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Window Skin Changer

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Windowskin Changer:

 

Version: 1.0

 

Author: Shadow

 

Release Date: 15/03/2012

 

Introduction:

Well, first of all, hello to everyone!

 

Second, tell Im not a scripter, but I use a few (2) windowskins for my game, and just interested to give to all of you an easy way to change your windowskins.

 

This is a first and last version, for me at least, dont think could add more features to this... "Script". Just if u wanna know how can you add a new Window_Class to this script, I think is obvious if you see the script, but if you dont know, be freely to ask.

 

I dont add the Debug Windows, really dont think is needed.

 

The instructions are in the script and I think is easy to use.

Images

25jcp3m.jpg

Script:

See in attached files

Windowskin_changer.txt

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Ok, maybe you know. How would I leave all the windows the same EXCEPT the ones in combat, when choosing the actors command. AND it varies depending on the actor...example

Fighter = windowFight

Mage = windowMage

Rogue = windowRogue

etc, etc.

I figure it has to do with Window_ActorCommand, but can we make it like if actor_class = Fighter then Window_ActorCommand=windowFight?

Something like this?

Edited by Juan Alvarado

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Whenever I attempt to select something from the menu, it gives me error

"uninitialized constant Window_MenuActor::WINDOW_ACTOR". I know you said something about that in the instructions but I didn't really get what you meant.

Can you help?

Current Script:

=begin

-------------------------------------------------------------------------------

oO Window Skin Chager 1.0

-------------------------------------------------------------------------------

 

This is a simple "script", but it more like a code, that give to you an

easy way to change you windowskin for different Windows of the game.

 

This script is probably the first and last version, for me at least.

 

-------------------------

How to use

-------------------------

 

Easy, change the "WINDOW_KIND = "WindowX"" for the name you want

 

You must to know that how much specific are the class, the window have

more priority, for example.

 

Window_Base change ALL_WINDOWS windows, but, if you change Window_Selectable

skin, ALL_WINDOWS

Windows of Selectable class will have the skin you choose.

 

=end

 

#------------------------------------------------------------------------------

# If this is set to true, then active the "subclasses" like Window_Gold

# and Window_BattleStatus!

#------------------------------------------------------------------------------

 

CHANGE_SUBCLASSES = TRUE

 

#-----------------------------------------------------------------------------

# This is a simple way to make to me not put a "window" in each case

#-----------------------------------------------------------------------------

 

ALL_WINDOWS = "Window"

 

#-----------------------------------------------------------------------------

# All of these have the same name of the window that change

# The first have "Window" in them, others have -ALL_WINDOWS-

# If you want to change Windowskin from Window_MenuActor

# You only must to change -ALL_WINDOWS- for "X" where X is the name of your

# windowskin

#-----------------------------------------------------------------------------

 

WINDOW_BASE = ALL_WINDOWS

WINDOW_SELECTABLE = ALL_WINDOWS

WINDOW_COMMAND = ALL_WINDOWS

WINDOW_HELP = ALL_WINDOWS

WINDOW_GOLD = "Window_a"

WINDOW_MENUCOMMAND = "Window_i"

WINDOW_MENUSTATUS = "Window_i"

WINDOW_MENUACTOR =

WINDOW_ITEMCATEGORY = "Window9"

WINDOW_ITEMLIST = "Grasswindow"

WINDOW_SKILLCOMMAND = "Window9"

WINDOW_SKILLSTATUS = ALL_WINDOWS

WINDOW_EQUIPSTATUS = ALL_WINDOWS

WINDOW_EQUIPCOMMAND = ALL_WINDOWS

WINDOW_EQUIPSLOT = ALL_WINDOWS

WINDOW_EQUIPITEM = ALL_WINDOWS

WINDOW_STATUS = "Window11"

WINDOW_SAVEFILE = ALL_WINDOWS

WINDOW_SHOPCOMMAND = ALL_WINDOWS

WINDOW_SHOPBUY = ALL_WINDOWS

WINDOW_SHOPSELL = ALL_WINDOWS

WINDOW_SHOPNUMBER = ALL_WINDOWS

WINDOW_SHOPSTATUS = ALL_WINDOWS

WINDOW_NAMEEDIT = ALL_WINDOWS

WINDOW_NAMEINPUT = ALL_WINDOWS

WINDOW_CHOICELIST = ALL_WINDOWS

WINDOW_NUMBERINPUT = ALL_WINDOWS

WINDOW_KEYITEM = ALL_WINDOWS

WINDOW_MESSAGE = ALL_WINDOWS

WINDOW_SCROLLTEXT = ALL_WINDOWS

WINDOW_MAPNAME = ALL_WINDOWS

WINDOW_BATTLELOG = ALL_WINDOWS

WINDOW_PARTYCOMMAND = ALL_WINDOWS

WINDOW_ACTORCOMMAND = ALL_WINDOWS

WINDOW_BATTLESTATUS = ALL_WINDOWS

WINDOW_BATTLEACTOR = "Redstripe"

WINDOW_BATTLEENEMY = "Redstripe"

WINDOW_BATTLESKILL = "Window9"

WINDOW_TITLECOMMAND = "Window120"

WINDOW_GAMEEND = "Window120"

 

 

#-----------------------------------------------------------------------------

# If you know nothing about scripting, dont touch the next part of the script

# probably you can dead if you do

#-----------------------------------------------------------------------------

 

class Window_Base < Window

def initialize(x, y, width, height)

super

self.windowskin = Cache.system(WINDOW_BASE)

update_padding

update_tone

create_contents

@opening = @closing = false

end

end

 

class Window_Selectable < Window_Base

def initialize(x, y, width, height)

super

self.windowskin = Cache.system(WINDOW_SELECTABLE)

@index = -1

@handler = {}

@cursor_fix = false

@cursor_all = false

update_padding

deactivate

end

end

 

class Window_Command < Window_Selectable

def initialize(x, y)

clear_command_list

make_command_list

super(x, y, window_width, window_height)

self.windowskin = Cache.system(WINDOW_COMMAND)

refresh

select(0)

activate

end

end

 

if CHANGE_SUBCLASSES == true

 

class Window_Help < Window_Base

def initialize(line_number = 2)

super(0, 0, Graphics.width, fitting_height(line_number))

self.windowskin = Cache.system(WINDOW_HELP)

end

end

 

class Window_Gold < Window_Base

def initialize

super(0, 0, window_width, fitting_height(1))

self.windowskin = Cache.system(WINDOW_GOLD)

refresh

end

end

 

class Window_MenuCommand < Window_Command

def initialize

super(0, 0)

self.windowskin = Cache.system(WINDOW_MENUCOMMAND)

select_last

end

end

 

class Window_MenuStatus < Window_Selectable

def initialize(x, y)

super(x, y, window_width, window_height)

self.windowskin = Cache.system(WINDOW_MENUSTATUS)

@pending_index = -1

refresh

end

end

 

class Window_MenuActor < Window_MenuStatus

def initialize

super(0, 0)

self.windowskin = Cache.system(WINDOW_ACTOR)

self.visible = false

end

end

 

class Window_ItemCategory < Window_HorzCommand

def initialize

super(0, 0)

self.windowskin = Cache.system(WINDOW_ITEMCATEGORY)

end

end

 

class Window_ItemList < Window_Selectable

def initialize(x, y, width, height)

super

self.windowskin = Cache.system(WINDOW_ITEMLIST)

@category = :none

@data = []

end

end

 

class Window_SkillCommand < Window_Command

def initialize(x, y)

super(x, y)

self.windowskin = Cache.system(WINDOW_SKILLCOMMAND)

@actor = nil

end

end

 

class Window_SkillStatus < Window_Base

def initialize(x, y)

super(x, y, window_width, fitting_height(4))

self.windowskin = Cache.system(WINDOW_SKILLSTATUS)

@actor = nil

end

end

 

class Window_SkillList < Window_Selectable

def initialize(x, y, width, height)

super

self.windowskin = Cache.system(WINDOW_SKILLLIST)

@actor = nil

@stype_id = 0

@data = []

end

end

 

class Window_EquipStatus < Window_Base

def initialize(x, y)

super(x, y, window_width, window_height)

self.windowskin = Cache.system(WINDOW_EQUIPSTATUS)

@actor = nil

@temp_actor = nil

refresh

end

end

 

class Window_EquipCommand < Window_HorzCommand

def initialize(x, y, width)

@window_width = width

super(x, y)

self.windowskin = Cache.system(WINDOW_EQUIPCOMMAND)

end

end

 

class Window_EquipSlot < Window_Selectable

def initialize(x, y, width)

super(x, y, width, window_height)

self.windowskin = Cache.system(WINDOW_EQUIPSLOT)

@actor = nil

refresh

end

end

 

class Window_EquipItem < Window_ItemList

def initialize(x, y, width, height)

super

self.windowskin = Cache.system(WINDOW_EQUIPITEM)

@actor = nil

@slot_id = 0

end

end

 

class Window_Status < Window_Selectable

def initialize(actor)

super(0, 0, Graphics.width, Graphics.height)

self.windowskin = Cache.system(WINDOW_STATUS)

@actor = actor

refresh

activate

end

end

 

 

class Window_SaveFile < Window_Base

def initialize(height, index)

super(0, index * height, Graphics.width, height)

self.windowskin = Cache.system(WINDOW_SAVEFILE)

@file_index = index

refresh

@selected = false

end

end

 

class Window_ShopCommand < Window_HorzCommand

def initialize(window_width, purchase_only)

@window_width = window_width

@purchase_only = purchase_only

super(0, 0)

self.windowskin = Cache.system(WINDOW_SHOPCOMMAND)

end

end

 

class Window_ShopBuy < Window_Selectable

def initialize(x, y, height, shop_goods)

super(x, y, window_width, height)

self.windowskin = Cache.system(WINDOW_SHOPBUY)

@shop_goods = shop_goods

@money = 0

refresh

select(0)

end

end

 

class Window_ShopSell < Window_ItemList

def initialize(x, y, width, height)

super(x, y, width, height)

self.windowskin = Cache.system(WINDOW_SHOPSELL)

end

end

 

class Window_ShopNumber < Window_Selectable

def initialize(x, y, height)

super(x, y, window_width, height)

self.windowskin = Cache.system(WINDOW_SHOPNUMBER)

@item = nil

@max = 1

@price = 0

@number = 1

@currency_unit = Vocab::currency_unit

end

end

 

class Window_ShopStatus < Window_Base

def initialize(x, y, width, height)

super(x, y, width, height)

self.windowskin = Cache.system(WINDOW_SHOPSTATUS)

@item = nil

@page_index = 0

refresh

end

end

 

class Window_NameEdit < Window_Base

def initialize(actor, max_char)

x = (Graphics.width - 360) / 2

y = (Graphics.height - (fitting_height(4) + fitting_height(9) + 8)) / 2

super(x, y, 360, fitting_height(4))

self.windowskin = Cache.system(WINDOW_NAMEEDIT)

@actor = actor

@max_char = max_char

@default_name = @name = actor.name[0, @max_char]

@index = @name.size

deactivate

refresh

end

end

 

class Window_NameInput < Window_Selectable

def initialize(edit_window)

super(edit_window.x, edit_window.y + edit_window.height + 8,

edit_window.width, fitting_height(9))

self.windowskin = Cache.system(WINDOW_NAMEINPUT)

@edit_window = edit_window

@page = 0

@index = 0

refresh

update_cursor

activate

end

end

 

class Window_ChoiceList < Window_Command

def initialize(message_window)

@message_window = message_window

super(0, 0)

self.windowskin = Cache.system(WINDOW_CHOICELIST)

self.openness = 0

deactivate

end

end

 

class Window_NumberInput < Window_Base

def initialize(message_window)

@message_window = message_window

super(0, 0, 0, 0)

self.windowskin = Cache.system(WINDOW_NUMBERINPUT)

@number = 0

@digits_max = 1

@index = 0

self.openness = 0

deactivate

end

end

 

class Window_KeyItem < Window_ItemList

def initialize(message_window)

@message_window = message_window

super(0, 0, Graphics.width, fitting_height(4))

self.windowskin = Cache.system(WINDOW_KEYITEM)

self.openness = 0

deactivate

set_handler(:ok, method(:on_ok))

set_handler(:cancel, method(:on_cancel))

end

end

 

class Window_Message < Window_Base

def initialize

super(0, 0, window_width, window_height)

self.windowskin = Cache.system(WINDOW_MESSAGE)

self.z = 200

self.openness = 0

create_all_windows

create_back_bitmap

create_back_sprite

clear_instance_variables

end

end

 

class Window_ScrollText < Window_Base

def initialize

super(0, 0, Graphics.width, Graphics.height)

self.windowskin = Cache.system(WINDOW_SCROLLTEXT)

self.opacity = 0

self.arrows_visible = false

hide

end

end

 

class Window_MapName < Window_Base

def initialize

super(0, 0, window_width, fitting_height(1))

self.windowskin = Cache.system(WINDOW_MAPNAME)

self.opacity = 0

self.contents_opacity = 0

@show_count = 0

refresh

end

end

 

class Window_BattleLog < Window_Selectable

def initialize

super(0, 0, window_width, window_height)

self.windowskin = Cache.system(WINDOW_BATTLELOG)

self.z = 200

self.opacity = 0

@lines = []

@num_wait = 0

create_back_bitmap

create_back_sprite

refresh

end

end

 

class Window_PartyCommand < Window_Command

def initialize

super(0, 0)

self.windowskin = Cache.system(WINDOW_PARTYCOMMAND)

self.openness = 0

deactivate

end

end

 

class Window_ActorCommand < Window_Command

def initialize

super(0, 0)

self.windowskin = Cache.system(WINDOW_ACTORCOMMAND)

self.openness = 0

deactivate

@actor = nil

end

end

 

class Window_BattleStatus < Window_Selectable

def initialize

super(0, 0, window_width, window_height)

self.windowskin = Cache.system(WINDOW_BATTLESTATUS)

refresh

self.openness = 0

end

end

 

class Window_BattleActor < Window_BattleStatus

def initialize(info_viewport)

super()

self.windowskin = Cache.system(WINDOW_BATTLEACTOR)

self.y = info_viewport.rect.y

self.visible = false

self.openness = 255

@info_viewport = info_viewport

end

end

 

class Window_BattleEnemy < Window_Selectable

def initialize(info_viewport)

super(0, info_viewport.rect.y, window_width, fitting_height(4))

self.windowskin = Cache.system(WINDOW_BATTLEENEMY)

refresh

self.visible = false

@info_viewport = info_viewport

end

end

 

class Window_BattleSkill < Window_SkillList

def initialize(help_window, info_viewport)

y = help_window.height

super(0, y, Graphics.width, info_viewport.rect.y - y)

self.windowskin = Cache.system(WINDOW_BATTLESKILL)

self.visible = false

@help_window = help_window

@info_viewport = info_viewport

end

end

 

class Window_BattleItem < Window_ItemList

def initialize(help_window, info_viewport)

y = help_window.height

super(0, y, Graphics.width, info_viewport.rect.y - y)

self.windowskin = Cache.system(WINDOW_BATTLEITEM)

self.visible = false

@help_window = help_window

@info_viewport = info_viewport

end

end

 

class Window_TitleCommand < Window_Command

def initialize

super(0, 0)

self.windowskin = Cache.system(WINDOW_TITLECOMMAND)

update_placement

select_symbol(:continue) if continue_enabled

self.openness = 0

open

end

end

 

class Window_GameEnd < Window_Command

def initialize

super(0, 0)

self.windowskin = Cache.system(WINDOW_GAMEEND)

update_placement

self.openness = 0

open

end

end

end

 

 

 

Edited by BOSSBERRY

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Sorry to necropost, but I'm getting an error, too.

 

It says:

line 167: NameError occurred.

uninitialized constant Window_MenuActor::WINDOW_ACTOR

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