[Solved][ACE]Todd one person menu

● ARCHIVED · READ-ONLY
Started by MooshraKun 9 posts View original ↗
  1. I was wondering if some one could edit this script to where it animates the sprite by making him walk instead of standing in place in the menu.

    Spoiler
    Code:
    #===============================================================================
    #
    # DT's One Actor Full Status Menu
    # Author: DoctorTodd
    # Date (04/4/2012)
    # Type: (Menu)
    # Version: (1.0.1) (VXA)
    # Level: (Simple/Medium)
    # Email: Support@beacongames.com
    #
    #===============================================================================
    #
    # NOTES: 1)This script will only work with ace.
    #
    #===============================================================================
    #
    # Description: Removes all need for a status scene and works as if there is
    # only one actor. This is the official menu for Gold and Glory 2.
    #
    # Credits: Me (DoctorTodd)
    #
    #===============================================================================
    #
    # Instructions
    # Paste above main.
    #
    #===============================================================================
    #
    # Contact me for commercial use, other wise just credit me and don't repost
    # without my permission.
    #
    #===============================================================================
    #
    # Editing begins 40 and ends on 59.
    #
    #===============================================================================
    module DTOAFS
    
    #Window Skin (Default = Window)
    WS = "Window"
    
    #Command Window X (640x480 default = 455) (544x416 default = 395)
    COMWINX = 395
    
    #Command Window Y (640x480 default = 60) (544x416 default = 20)
    COMWINY = 20
    
    #Gold Window X (640x480 default = 454) (544x416 default = 395)
    GWINX = 395
    
    #Gold Window Y (640x480 default = 362) (544x416 default = 187)
    GWINY = 322
    
    #Actor Window X (640x480 default = 454) (544x416 default = 395)
    AWINX = 395
    
    #Actor Window Y (640x480 default = 362) (544x416 default = 187)
    AWINY = 188
    
    #Status Window X (640x480 default = 60) (544x416 default = 0)
    SWINX = 0
    
    #Status Window Y (640x480 default = 60) (544x416 default = 20)
    SWINY = 20
    
    end
    #===============================================================================
    # NOTE: Editing anything below without any skill will most likely give an error.
    #===============================================================================
    class Window_MenuCommand < Window_Command
    #--------------------------------------------------------------------------
    # * Initialize Command Selection Position (Class Method)
    #--------------------------------------------------------------------------
    def self.init_command_position
    			 @@last_command_symbol = nil
    end
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize
    			 super(0, 0)
    			 select_last
    end
    #--------------------------------------------------------------------------
    # * Get Window Width
    #--------------------------------------------------------------------------
    def window_width
    			 return 150
    end
    #--------------------------------------------------------------------------
    # * Get Number of Lines to Show
    #--------------------------------------------------------------------------
    def visible_line_number
    			 item_max
    end
    #--------------------------------------------------------------------------
    # * Create Command List
    #--------------------------------------------------------------------------
    def make_command_list
    			 add_main_commands
    			 add_original_commands
    			 add_save_command
    			 add_game_end_command
    end
    #--------------------------------------------------------------------------
    # * Add Main Commands to List
    #--------------------------------------------------------------------------
    def add_main_commands
    			 add_command(Vocab::item, :item, main_commands_enabled)
    			 add_command(Vocab::skill, :skill, main_commands_enabled)
    			 add_command(Vocab::equip, :equip, main_commands_enabled)
    end
    #--------------------------------------------------------------------------
    # * For Adding Original Commands
    #--------------------------------------------------------------------------
    def add_original_commands
    end
    #--------------------------------------------------------------------------
    # * Add Save to Command List
    #--------------------------------------------------------------------------
    def add_save_command
    			 add_command(Vocab::save, :save, save_enabled)
    end
    #--------------------------------------------------------------------------
    # * Add Exit Game to Command List
    #--------------------------------------------------------------------------
    def add_game_end_command
    			 add_command(Vocab::game_end, :game_end)
    end
    #--------------------------------------------------------------------------
    # * Get Activation State of Main Commands
    #--------------------------------------------------------------------------
    def main_commands_enabled
    			 $game_party.exists
    end
    #--------------------------------------------------------------------------
    # * Get Activation State of Formation
    #--------------------------------------------------------------------------
    def formation_enabled
    			 $game_party.members.size >= 2 && !$game_system.formation_disabled
    end
    #--------------------------------------------------------------------------
    # * Get Activation State of Save
    #--------------------------------------------------------------------------
    def save_enabled
    			 !$game_system.save_disabled
    end
    #--------------------------------------------------------------------------
    # * Processing When OK Button Is Pressed
    #--------------------------------------------------------------------------
    def process_ok
    			 @@last_command_symbol = current_symbol
    			 super
    end
    #--------------------------------------------------------------------------
    # * Restore Previous Selection Position
    #--------------------------------------------------------------------------
    def select_last
    			 select_symbol(@@last_command_symbol)
    end
    end
    #========================================================
    # ** Window_MenuStatus
    #------------------------------------------------------------------------------
    # This window displays the characters status on the menu screen.
    #==============================================================================
    
    class Window_MenuInfo < Window_Base
    #--------------------------------------------------------------------------
    # * Object Initialization
    #	 x : window X coordinate
    #	 y : window Y coordinate
    #--------------------------------------------------------------------------
    def initialize(x, y)
    			 super(x, y, 395, 351)
    			 refresh
    end
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
    			 self.contents.clear
    				 @actor = $game_party.members[0]
    				 draw_actor_face(@actor, 0, 0)
    				 draw_actor_name(@actor, 110, 5)
    				 draw_actor_level(@actor, 265, 5)
    				 draw_actor_hp(@actor, 110 ,30, width = 244)
    				 draw_actor_mp(@actor, 110 , 52, width = 244)
    				 draw_actor_tp(@actor, 110 , 75, width = 244)
    				 draw_actor_param(@actor, 0, 140, 0)
    				 draw_actor_param(@actor, 0, 164, 1)
    				 draw_actor_param(@actor, 0, 188, 2)
    				 draw_actor_param(@actor, 0, 212, 3)
    				 draw_actor_param(@actor, 0, 232, 4)
    				 draw_actor_param(@actor, 0, 252, 5)
    				 draw_actor_param(@actor, 0, 272, 6)
    				 draw_actor_param(@actor, 0, 292, 7)
    				 draw_exp_info(180, 231)
    				 draw_actor_icons(@actor, 100, 110, width = 96)
    				 draw_equipments(180, 100)
    				 draw_actor_class(@actor, 5, 110, width = 112)
    			 end
    end
    #--------------------------------------------------------------------------
    # * Draw Experience Information
    #--------------------------------------------------------------------------
    def draw_exp_info(x, y)
    				 @actor = $game_party.members[0]
    			 s1 = @actor.max_level? ? "-------" : @actor.exp
    			 s2 = @actor.max_level? ? "-------" : @actor.next_level_exp - @actor.exp
    			 s_next = sprintf(Vocab::ExpNext, Vocab::level)
    			 change_color(system_color)
    			 draw_text(x, y + line_height * 0, 180, line_height, Vocab::ExpTotal)
    			 draw_text(x, y + line_height * 2, 180, line_height, s_next)
    			 change_color(normal_color)
    			 draw_text(x, y + line_height * 1, 180, line_height, s1, 2)
    			 draw_text(x, y + line_height * 3, 180, line_height, s2, 2)
    end
    #--------------------------------------------------------------------------
    # * Draw Equipment
    #--------------------------------------------------------------------------
    def draw_equipments(x, y)
    				 @actor = $game_party.members[0]
    			 @actor.equips.each_with_index do |item, i|
    				 draw_item_name(item, x, y + line_height * i)
    			 end
    end
    #==============================================================================
    # ? Scene_Menu
    #==============================================================================
    include DTOAFS
    class Scene_Menu < Scene_MenuBase
    #--------------------------------------------------------------------------
    # ? Start
    #--------------------------------------------------------------------------
    def start
    			 super
    			 create_command_window
    			 create_gold_window
    			 create_actor_window
    			 create_status_window
    end
    #--------------------------------------------------------------------------
    # ? Command Window
    #--------------------------------------------------------------------------
    def create_command_window
    			 @command_window = Window_MenuCommand.new
    			 @command_window.set_handler(:item,			 method(:command_item))
    			 @command_window.set_handler(:skill,	 method(:command_skill))
    			 @command_window.set_handler(:equip,	 method(:command_equip))
    			 @command_window.set_handler(:save,			 method(:command_save))
    			 @command_window.set_handler(:game_end, method(:command_game_end))
    			 @command_window.set_handler(:cancel, method(:return_scene))
    			 @command_window.y = (DTOAFS::COMWINY)
    			 @command_window.x = (DTOAFS::COMWINX)
    			 @command_window.windowskin = Cache.system(DTOAFS::WS)
    end
    #--------------------------------------------------------------------------
    # ? Gold Window
    #--------------------------------------------------------------------------
    def create_gold_window
    			 @gold_window = Window_Gold.new
    			 @gold_window.x = (DTOAFS::GWINX)
    			 @gold_window.y = (DTOAFS::GWINY)
    			 @gold_window.windowskin = Cache.system(DTOAFS::WS)
    		 end
    #--------------------------------------------------------------------------
    # ? Actor Window
    #--------------------------------------------------------------------------
    def create_actor_window
    			 @actor_window = Window_ActorSprite.new
    			 @actor_window.x = (DTOAFS::AWINX)
    			 @actor_window.y = (DTOAFS::AWINY)
    			 @actor_window.windowskin = Cache.system(DTOAFS::WS)
    end
    #--------------------------------------------------------------------------
    # ? Status Window
    #--------------------------------------------------------------------------
    def create_status_window
    			 @status_window = Window_MenuInfo.new((DTOAFS::SWINX), (DTOAFS::SWINY))
    			 @status_window.windowskin = Cache.system(DTOAFS::WS)
    end
    #--------------------------------------------------------------------------
    # * [Item] Command
    #--------------------------------------------------------------------------
    def command_item
    			 SceneManager.call(Scene_Item)
    end
    #--------------------------------------------------------------------------
    # * [Equipment] Command
    #--------------------------------------------------------------------------
    def command_equip
    			 @actor = $game_party.members[0]
    			 SceneManager.call(Scene_Equip)
    end
    #--------------------------------------------------------------------------
    # * [Save] Command
    #--------------------------------------------------------------------------
    def command_save
    			 SceneManager.call(Scene_Save)
    end
    #--------------------------------------------------------------------------
    # * [Exit Game] Command
    #--------------------------------------------------------------------------
    def command_game_end
    			 SceneManager.call(Scene_End)
    end
    #--------------------------------------------------------------------------
    # * [Skill] Command
    #--------------------------------------------------------------------------
    def command_skill
    			 @actor = $game_party.members[0]
    				 SceneManager.call(Scene_Skill)
    			 end
    		 end
    #==============================================================================
    # ** Window_ActorSprite
    #------------------------------------------------------------------------------
    # This window displays the players sprite.
    #==============================================================================
    
    class Window_ActorSprite < Window_Base
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize
    			 super(0, 0, 150, 70)
    			 refresh
    end
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
    			 contents.clear
    			 @actor = $game_party.members[0]
    				 draw_actor_graphic(@actor, 60, 48)
    end
    #--------------------------------------------------------------------------
    # * Open Window
    #--------------------------------------------------------------------------
    def open
    			 refresh
    			 super
    end
    end
    #==============================================================================
    # ** Window_Gold
    #------------------------------------------------------------------------------
    # This window displays the party's gold.
    #==============================================================================
    
    class Window_Gold < Window_Base
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize
    			 super(0, 0, window_width, fitting_height(1))
    			 refresh
    end
    #--------------------------------------------------------------------------
    # * Get Window Width
    #--------------------------------------------------------------------------
    def window_width
    			 return 150
    end
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
    			 contents.clear
    			 draw_currency_value(value, currency_unit, 4, 0, contents.width - 8)
    end
    #--------------------------------------------------------------------------
    # * Get Party Gold
    #--------------------------------------------------------------------------
    def value
    			 $game_party.gold
    end
    #--------------------------------------------------------------------------
    # Get Currency Unit
    #--------------------------------------------------------------------------
    def currency_unit
    			 Vocab::currency_unit
    end
    #--------------------------------------------------------------------------
    # * Open Window
    #--------------------------------------------------------------------------
    def open
    			 refresh
    			 super
    end
    end
  2. You could just send me a PM and I could do it for you. :D

    I'll get on it, I've never done the walking thing but I'm sure I can do it.

    EDIT: I inserted the tp but you may need some one to do the walking sprite. I almost got it to work. For any one who wants to try it, Modern Algebra had a VX menu with walking sprites. http://rmrk.net/inde...ic,35085.0.html

    Spoiler
    Code:
    #===============================================================================
    #
    # DT's One Person Menu
    # Author: DoctorTodd
    # Date (02/19/2012)
    # Type: (Menu)
    # Version: (1.0.0) (VXA)
    # Level: (Simple)
    # Email: BeaconGames2011@gmail.com
    #
    #===============================================================================
    #
    # NOTES: 1)This script will only work with ace, you may find my VX version on
    # RMRK.net and the rpg maker web forums.
    #
    #===============================================================================
    #
    # Description: A menu that is modified to work as if you are only using one
    # actor.
    #
    # Credits: Me (DoctorTodd)
    #
    #===============================================================================
    #
    # Instructions
    # Paste above main.
    #
    #===============================================================================
    #
    # Contact me for commercial use, other wise just credit me and don't repost
    # without my permission.
    #
    #===============================================================================
    #
    # Editing begins 40 and ends on 59.
    #
    #===============================================================================
    module DTOPM
    
      #Window skin to use, place in system.
      WINDOW = ('Window')
    
      #Status Window X
      SX = 200
    
      #Status Window Y
      SY = 75
    
      #Gold window X
      GX = 40
    
      #Gold Window Y
      GY = 242
    
      #Command Window X
      CX = 40
    
      #Command Window Y
      CY = 75
    end
    
    class Scene_Menu < Scene_MenuBase
      #--------------------------------------------------------------------------
      # * Start processing
      #--------------------------------------------------------------------------
      def start
        super
        create_background
        create_command_window
        create_status_window
        create_gold_window
      end
      #--------------------------------------------------------------------------
      # * Create Gold Window
      #--------------------------------------------------------------------------
      def create_gold_window
        @gold_window = Window_Gold.new
        @gold_window.x = (DTOPM::GX)
        @gold_window.y = (DTOPM::GY)
        @gold_window.windowskin = Cache.system(DTOPM::WINDOW)
        @gold_window.height = 55
      end
      #--------------------------------------------------------------------------
      # * Create Status Window
      #--------------------------------------------------------------------------
      def create_status_window
        @status_window = Window_MenuInfo.new((DTOPM::SX), (DTOPM::SY))
        @status_window.windowskin = Cache.system(DTOPM::WINDOW)
      end
      #--------------------------------------------------------------------------
      # * Create Command Window
      #--------------------------------------------------------------------------
      def create_command_window
       @command_window = Window_MenuCommand.new
        @command_window.set_handler(:item,	  method(:command_item))
        @command_window.set_handler(:skill,	 method(:command_skill))
        @command_window.set_handler(:equip,	 method(:command_equip))
        @command_window.set_handler(:status,    method(:command_status))
        @command_window.set_handler(:save,	  method(:command_save))
        @command_window.set_handler(:game_end,  method(:command_game_end))
        @command_window.set_handler(:cancel,    method(:return_scene))
        @command_window.x = (DTOPM::CX)
        @command_window.y = (DTOPM::CY)
        end
      end
     #--------------------------------------------------------------------------
      # * [Item] Command
      #--------------------------------------------------------------------------
      def command_item
        SceneManager.call(Scene_Item)
      end
      #--------------------------------------------------------------------------
      # * [Equipment] Command
      #--------------------------------------------------------------------------
      def command_equip
        @actor = $game_party.members[0]
        SceneManager.call(Scene_Equip)
      end
      #--------------------------------------------------------------------------
      # * [Status] Command
      #--------------------------------------------------------------------------
      def command_status
        @actor = $game_party.members[0]
        SceneManager.call(Scene_Status)
      end
      #--------------------------------------------------------------------------
      # * [Save] Command
      #--------------------------------------------------------------------------
      def command_save
        SceneManager.call(Scene_Save)
      end
      #--------------------------------------------------------------------------
      # * [Exit Game] Command
      #--------------------------------------------------------------------------
      def command_game_end
        SceneManager.call(Scene_End)
      end
      #--------------------------------------------------------------------------
      # * [Skill] Command
      #--------------------------------------------------------------------------
      def command_skill
        @actor = $game_party.members[0]
    	  SceneManager.call(Scene_Skill)
        end
    #===================================================================
    # ** Window_MenuStatus
    #------------------------------------------------------------------------------
    #  This window displays the characters status on the menu screen.
    #==============================================================================
    
    class Window_MenuInfo < Window_Base
      #--------------------------------------------------------------------------
      # * Object Initialization
      #	 x : window X coordinate
      #	 y : window Y coordinate
      #--------------------------------------------------------------------------
      def initialize(x, y)
        super(x, y, 300, 221)
        refresh
      end
    
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
    	 @actor = $game_party.members[0]
    	  draw_actor_face(@actor, 0, 0)
    	  draw_actor_name(@actor, 110, 0)
    	  draw_actor_level(@actor, 190, 0)
    	  draw_actor_hp(@actor, 110 ,20)
    	  draw_actor_mp(@actor, 110 , 45)
    	  draw_actor_tp(@actor, 110 , 70)
    	  draw_actor_param(@actor, 0, 100, 0)
    	  draw_actor_param(@actor, 0, 124, 1)
    	  draw_actor_param(@actor, 0, 148, 2)
    	  draw_actor_param(@actor, 0, 172, 3)
    	  draw_actor_graphic(@actor, 220, 160)
    	  draw_actor_icons(@actor, 190, 180, width = 96)
        end
      end
    #==============================================================================
    # ** Window_MenuCommand
    #------------------------------------------------------------------------------
    #  This command window appears on the menu screen.
    #==============================================================================
    
    class Window_MenuCommand < Window_Command
      #--------------------------------------------------------------------------
      # * Initialize Command Selection Position (Class Method)
      #--------------------------------------------------------------------------
      def self.init_command_position
        @@last_command_symbol = nil
      end
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(0, 0)
        select_last
      end
      #--------------------------------------------------------------------------
      # * Get Window Width
      #--------------------------------------------------------------------------
      def window_width
        return 160
      end
      #--------------------------------------------------------------------------
      # * Get Number of Lines to Show
      #--------------------------------------------------------------------------
      def visible_line_number
        item_max
      end
      #--------------------------------------------------------------------------
      # * Create Command List
      #--------------------------------------------------------------------------
      def make_command_list
        add_main_commands
        add_original_commands
        add_save_command
        add_game_end_command
      end
      #--------------------------------------------------------------------------
      # * Add Main Commands to List
      #--------------------------------------------------------------------------
      def add_main_commands
        add_command(Vocab::item,   :item,   main_commands_enabled)
        add_command(Vocab::skill,  :skill,  main_commands_enabled)
        add_command(Vocab::equip,  :equip,  main_commands_enabled)
        add_command(Vocab::status, :status, main_commands_enabled)
      end
      #--------------------------------------------------------------------------
      # * For Adding Original Commands
      #--------------------------------------------------------------------------
      def add_original_commands
      end
      #--------------------------------------------------------------------------
      # * Add Save to Command List
      #--------------------------------------------------------------------------
      def add_save_command
        add_command(Vocab::save, :save, save_enabled)
      end
      #--------------------------------------------------------------------------
      # * Add Exit Game to Command List
      #--------------------------------------------------------------------------
      def add_game_end_command
        add_command(Vocab::game_end, :game_end)
      end
      #--------------------------------------------------------------------------
      # * Get Activation State of Main Commands
      #--------------------------------------------------------------------------
      def main_commands_enabled
        $game_party.exists
      end
      #--------------------------------------------------------------------------
      # * Get Activation State of Formation
      #--------------------------------------------------------------------------
      def formation_enabled
        $game_party.members.size >= 2 && !$game_system.formation_disabled
      end
      #--------------------------------------------------------------------------
      # * Get Activation State of Save
      #--------------------------------------------------------------------------
      def save_enabled
        !$game_system.save_disabled
      end
      #--------------------------------------------------------------------------
      # * Processing When OK Button Is Pressed
      #--------------------------------------------------------------------------
      def process_ok
        @@last_command_symbol = current_symbol
        super
      end
      #--------------------------------------------------------------------------
      # * Restore Previous Selection Position
      #--------------------------------------------------------------------------
      def select_last
        select_symbol(@@last_command_symbol)
      end
    end
  3. Thanks todd we really appreciate it we would try to myself convert and implement the animation method into your script but we haven't really token the time to learn the more advance parts RGSS2 or really any of RGSS3 at all although they seam to follow a pretty close code. I also posted in my main post an VX script made by Modern algebra that animates the character I didn't see this one in the link you provided.
  4. Hey there ^^

    I've got a little Add On for your Script to add the moving Sprite, I hope it's like you wanted ^^



    Code:
    #===================================================================
    # ** Window_MenuStatus
    #------------------------------------------------------------------------------
    #  This window displays the characters status on the menu screen.
    #==============================================================================
    class Window_MenuInfo < Window_Base
      FRAME_DURATION = 10
      #--------------------------------------------------------------------------
      # * Object Initialization
      #	  x : window X coordinate
      #	  y : window Y coordinate
      #--------------------------------------------------------------------------
      def initialize(x, y)
        super(x, y, 300, 221)
        create_sprite
        refresh
      end
      #--------------------------------------------------------------------------
      # * Create Sprite
      #--------------------------------------------------------------------------
      def create_sprite
        @actor = $game_party.members[0]
        @sprite = Sprite.new
        @sprite_frame = 1
        @frames = 0
    
        bit = Cache.character(@actor.character_name)
    
        if @actor.character_name.include?("$")
    	  @sprite.bitmap = Bitmap.new(bit.width, bit.height / 4)
    	  cw = bit.width
    	  ch = bit.height / 4
        else
    	  cw = bit.width / 4
    	  ch = bit.height / 8
        end
    
        n = @actor.character_index
        src_rect = Rect.new((n%4)*cw, (n/4)*ch, cw, ch)
    
        @sprite.bitmap = Bitmap.new(cw, ch)
        @sprite.bitmap.blt(0, 0, bit, src_rect)
        @sprite.src_rect = Rect.new(cw / 3, 0, cw / 3, ch)
      end
      #--------------------------------------------------------------------------
      # * Set Sprite Location
      #--------------------------------------------------------------------------
      def set_sprite_location(x, y)
        @sprite.x = x + self.x
        @sprite.y = y + self.y
        @sprite.z = self.z + 1
      end
      #--------------------------------------------------------------------------
      # * Update Sprite
      #--------------------------------------------------------------------------
      def update_sprite
        @frames = 0
        @sprite_frame += 1
        @sprite_frame = 0 if @sprite_frame > 3
    
        if @sprite_frame != 3
    	  @sprite.src_rect.x = @sprite_frame * @sprite.src_rect.width
        else
    	  @sprite.src_rect.x = @sprite.src_rect.width
        end
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
    
        draw_actor_face(@actor, 0, 0)
        draw_actor_name(@actor, 110, 0)
        draw_actor_level(@actor, 190, 0)
        draw_actor_hp(@actor, 110 ,20)
        draw_actor_mp(@actor, 110 , 45)
        draw_actor_tp(@actor, 110 , 70)
        draw_actor_param(@actor, 0, 100, 0)
        draw_actor_param(@actor, 0, 124, 1)
        draw_actor_param(@actor, 0, 148, 2)
        draw_actor_param(@actor, 0, 172, 3)
        set_sprite_location(220, 160)
        draw_actor_icons(@actor, 190, 180, width = 96)
      end
      def update
        super
        @frames += 1
        update_sprite if @frames == FRAME_DURATION
      end
    end
  5. Oh my gosh can't believe I didn't update this I have a new version of this script I was wanting the same methods to apply to. I will update my post for what I want. So sorry maybe it won't be that hard now. It works though but the sprite is still shows in the stats screen well that shouldn't matter because the newer version buts the full stats screen in the main menu, and thank you so much for helping.

    EDIT: I updated my main post with the newer version so sorry about that, and also if you could make it to where the what you made the sprite doesn't appear randomly in the stats menu because I also am using the version you made the add on for to as well. Again thanks so much.

    Also if I haven't already said it your add on is glitchy the sprite will not dispose properly.
  6. Oh sorry, forgot the dispose

    Here is the version with dispose and adjusted for the new version ^^



    Code:
    #==============================================================================
    # ** Window_ActorSprite
    #------------------------------------------------------------------------------
    #  This window displays the players sprite.
    #==============================================================================
    class Window_ActorSprite < Window_Base
      FRAME_DURATION = 10
      #--------------------------------------------------------------------------
      # * Object Initialization
      #--------------------------------------------------------------------------
      def initialize
        super(0, 0, 150, 70)
        create_sprite
        @actor = $game_party.members[0]
        refresh
      end
      #--------------------------------------------------------------------------
      # * Create Sprite
      #--------------------------------------------------------------------------
      def create_sprite
        @actor = $game_party.members[0]
        @sprite = Sprite.new
        @sprite_frame = 1
        @frames = 0
    
        bit = Cache.character(@actor.character_name)
    
        if @actor.character_name.include?("$")
    	  @sprite.bitmap = Bitmap.new(bit.width, bit.height / 4)
    	  cw = bit.width
    	  ch = bit.height / 4
        else
    	  cw = bit.width / 4
    	  ch = bit.height / 8
        end
    
        n = @actor.character_index
        src_rect = Rect.new((n%4)*cw, (n/4)*ch, cw, ch)
    
        @sprite.bitmap = Bitmap.new(cw, ch)
        @sprite.bitmap.blt(0, 0, bit, src_rect)
        @sprite.src_rect = Rect.new(cw / 3, 0, cw / 3, ch)
      end
      #--------------------------------------------------------------------------
      # * Set Sprite Location
      #--------------------------------------------------------------------------
      def set_sprite_location(x, y)
        @sprite.x = x + DTOAFS::AWINX
        @sprite.y = y + DTOAFS::AWINY
        @sprite.z = self.z + 1
      end
      #--------------------------------------------------------------------------
      # * Update Sprite
      #--------------------------------------------------------------------------
      def update_sprite
        @frames = 0
        @sprite_frame += 1
        @sprite_frame = 0 if @sprite_frame > 3
    
        if @sprite_frame != 3
    	  @sprite.src_rect.x = @sprite_frame * @sprite.src_rect.width
        else
    	  @sprite.src_rect.x = @sprite.src_rect.width
        end
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
        self.contents.clear
        set_sprite_location(60, 18)
      end
      def update
        super
        @frames += 1
        update_sprite if @frames == FRAME_DURATION
      end
      alias dis dispose unless $@
      def dispose
        dis
        @sprite.dispose
      end
    end
  7. Whoa thanks so much it works credits to use and Todd for sure.
  8. No problem ^^
  9. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.