XAIL MENU from RPG VX ACE to RPG XP - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Games Development (https://www.save-point.org/forum-4.html) +--- Forum: Code Support (https://www.save-point.org/forum-20.html) +--- Thread: XAIL MENU from RPG VX ACE to RPG XP (/thread-5720.html) |
RE: XAIL MENU from RPG VX ACE to RPG XP - DerVVulfman - 03-27-2016 Well then, it should be fully compatible. You just need to make: Code: LIST[4] = ["Reserves", "048-Skill05", "Exchange party members with your reserve staff.", true, false] Code: LIST[4] = [false, false, "Scene_Reserves.new"] Oh, new thought. An 'actor only' or 'actors only' setting for specific scenes. What this entails is for special menu options that only work for a specific character or group of characters. As an example, let's say your game has a custom Crafting script and the menu selection reads as 'Weaponsmith' Weaponsmith in your script is set to use Scene_Crafting.new(actor_index) ... as normal, but have an extra parameter for actor ID #12. No other scene or menu option is assigned an actor id but this one, and this one only permits the 12th actor in your database to even use the script. So if you want to craft any weapons, you better have him in your party. I won't just stop there. Imagine if you have a group of actors... like actors 3 and 5 only able to access the Bestiary script! Better have your thief or warrior around to tell you what you fought before. Sorta like this Code: LIST[5] = [false, false, "Scene_Crafting.new(@status_window.index)", 12] Code: LIST[6] = [false, false, "Scene_Bestiary.new", [3,5]] In a nutshell, I'm working out any eventualities seen in menus and added menu options before the need arises. EDIT: Wow, that wasn't hard to add at all. Specified options disabled until actor(s) who uses them are in party. AND only those actors can use them. RE: XAIL MENU from RPG VX ACE to RPG XP - DerVVulfman - 03-30-2016 No new screenies as nothing actually 'visible' to mention. However mechanics for certain features have been worked out and are 100% functional.
* If one looks at Scene_Item, there is a call where it reads $scene = Scene_Menu.new(0), with the '0' indicating which menu option to highlight. If you re-organize the menu, this would highlight the wrong option. So a new (and downright simple) menu highlight option was conceived which overwrites the need to pass a value this way. I still haven't done cleanup, or reformatted the windows the way I should. That's next on the agenda... followed by adding menu-only(?) HP/SP/EXP bars. AND the other features part of Xail. But obviously, top-level mechanics to customize the actual menu options itself, has been basically completed. Just visuals are left. RE: XAIL MENU from RPG VX ACE to RPG XP - DerVVulfman - 03-30-2016 Here's the original Xail menu And here's what I have now How do you like me now??? The system is now going through some cosmetic system upgrades. No actual notes on HOW to config things, but there is plenty to do. I got the side stats window to right-justify now. Yay! Oh, and I decided to use the icons in the Xail screenshot, though I didn't clean up the star or sword icon. Now, there is a feature that lets one change the windowskin of the menu akin to the original XAIL system's MENU_SKIN configurable value. However, one need not use the traditional windowskin feature, and can use background images. You may even allow for a second image behind which can scroll according to your desired settings, much like a Moghunter menu. Or if you prefer, you may set the system up so the field map can be shown behind the menu itself. However, there is one caveat about using a background image behind the menu. The image will not expand if a new menu option is activated and shown as part of the new 'hidden/reveal' menu option. But you can set the command window to scroll if you so choose. There are still things on my hit list:
Well, if one is using OTHER Moghunter menus such as Item, Skills... You might as well be able to customize this system to resemble a Moggy Menu as well as being a kickin' Windowskin-based menu. I'm all about the options. Well, that's all. Ciao. RE: XAIL MENU from RPG VX ACE to RPG XP - RASHIDA12 - 03-31-2016 Very good. I just hope there is a option that I can resize the windows to make them look exactly like xails menu, I mean that the windows touch eatch other. And status position of each hero are in somehow wrong too. I mean they're out of space. but its getting better and better. RE: XAIL MENU from RPG VX ACE to RPG XP - DerVVulfman - 03-31-2016 Actually, that is just me using a graphic overlay while erasing the windowskin-based backing. I can use the windowskins and have it look very much like your menu. Also, each menu option has both coordinate placement and height/width options for resizing. Meanwhile, each window has text and image coordinate options, so I could shift the margins and horizontal spacing between the actors in the window. Heck, I even altered the system so you can adjust the number of columns and it adapts accordingly. With all that, I could make the menu options appear in the top right, the game stats window with all that stuff in the bottom right, and extend the party window into a 3x3 massive window. It is now very much customizable... just no instructions yet, and not done implementing all the Xail features. I have to include your 'common event' menu options. EDIT: Common events, now implemented. And implemented is panoramic backing speed adjustment. RE: XAIL MENU from RPG VX ACE to RPG XP - DerVVulfman - 04-06-2016 As the hero's display area in the Window_MenuStatus affords not much more than a 100px area, there wasn't much space to put a hero's current list of status ailments or bonuses. So I had to spend some time working on a way to cram quite a few in a small area. So I had to spend some time working out my States Rotation script. It lets you use either icons OR words. I haven't added it into Xail. But with some luck and expertise, it should fit in nicely... even while the menu itself can scroll. At least, I tested it using a different menu scrolling system. That leaves
RE: XAIL MENU from RPG VX ACE to RPG XP - Siletrea - 04-06-2016 (02-17-2016, 06:25 AM)DerVVulfman Wrote: Dude, Mog's older RPGMaker XP menu systems were POORLY designed. I seriously went to town cleaning them up, and adding more config values 'including' options for fonts and stuff. So setting up an option in this for fonts? No problem at all. holy moo cow! 10,000+ lines?!!! and here i thought the 5166 lines for the menu script I'm using is alot! RE: XAIL MENU from RPG VX ACE to RPG XP - DerVVulfman - 04-06-2016 Here is the line number count of the XAIL redo project 546 lines - FONTZ (the optional plugin that allows you to use shadow, outline and underline styles) ... almost half is instructions 235 lines - The config (The more menu options you add, the more lines). A lot of instruction comments 21 lines - RPG::Cache.state (a new folder for status effect icons so they can be encrypted with your project) 94 lines - Game code (Game Temp, Game System, Game Party and Game Map). Needed for a few things like map names, battle count, etc) 97 lines - Window_Base (adding in background and windowskin effects, faces, etc) 125 lines - Window_XailCommand (your menu command with icons, scalable, resizable and scrollable) 148 lines - Window_MenuStatus (Well... what do you think?) 83 lines - Window_GameStatus(Not as big as ya thought, eh?) 53 lines - Window_Desc (It's a double-lined help window with icon support) 532 lines - Scene_Menu(like totally redone so you can always add new items to the menu in a config, allows common events, music, popcorn, soda) 19 lines - Scene_Battle (I can't count battles without it) --- 1953 lines --- That's not including the Cogwheel hp/sp/exp bars. I wanna do away with that and make a really neat custom bar system as an option with its own config. Sil? Yeah, I think yours is using a lot. But hey, it could be that I'm using reusable/recyclable code. Like... the method I use to draw the name is also the same I use to draw levels, class... so I just run one statement three times with three values. The routine itself is like 10 lines... so 13 lines (the three calls and the 10 line code) beats 24 lines (not using a def...end, 10 lines - 2 == 8 ... X 3 = 24). I shrink things. Oh, and rotating states is now integrated. That is certainly going to be a space saver if one actor is afflicted with venom, mute, sleep, confuse, paralyze, weaken and feeble'. Now it just shows one... then another... then another in sequence. And again, I made it allow you to use icons in place. I'd prolly use the top-right of the character's head for icons. Aaaand, I just made it so you can fill a setting in the Party config section to remove an option. Here's an example: Code: NAME = [20, 0, -10] His level is also at font size 20 and is at coordinates 0, 4. But the character's class is set to 'nil' and will not show!!! ... oh, the state, hp, sp and exp are size 14. And the HP/SP/EXP bars are set to a 90px width. I kinda like how it is thinner than the others. TOTALLY CUSTOMIZABLE!!! EDIT: And here I thought making a party-order feature would be time consuming. 15 minutes and 29 lines including comments. Had to come back to get my 'hit list' of features. Not many left. This is Xail Redux Deluxe RE: XAIL MENU from RPG VX ACE to RPG XP - DerVVulfman - 04-08-2016 Woot. You can now see characters as disabled for menu options they cannot use. So if you make a 'Potion Maker' option and set it so only Hilda can use it, all other party members show as disabled. Not only their name goes dark, but their facial portrait too. And I added a matching feature for the Party Order system too. Select your first person, his/her name's color changes. Select the next guy, the two characters switch position and the names return to normal. So now I have these three left:
RE: XAIL MENU from RPG VX ACE to RPG XP - DerVVulfman - 04-12-2016 EUREKA! Okay, it may not seem much to some, but this is something fun. The 'full customization' feature allows the game designer (namely YOU) to be able to resize and reshape the given windows within the menu. However, here was the problem: I had no intention of inserting the size/shape values of the windows into the reused classes such as Window_Gold. If I had, the same gold window would be resized for all other menus and features! Arrrgh! I had to do something! Enter my new and very simple method in the Window_Base class: re_content. A very basic method, it is merely a copy of the self.contents line within most initialize methods. Code: #-------------------------------------------------------------------------- You see, when you initialize a window, it creates a content area that matches the specs of that window. But if you resize the window afterwards, the content area would stay 'fixed' to the original size. But now I can throw a call to re_content after I change the size of the window and the contents area becomes redefined to the NEW size of the window. Bear in mind, some windows that have multiple rows of content will have their own variation which includes @item_max values. Now, the game designer can have a gold window in their Xail menu of one size, and have it the normal window size in their shop system. Bear in mind, these are just options... but I like to account for possibilities. So it looks like my next step will be cleaning up the configs and then working out the Addon Bar System next! And... when that's done... That would be IT! |