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Save-Point - Replacing Battle Menu Box with Picture

Save-Point

Full Version: Replacing Battle Menu Box with Picture
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This should be relatively simple though I haven't found any script enabling this. Isn't it only a matter of changing the script so it uploads the command box from a picture rather than the window skin? The command box for battles is just so boring. Does Save-Point have a superhero code genius that can assist?

I've seen menu edits of virtually every other screen in the game---but not the battle screen. ):
Sorry for the delay. For one, I only saw this when I got in here, two, I had to post in the previous request, and third... Had to spend a few minutes finding where the actor command window (your box) keeps turning on and off.

Code:
module REPL
  IMG       = "Fred"    # your file in the Graphics\Pictures folder
  OPACITY   = 190       # The background opacity
end


#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias repl_main main
  alias repl_start_phase2 start_phase2
  alias repl_phase3_setup_command_window phase3_setup_command_window
  alias repl_start_enemy_select start_enemy_select
  alias repl_end_enemy_select end_enemy_select
  alias repl_start_actor_select start_actor_select
  alias repl_start_skill_select start_skill_select
  alias repl_end_skill_select end_skill_select
  alias repl_start_item_select start_item_select
  alias repl_end_item_select end_item_select
  alias repl_start_phase4 start_phase4
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Initialize each kind of temporary battle data
    @acw_back = Sprite.new
    @acw_back.bitmap = RPG::Cache.picture(REPL::IMG)
    @acw_back.z = 10
    @acw_back.opacity = REPL::OPACITY
    @acw_back.visible = false
    # Original call
    repl_main
    # Dispose
    @acw_back.dispose
  end
  #--------------------------------------------------------------------------
  # * Start Party Command Phase
  #--------------------------------------------------------------------------
  def start_phase2
    # Disable actor command window
    @acw_back.visible = false
    # Original call
    repl_start_phase2
  end  
  #--------------------------------------------------------------------------
  # * Actor Command Window Setup
  #--------------------------------------------------------------------------
  def phase3_setup_command_window
    # Original call
    repl_phase3_setup_command_window
    # Enable actor command window
    @acw_back.visible = true
    @actor_command_window.opacity = 0
    @acw_back.x = @actor_command_window.x
    @acw_back.y = @actor_command_window.y
  end  
  #--------------------------------------------------------------------------
  # * Start Enemy Selection
  #--------------------------------------------------------------------------
  def start_enemy_select
    # Disable actor command window
    @acw_back.visible = false
    # Original call
    repl_start_enemy_select
  end  
  #--------------------------------------------------------------------------
  # * End Enemy Selection
  #--------------------------------------------------------------------------
  def end_enemy_select
    # Original call
    repl_end_enemy_select
    # If command is [fight]
    if @actor_command_window.index == 0
      @acw_back.visible = true
    end
  end  
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_select
    # Disable actor command window
    @acw_back.visible = false
    # Original call
    repl_start_actor_select
  end  
  #--------------------------------------------------------------------------
  # * Start Skill Selection
  #--------------------------------------------------------------------------
  def start_skill_select
    # Original call
    repl_start_skill_select
    # Disable actor command window
    @acw_back.visible = false
  end
  #--------------------------------------------------------------------------
  # * End Skill Selection
  #--------------------------------------------------------------------------
  def end_skill_select
    # Original call
    repl_end_skill_select
    # Enable actor command window
    @acw_back.visible = true
  end
  #--------------------------------------------------------------------------
  # * Start Item Selection
  #--------------------------------------------------------------------------
  def start_item_select
    # Original call
    repl_start_item_select
    # Disable actor command window
    @acw_back.visible = false
  end
  #--------------------------------------------------------------------------
  # * End Item Selection
  #--------------------------------------------------------------------------
  def end_item_select
    # Original call
    repl_end_item_select
    # Enable actor command window
    @acw_back.active = true
  end  
  #--------------------------------------------------------------------------
  # * Start Main Phase
  #--------------------------------------------------------------------------
  def start_phase4
    # Disable actor command window
    @acw_back.visible = false
    # Original call
    repl_start_phase4
  end  
end

This assumes you have a graphic the exact size of the actor command window. And this only applies to the command window. The battlestatus window is something separate (and marginally easier to mess with).
Thank you Fearless Leader! There really is a God above. Long live the the Vulfclan