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Cool Edited Status Screen. |
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Guest_Black Shadow_*
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Jul 19 2007, 10:34 AM
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Guests

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This is a cool edition I have done in the Status screen, so I want to share it. First, have the Faces script CODE def draw_actor_face(actor, x, y) face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue) fw = face.width fh = face.height src_rect = Rect.new(0, 0, fw, fh) self.contents.blt(x - fw / 23, y - fh, face, src_rect) end Go into your games folder (it mentions it when you create your project, usually C:/Documents and Settings/<Your name here>/My Documents/RMXP/<Your game's name here>/. If it's not there, open your game, and along the top bar select Game, Open Game Folder). In there go to Graphics, Characters, and in there make a folder called FacesThen, In Window_Status, find first this line. CODE draw_actor_graphic(@actor, 40, 112) Change it to. CODE draw_actor_face(@actor, 150, 450) For this, I recommend to have your battler as face. Name the face the same as the character et you are using. Then, on this lines. CODE self.contents.draw_text(320, 48, 80, 32, "Exp") self.contents.draw_text(320, 80, 80, 32, "Next Level") self.contents.font.color = normal_color self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2) self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.draw_text(320, 160, 96, 32, "Equipment") draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208) draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256) draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304) draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352) draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400) Change it to. CODE self.contents.draw_text(420, 48, 80, 32, "Exp") self.contents.draw_text(420, 80, 80, 32, "Next Level") self.contents.font.color = normal_color self.contents.draw_text(420 + 80, 48, 84, 32, @actor.exp_s, 2) self.contents.draw_text(420 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.draw_text(480, 160, 96, 32, "Equipment") draw_item_name($data_weapons[@actor.weapon_id], 420 + 16, 208) draw_item_name($data_armors[@actor.armor1_id], 420 + 16, 256) draw_item_name($data_armors[@actor.armor2_id], 420 + 16, 304) draw_item_name($data_armors[@actor.armor3_id], 420 + 16, 352) draw_item_name($data_armors[@actor.armor4_id], 420 + 16, 400) I hope it will work for you. If it works, it could look like this.  I don't want to call it script. It's just an edit, that's very cool. Hope you like it. Credits To Sephirothspawn for the Bars script, wich is seperate to this script.
This post has been edited by Night_Runner: Jun 9 2010, 04:46 AM
Reason for edit: Edited to better explain creating the Faces folder
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Jul 20 2007, 02:28 PM
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Level 11

Group: Revolutionary
Posts: 188
Type: Artist
RM Skill: Beginner

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VERY nice, might I ask how you came up wit this?
I'd like to make at least a simple script on my own x3 and this seems like it's really simple :3
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Guest_Black Shadow_*
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Jul 21 2007, 02:23 AM
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Guests

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QUOTE VERY nice, might I ask how you came up wit this? It was in the middle of the night...... Nah, I was just tired of the old one, so I tried to make it look good.
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Aug 28 2007, 10:39 AM
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SAKUJO MOTHERF***ERS!

Group: Revolutionary
Posts: 164
Type: Event Designer
RM Skill: Advanced

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QUOTE (TheSilentOne @ Jul 21 2007, 09:16 AM)  Can I ask where you got that character art? I know its gozarus....but Ive only seen the faceset. Unless its on his site too?
EDIT: Nevermind. I found them, those are really nice. The status screen is pretty topnotch too. Where did you find them? I love that pic. Looks really ace! Plus, the script doesn't seem to work for me... I pasted the Face script in Window_MenuStats and made it look like this: CODE #============================================================================== # Window_MenuStatus #------------------------------------------------------------------------------ # Displays menu status windows. #==============================================================================
class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # - Object Initialization #-------------------------------------------------------------------------- def initialize super(0, 0, 480, 480) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # - Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 64 y = i * 116 actor = $game_party.actors[i] draw_actor_graphic(actor, x - 40, y + 80) draw_actor_name(actor, x, y) draw_actor_class(actor, x + 144, y) draw_actor_level(actor, x, y + 32) draw_actor_state(actor, x + 90, y + 32) draw_actor_exp(actor, x, y + 64) draw_actor_hp(actor, x + 236, y + 32) draw_actor_sp(actor, x + 236, y + 64) end end # Face Graphic # def draw_actor_face(actor, x, y) face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue) fw = face.width fh = face.height src_rect = Rect.new(0, 0, fw, fh) self.contents.blt(x - fw / 23, y - fh, face, src_rect) end end #-------------------------------------------------------------------------- # - Rectangle Selection Renewal #-------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(0, @index * 116, self.width - 32, 96) end end end and Window_Status: CODE #============================================================================== # Window_Status #------------------------------------------------------------------------------ # É a janela que mostra os Status #==============================================================================
class Window_Status < Window_Base #-------------------------------------------------------------------------- # - Inicialização dos Objetos # # ator : Objeto #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 640, 480) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize @actor = actor refresh end #-------------------------------------------------------------------------- # - Atualizar #-------------------------------------------------------------------------- def refresh self.contents.clear draw_actor_face(@actor, 150, 450) draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 4 + 144, 0) draw_actor_level(@actor, 96, 32) draw_actor_state(@actor, 96, 64) draw_actor_hp(@actor, 96, 112, 172) draw_actor_sp(@actor, 96, 144, 172) draw_actor_parameter(@actor, 96, 192, 0) draw_actor_parameter(@actor, 96, 224, 1) draw_actor_parameter(@actor, 96, 256, 2) draw_actor_parameter(@actor, 96, 304, 3) draw_actor_parameter(@actor, 96, 336, 4) draw_actor_parameter(@actor, 96, 368, 5) draw_actor_parameter(@actor, 96, 400, 6) self.contents.font.color = system_color self.contents.draw_text(420, 48, 80, 32, "Exp") self.contents.draw_text(420, 80, 80, 32, "Next Level") self.contents.font.color = normal_color self.contents.draw_text(420 + 80, 48, 84, 32, @actor.exp_s, 2) self.contents.draw_text(420 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.draw_text(480, 160, 96, 32, "Equipment") draw_item_name($data_weapons[@actor.weapon_id], 420 + 16, 208) draw_item_name($data_armors[@actor.armor1_id], 420 + 16, 256) draw_item_name($data_armors[@actor.armor2_id], 420 + 16, 304) draw_item_name($data_armors[@actor.armor3_id], 420 + 16, 352) draw_item_name($data_armors[@actor.armor4_id], 420 + 16, 400) end def dummy self.contents.font.color = system_color self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon) self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1) self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2) self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3) self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4) draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144) draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208) draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272) draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336) draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400) end end I hope you can help me....
This post has been edited by PMussulo: Aug 28 2007, 11:08 AM
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Guest_Black Shadow_*
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Aug 29 2007, 04:29 AM
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Guests

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Don't paste the Face script in Window_MenuStats script. They need to be seperated.
Also, do you have a folder called faces?
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Jul 24 2008, 12:39 PM
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Level 1

Group: Member
Posts: 8
Type: None
RM Skill: Undisclosed

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i was searching for menu scripts and i found this one. It looks REALLY nice...But i dont understand how to use it  I made the folder Faces in scripts and then put in def draw_actor_face(actor, x, y) face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue) fw = face.width fh = face.height src_rect = Rect.new(0, 0, fw, fh) self.contents.blt(x - fw / 23, y - fh, face, src_rect) end After that i did all the editing for the Window_Status. I imported the exact same picture you used into the Character folder of the resource manager. I load the game up go to status and i get this : Unable to find Graphics/Characers/Faces/001-Fighter01.
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Jan 26 2009, 04:00 AM
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Level 2

Group: Member
Posts: 15
Type: Musician
RM Skill: Undisclosed

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QUOTE (Black Shadow @ Jul 20 2007, 01:34 AM)  This is a cool edition I have done in the Status screen, so I want to share it. First, have the Faces script CODE def draw_actor_face(actor, x, y) face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue) fw = face.width fh = face.height src_rect = Rect.new(0, 0, fw, fh) self.contents.blt(x - fw / 23, y - fh, face, src_rect) end excuse me Black Shadow.. i want to chage my font.. how to do that? mw font was normal font and it looks not cool... T_T hehe.. help me please//
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Jun 9 2010, 04:42 AM
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Level 50

Group: +Gold Member
Posts: 1,527
Type: Scripter
RM Skill: Undisclosed

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You don't do that in the code. In RMXP, go Game (Next to Tools) >> Open Game Folder. From there open Graphics/Characters/ and then right click, create new folder, and name it FacesI'll fix the original post, seeing as how Daeher had the same problem
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K.I.S.S. Want help with your scripting problems? Upload a demo! Or at the very least; provide links to the scripts in question. Most important guide ever: Newbie's Guide to Switches
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