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 Just move the Cursor of the Item_Scene to the right
#21
Okay. I apologize as I was mistaken (given it was kinda late after a long day at work)... The moghunter menu goes AFTER the battlesystem but before the Multi Slot add-on. That would remove bug #3's repetitive text for the ATK, MDEF, PDEF, etc.



For bug #2, I did state above that "there is a replacement version of the 'LAYOUT-EQUIP' picture that goes in your pictures folder (no Weapon, Armor, Boots) text there.". I cannot make the rendered 'WEAPON" texts scroll as you scroll up and down the menu options.



Insofar as Bug #1, ... the partial icon on the right? Some weird incompatability. So... let's just decrease the width of the actual window a bit, shall we?

Go to line # 258 and decrease the width to 352. I don't know why the icon is there too, but that should hide any effect.

But let's center that a bit, shall we. If you remember what I mentioned about moving the item window over? The code in the update method of the Moghunter Equip menu is easy to change. Look for where you have this line... if @item_window.x > 272
And you only need to make the block of code related to look like this!
Code:
if @item_window.x > 280
  @item_window.x -= 20  
  @item_window.contents_opacity += 15    
elsif  @item_window.x <= 280
  @item_window.x = 280  
  @item_window.contents_opacity = 280    
end



Now... I gotta say "OOPS" for the status window. I copy/pasted the status equip patch I wrote for Mog and my MultiSlots, not Atoa's version. HERE is the Window_Status code to use in its place
Code:
#==============================================================================
# ** Window_Status
#------------------------------------------------------------------------------
#  This window displays full status specs on the status screen.
#==============================================================================

class Window_Status < Window_Base
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.name = MOG::STATUS_FONT
    draw_actor_name(@actor, 4, 0)
    draw_actor_class(@actor, 510, -5 )
    draw_mexp5(@actor, 310, 130)
    draw_actor_state(@actor, 450, 20)
    draw_maphp5(@actor, 275, 165)
    draw_mapsp5(@actor, 430, 165)
    draw_actor_parameter2(@actor, 280, 108, 0)
    draw_actor_parameter2(@actor, 460, 137, 1)
    draw_actor_parameter2(@actor, 460, 108, 2)
    draw_actor_parameter2(@actor, 280, 53, 3)
    draw_actor_parameter2(@actor, 460, 53, 4)
    draw_actor_parameter2(@actor, 280, 80, 5)
    draw_actor_parameter2(@actor, 460, 80, 6)
    self.contents.font.color = system_color
    data = []
    for i in 0...@actor.equip_kind.size
      id = @actor.equip_kind[i]
      if id == 0
        data.push($data_weapons[@actor.equip_id[i]])
      elsif id == 1 and ($atoa_script['Atoa Two Hands'] and @actor.two_swords_style)
        data.push($data_weapons[@actor.equip_id[i]])
      elsif id != 0 or ($atoa_script['Atoa Two Hands'] and id == 1 and not @actor.two_swords_style)
        data.push($data_armors[@actor.equip_id[i]])
      end
    end
    self.contents.font.color = system_color
    return if data.size == 0
    for i in 0...@actor.equip_names.size
      name = @actor.equip_names[i]
      self.contents.draw_text(320, 224 + i*24, 92, 32, name)
    end
    for i in 0...data.size
      draw_item_name(data[i], 412, 224 + i*24)
    end
  end
end

I cannot say about properly stacking. It seems to not quickly update the other stats (strength, item, etc... ) until after you hit enter. I did equip both a Strength and Dexterity ring, and got them both raised. So that's a plus.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

Reply }
#22
1. Im sorry but im really confused now. You said that the Menu script must go after the battle system but before the multi slot addon (and its patch?). 
Do you mean like this?

Atoa's Battlesystem
Mog Menu Equip
Mog Menu Status (your option)
Atoa's Add-Ons (including Multiple Slots)
Patch ???
Main 

2. At What script and at what exact line I need to change the number to 352, because you didint mention the script...

3. I basicially did it like this: I hope this is right.
Code:
if @item_window.x > 272
      @item_window.x -= 25
   elsif @item_window.x <= 272
       @item_window.x = 272
   end




Code:
  if @item_window.x > 280
 @item_window.x -= 20  
 @item_window.contents_opacity += 15    
elsif  @item_window.x <= 280
 @item_window.x = 280  
 @item_window.contents_opacity = 280    
end




changed these line into these.


4. About window Status, do I just need to insert your new version of WIndow_status instead of the current version in the mog status script or the Atoas patch??


Thanks, so far.
Sorry for my low understanding, its getting more and more complicated.
Reply }
#23
1) Yep, that's about the size of it. That's the layout of your scripts.


2) Um, Well, I did say line 258. I shoulda said line 258 of the patch to make the self.width value to 352.


3) The lines for the Item Window, where you control its movement and shifting into position would be lines 551-555. It's a lot smaller than what Moghunter wrote in his, eh? But yeah. I calculated 280 to be a good 'stop' point, though I added no opacity in this version. You added yours, eh? The code looks right. Does it look good that way? ^_^

and

4) And I'd recommend my Status revision (or any revision herein). You see, I made them more modular, smaller, and with a config section where you can change fonts, rename your graphic filenames, set what your transitions will be, if you want the field map to be visible behind themenu, etc.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

Reply }
#24
2: Okay At Atoa's Moggy-Slots - The Moghunter Patch I changed the line:  self.width    = 368  to  self.width    = 352  

4: Now I get it, I need take your windows status:

Code:
#==============================================================================
# ** Window_Status
#------------------------------------------------------------------------------
#  This window displays full status specs on the status screen.
#==============================================================================

class Window_Status < Window_Base
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   self.contents.font.name = MOG::STATUS_FONT
   draw_actor_name(@actor, 4, 0)
   draw_actor_class(@actor, 510, -5 )
   draw_mexp5(@actor, 310, 130)
   draw_actor_state(@actor, 450, 20)
   draw_maphp5(@actor, 275, 165)
   draw_mapsp5(@actor, 430, 165)
   draw_actor_parameter2(@actor, 280, 108, 0)
   draw_actor_parameter2(@actor, 460, 137, 1)
   draw_actor_parameter2(@actor, 460, 108, 2)
   draw_actor_parameter2(@actor, 280, 53, 3)
   draw_actor_parameter2(@actor, 460, 53, 4)
   draw_actor_parameter2(@actor, 280, 80, 5)
   draw_actor_parameter2(@actor, 460, 80, 6)
   self.contents.font.color = system_color
   data = []
   for i in 0...@actor.equip_kind.size
     id = @actor.equip_kind[i]
     if id == 0
       data.push($data_weapons[@actor.equip_id[i]])
     elsif id == 1 and ($atoa_script['Atoa Two Hands'] and @actor.two_swords_style)
       data.push($data_weapons[@actor.equip_id[i]])
     elsif id != 0 or ($atoa_script['Atoa Two Hands'] and id == 1 and not @actor.two_swords_style)
       data.push($data_armors[@actor.equip_id[i]])
     end
   end
   self.contents.font.color = system_color
   return if data.size == 0
   for i in 0...@actor.equip_names.size
     name = @actor.equip_names[i]
     self.contents.draw_text(320, 224 + i*24, 92, 32, name)
   end
   for i in 0...data.size
     draw_item_name(data[i], 412, 224 + i*24)
   end
 end
end


and change it with the new status in the multi slots patch, right? Did it like that way. Now the status works fine.




But there are still some things left. 

5. Whenever I equip something that adds or lowers STR,DEX,AGI or IT, it is not updated automatically like when ATK, PDEF or MDEF is highered or lowered. not even the Arrow is shown, when STR DEX AGI or INT is highered or lowered. It does update only once the equip menu is reselected. But when ATK, PDEF or MDEF is highered it is shown instantly like it should be.

6. Still the gear which are not used are shown wrongly. I think the script still handles it like there are 2 rows for the gear while it should be only one. Because some of the gears I have in the itemmenu are not shown in the equip menu. They appear only if I go downwards where there should be free space. I am pretty sure the gear are handled like there are 2 rows. 

7. the names of the gears I mean not the individual gears but rather the name of the geargroups like acessory, weapon are still shown twice, as a text which it should not and as a picture.


Attached Files
.png   bug3.png (Size: 255.08 KB / Downloads: 4)
Reply }
#25
(08-16-2015, 03:33 AM)DerVVulfman Wrote: For bug #2, I did state above that "there is a replacement version of the 'LAYOUT-EQUIP' picture that goes in your pictures folder (no Weapon, Armor, Boots) text there.".  I cannot make the rendered 'WEAPON" texts scroll as you scroll up and down the menu options.

Remember I said that?   I told you to replace the 'Layout Equip" pic.   I said that in the post where I posted the patch (and it is mentioned in the patch), and the pic is attached IN the post with the patch.   This pic is like the original, but without the names of the slots.  It is needed as you are using your own slot names.

As to the other thingies, I cannot get to those right now (busy with multiple 12-hr shifts) Sarcasm
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]

Reply }


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