normal menu style. You may edit it as needed in order to make it work with a custom menu, but please, at least give me credit for the idea.
Code:
draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
with
Code:
draw_actor_graphic(actor, 45, actor.index * 96 + 50)
or, you can copy all of this and put it above Main:
Code:
#------------------------------------------------------------------------------
#MenuSprites script by Gammastar
#This script displays character sprites instead of faces on the menu.
#------------------------------------------------------------------------------
class Window_MenuStatus < Window_Selectable
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
#This is where the change is made. It was formerly draw_actor_face.
draw_actor_graphic(actor, 45, actor.index * 96 + 50)
x = 104
y = actor.index * 96 + WLH / 2
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 120, y)
draw_actor_level(actor, x, y + WLH * 1)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 120, y + WLH * 1)
draw_actor_mp(actor, x + 120, y + WLH * 2)
end
end
end
It's your choice, and I hope you like it.
NOTE: This is, of course, only for use with a normal menu style. You may edit it as needed in order to make it work with a custom menu, but please, at least give me credit for the idea.