Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

3 Pages V  < 1 2 3 >  
Closed TopicStart new topic
> Status Window with Full-Body Picture, Modeled after Tales of Symphonia
Twilight27
post Jun 16 2008, 12:26 PM
Post #21


Level 19
Group Icon

Group: Revolutionary
Posts: 371
Type: Event Designer
RM Skill: Beginner




Is the script availabe at the top the proper, improved script? Or is it the one woratana did?

Anyway, a demo would be nice. Demos are always nice, lol.


__________________________

Fall to the power of the Emo!
We have cookies!


Notice!! Check out my topic (http://www.rpgrevolution.com/forums/index.php?showtopic=45736&st=0#entry454175) if you're interested in helping me make a script that limits the number of characters & items you use in battle AND also an item durability feature! Thanks for any help in advance!
Go to the top of the page
 
+Quote Post
   
Lato
post Jun 29 2008, 03:17 AM
Post #22


Infantry for life!
Group Icon

Group: Revolutionary
Posts: 1,711
Type: Artist
RM Skill: Skilled
Rev Points: 155




ok i did the whole 1 => "l2t2k lancer", thing and that works fine, its a bit to the left but ok, but with all that room left over in sttus menue how do i write a bio in there to?


__________________________
Go to the top of the page
 
+Quote Post
   
zolaga
post Jul 5 2008, 04:01 PM
Post #23


The Dazzler
Group Icon

Group: Revolutionary
Posts: 248
Type: Writer
RM Skill: Intermediate




I tried it and my picture shows up centered...


__________________________
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Facebook Account - Timothy Rosenberg
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go to the top of the page
 
+Quote Post
   
RisingPhoenix
post Jul 5 2008, 04:29 PM
Post #24


Level 6
Group Icon

Group: Member
Posts: 82
Type: None
RM Skill: Skilled




@zolaga: The first thing I would check is if your picture has any empty space on the right, since that would throw off the position. I haven't looked at this script in a long time...actually you need to set the X_Offset value so the picture is aligned how you like it.

@lato22: I didn't really intend for a bio to be written on the screen (it supposed to be just statistical data) but I'll try come up with something customizable.
Update: I pretty much have it working except I haven't figured out how to let the user make newlines yet.

This post has been edited by RisingPhoenix: Jul 5 2008, 05:00 PM


__________________________
「いい気なるな!目障り何だよ!僕の目の前から�消えて
まえ!魔神!煉獄殺!」
ー リオン・マグナス (テイルズオブデスティニー)
"Ii ki naru na! Mezawari nan da yo! Boku no me no mae kara...kiete shimae! Majin! Rengokusatsu!"
- Leon Magnus (Tales of Destiny)
Go to the top of the page
 
+Quote Post
   
zolaga
post Jul 6 2008, 12:30 PM
Post #25


The Dazzler
Group Icon

Group: Revolutionary
Posts: 248
Type: Writer
RM Skill: Intermediate




QUOTE (RisingPhoenix @ Jul 5 2008, 04:43 PM) *
@zolaga: The first thing I would check is if your picture has any empty space on the right, since that would throw off the position. I haven't looked at this script in a long time...actually you need to set the X_Offset value so the picture is aligned how you like it.

@lato22: I didn't really intend for a bio to be written on the screen (it supposed to be just statistical data) but I'll try come up with something customizable.
Update: I pretty much have it working except I haven't figured out how to let the user make newlines yet.

Thanks I figured it out, Love the script BTW.
Probably going to use this in every game I ever make wink.gif


__________________________
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Facebook Account - Timothy Rosenberg
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Go to the top of the page
 
+Quote Post
   
DestinMancer
post Jul 18 2008, 02:56 PM
Post #26


Level 4
Group Icon

Group: Member
Posts: 52
Type: Event Designer
RM Skill: Undisclosed




How do I use this with the RMVX large character pictures?


__________________________
Go to the top of the page
 
+Quote Post
   
C4karura
post Jul 26 2008, 03:32 PM
Post #27


Level 6
Group Icon

Group: Member
Posts: 80
Type: Developer
RM Skill: Beginner




hey i look in the code and i see kanji?
will that change anything since i use the english rpg maker vx..and i am not that good with scripts exactly where is the main? what is the main T.T * a desperate cry for help*


__________________________

~~~~~~~~~
[Show/Hide] click here for game projects

RPGCONNECT3

[Show/Hide] future game projects in the hybrid fantasy title
Hybrid fantasy :
Jeffs quest
progress: still in draft stages
Hybrid fantasy:
hero chronicles
Mugen platform
progress: still in draft stages
Hybrid fantasy:
hero chronicles EX
Mugen platform

progress: still in draft stahes
Go to the top of the page
 
+Quote Post
   
RisingPhoenix
post Jul 29 2008, 06:26 PM
Post #28


Level 6
Group Icon

Group: Member
Posts: 82
Type: None
RM Skill: Skilled




QUOTE (C4karura @ Jul 26 2008, 03:54 PM) *
hey i look in the code and i see kanji?
will that change anything since i use the english rpg maker vx..and i am not that good with scripts exactly where is the main? what is the main T.T * a desperate cry for help*

No it will not change anything, as those are just comments (the game does not read them).


__________________________
「いい気なるな!目障り何だよ!僕の目の前から�消えて
まえ!魔神!煉獄殺!」
ー リオン・マグナス (テイルズオブデスティニー)
"Ii ki naru na! Mezawari nan da yo! Boku no me no mae kara...kiete shimae! Majin! Rengokusatsu!"
- Leon Magnus (Tales of Destiny)
Go to the top of the page
 
+Quote Post
   
GunZz
post Jul 29 2008, 07:43 PM
Post #29


Level 4
Group Icon

Group: Member
Posts: 47
Type: None
RM Skill: Undisclosed




Don't work at me.I do everything but don't work.Use the same things from the demo and again nothing.Just can't show the picture in the Status menu. sad.gif sad.gifsad.gif
Go to the top of the page
 
+Quote Post
   
RuGeaR1277
post Aug 1 2008, 09:45 PM
Post #30


Level 12
Group Icon

Group: Revolutionary
Posts: 213
Type: None
RM Skill: Beginner




uhh... anyone have any idea where can i find the pictures of the original characters of RMVX to be used in this script?

EDIT:
nvm... i found it! =p

This post has been edited by RuGeaR1277: Aug 2 2008, 06:38 AM


__________________________
(ALL TEMPORARY PAUSED)

Current Project


Last Updated on 27th Oct


Click to check it out! ^_^

Go to the top of the page
 
+Quote Post
   
ouroboros
post Aug 7 2008, 08:01 PM
Post #31


Level 6
Group Icon

Group: Member
Posts: 86
Type: None
RM Skill: Undisclosed




Hello. Is there a way to make the picture not be raised a few pixels off the bottom border? I believe Wora mentioned this earlier. Thanks.

Edit: I see its not just the bottom...it seems there is like a 20 pixel outer border on all 4 sides that your background image will not cover (leaving a blue border)...been trying to tweak the code to change this but not having luck yet.

This post has been edited by ouroboros: Aug 9 2008, 12:04 AM
Go to the top of the page
 
+Quote Post
   
ouroboros
post Aug 26 2008, 12:07 PM
Post #32


Level 6
Group Icon

Group: Member
Posts: 86
Type: None
RM Skill: Undisclosed




::Bump::

Can I get a reply to this please? Thanks.
Go to the top of the page
 
+Quote Post
   
CaptainWinky
post Aug 26 2008, 06:09 PM
Post #33


Level 5
Group Icon

Group: Member
Posts: 65
Type: None
RM Skill: Masterful




That border is there for all windows. You cannot place something flat against the edge of the screen unless you make the window BIGGER than the screen.

A work around is to make a new window of which its bottom-right edges sit outside the screen with the opacity set to 0. Then place the picture file in this window. This way the picure can be moved closer to the edge yet the main window will remain intact.

I'm not sure it can be done any other way. (Never really thought or looked at how windows are drawn in VX, though I will look shortly..)


>>> EDIT:

Like so..



The only problem here is, the image will be displayed over the status text. A third window would be required to fix this, so sometimes it can get quite messy....Although lag shouldnt be an issue as its a static scene smile.gif

This post has been edited by CaptainWinky: Aug 26 2008, 06:34 PM
Go to the top of the page
 
+Quote Post
   
ouroboros
post Aug 27 2008, 08:20 AM
Post #34


Level 6
Group Icon

Group: Member
Posts: 86
Type: None
RM Skill: Undisclosed




Hmm; it actually kinda looks cool with the guy out of the window like that. The problem of the person going over the text can be avoided by just drawing the person carefully/being aware of where he would be on the screen. Could you show us the code modifications required to do this? I'm still learning ruby so it would be helpful. Thanks.
Go to the top of the page
 
+Quote Post
   
CaptainWinky
post Aug 27 2008, 10:01 AM
Post #35


Level 5
Group Icon

Group: Member
Posts: 65
Type: None
RM Skill: Masterful




QUOTE (ouroboros @ Aug 27 2008, 07:42 AM) *
Hmm; it actually kinda looks cool with the guy out of the window like that. The problem of the person going over the text can be avoided by just drawing the person carefully/being aware of where he would be on the screen. Could you show us the code modifications required to do this? I'm still learning ruby so it would be helpful. Thanks.



Sure, try this:

CODE

#==============================================================================
# ■ RisingPhoenix_Window_Status
#------------------------------------------------------------------------------
#  Make the status window with room on the right for a large picture
# Author: RisingPhoenix
#
# NOTE: This is a modified version by CaptainWinky. It allows the
# displayed actor image to be moved further to the edge of the screen.
# All credit goes to RisingPhoenix, the original author.
#
#==============================================================================

module RisingPhoenix
WLH = 20 #Define line height; change for different font sizes
SmallFontSize = 18 #Size of smaller font on status screen
X_Offset = 120 #How far to the right you want to display the picture
CharacterFullPics = Array.new
CharacterFullPics = {
#(Leave file name blank for no picture for that character; picture files are stored in the System folder)
#(Try to stick to a height of 390ish, anything below that is cut off - widths can vary but the picture will be right-aligned)
#ID => "file name"
1 => "l2t",
}
DefaultFullPic = "" #Leave blank for no picture as the default
end
#--------------------------------------------------------------------------
# ● Status Picture Window
# This is the new window containing the Actors Image.
#--------------------------------------------------------------------------
class Window_StatusPic < Window_Base
def initialize(actor)
super(0, 0, 600, 500)
@actor = actor
self.opacity = 0
refresh
end
#--------------------------------------------------------------------------
# ● Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if RisingPhoenix::CharacterFullPics[@actor.id] == nil
if RisingPhoenix::DefaultFullPic != ""
draw_status_pic(RisingPhoenix::DefaultFullPic)
end
elsif RisingPhoenix::CharacterFullPics[@actor.id] != ""
draw_status_pic(RisingPhoenix::CharacterFullPics[@actor.id])
end
draw_actor_name(@actor, 4, 0)
self.contents.font.size = RisingPhoenix::SmallFontSize
end
#--------------------------------------------------------------------------
# ● Define a function to draw the status picture
#--------------------------------------------------------------------------
def draw_status_pic(pic_name)
bitmap = Cache.system(pic_name)
rect = Rect.new(0, 0, 0, 0)
rect.width = bitmap.width
rect.height = bitmap.height
x = RisingPhoenix::X_Offset
self.contents.blt(x, 0, bitmap, rect)
bitmap.dispose
end
end

class Scene_Status < Scene_Base
#--------------------------------------------------------------------------
# ● Creates the new Status Picture Window in the Scene_Status class.
#--------------------------------------------------------------------------
alias start_s start
def start
start_s
@stat_pic = Window_StatusPic.new(@actor)
end

alias terminate_s terminate
def terminate
terminate_s
@stat_pic.dispose
end

alias update_s update
def update
update_s
@stat_pic.update
end

end

class Window_Status < Window_Base
WLH = RisingPhoenix::WLH
#--------------------------------------------------------------------------
# ● Object initialization
# actor :The actor for which the window is being made
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 544, 416)
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_name(@actor, 4, 0)
self.contents.font.size = RisingPhoenix::SmallFontSize
draw_actor_class(@actor, 18, WLH + 4)
draw_basic_info(4, WLH * 2 + 8)
draw_parameters(4, WLH * 7 + 18)
draw_equipments(4, WLH * 11 + 28)
end
#--------------------------------------------------------------------------
# ● 基本情報の描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_basic_info(x, y)
draw_actor_level(@actor, x, y + WLH * 0)
#draw_actor_state(@actor, x, y + WLH * 1)
draw_exp_info(x, y + WLH * 1)
draw_actor_hp(@actor, x, y + WLH * 3)
draw_actor_mp(@actor, x, y + WLH * 4)
end
#--------------------------------------------------------------------------
# ● 能力値の描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_parameters(x, y)
draw_actor_parameter(@actor, x, y + WLH * 0, 0)
draw_actor_parameter(@actor, x, y + WLH * 1, 1)
draw_actor_parameter(@actor, x, y + WLH * 2, 2)
draw_actor_parameter(@actor, x, y + WLH * 3, 3)
end
#--------------------------------------------------------------------------
# ● 経験値情報の描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_exp_info(x, y)
s1 = @actor.exp_s
s2 = @actor.next_rest_exp_s
s_next = sprintf(Vocab::ExpNext, Vocab::level)
self.contents.font.color = system_color
self.contents.draw_text(x, y + WLH * 0, 180, WLH, Vocab::ExpTotal)
self.contents.draw_text(x, y + WLH * 1, 180, WLH, s_next)
self.contents.font.color = normal_color
self.contents.draw_text(x, y + WLH * 0, 180, WLH, s1, 2)
self.contents.draw_text(x, y + WLH * 1, 180, WLH, s2, 2)
end

def draw_item_name(item, x, y, enabled = true)
if item != nil
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 24, y, 172, WLH, item.name)
end
end
#--------------------------------------------------------------------------
# ● 装備品の描画
# x : 描画先 X 座標
# y : 描画先 Y 座標
#--------------------------------------------------------------------------
def draw_equipments(x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, WLH, Vocab::equip)
for i in 0..4
draw_item_name(@actor.equips[i], x, y + 22 * (i + 1))
end
end
end
Go to the top of the page
 
+Quote Post
   
Nymphara
post Sep 5 2008, 03:59 PM
Post #36


Level 1
Group Icon

Group: Member
Posts: 6
Type: Artist
RM Skill: Beginner




I had been looking for something like this for a loooong time, this is so good! But I need some instructions, can somebody help me? I don't know where to put the pics & stuff..

Edit: I found it out, but my pic appears in the center of the window... :/ dunno what to do

This post has been edited by Nymphara: Sep 5 2008, 04:14 PM


__________________________
I'm such a procastinator I never manage to finish any game I start making D: .... but, I'll change that soon! u_ú
Go to the top of the page
 
+Quote Post
   
nobodyreal
post Sep 26 2008, 04:46 PM
Post #37


Level 4
Group Icon

Group: Member
Posts: 56
Type: None
RM Skill: Advanced




Is there a way to make it where the profile pics that show up are random or you could change it later on in the game?

It would be helpful in cases where the character gets scarred or goes through a timeskip. smile.gif Or just plain fun where it's different each time you open the status screen.
Go to the top of the page
 
+Quote Post
   
Yangbo
post Sep 26 2008, 06:33 PM
Post #38


Level 1
Group Icon

Group: Member
Posts: 7
Type: Artist
RM Skill: Beginner




Can you change the status image through an event? If so could anyone help me?


__________________________
Learning how to script but still a newb XP
Go to the top of the page
 
+Quote Post
   
RisingPhoenix
post Sep 27 2008, 11:22 AM
Post #39


Level 6
Group Icon

Group: Member
Posts: 82
Type: None
RM Skill: Skilled




If you want to change the status picture, you can use an event to call the script:
CODE
RisingPhoenix::CharacterFullPics[ID] = "NewPic"

ID is the character's ID and NewPic is the file name of the new picture.

Edit: Actually...I just realized this will no't carry over in saved games, since the information is not saved with characters...

This post has been edited by RisingPhoenix: Sep 27 2008, 11:23 AM


__________________________
「いい気なるな!目障り何だよ!僕の目の前から�消えて
まえ!魔神!煉獄殺!」
ー リオン・マグナス (テイルズオブデスティニー)
"Ii ki naru na! Mezawari nan da yo! Boku no me no mae kara...kiete shimae! Majin! Rengokusatsu!"
- Leon Magnus (Tales of Destiny)
Go to the top of the page
 
+Quote Post
   
phenixryte23
post Dec 29 2008, 11:43 AM
Post #40


Level 1
Group Icon

Group: Member
Posts: 8
Type: Artist
RM Skill: Intermediate




QUOTE (jasonicus @ Jun 16 2008, 12:55 AM) *
Holy Necropost, Batman!

Well, if you have a actor in the 1 slot named Hero1, then name the file picture file hero1. You don't really have to but it would make it easier to manage. Then under this part at the top:

CharacterFullPics = {
#(Leave file name blank for no picture for that character; picture files are stored in the System folder)
#(Try to stick to a height of 390ish, anything below that is cut off - widths can vary but the picture will be right-aligned)
#ID => "file name"
1 => "",
}

You would assign the picture values. Where 1 would be the name of the first actor and so on. Like this.

1 => "Hero1",
2 => "Hero2",
3 => "Hero3",

I think that should explain it. The pics, though you will just have to get for whatever character you want and make them the correct size.



Okay call me a noob but this still doesn't make sense to me. Where do you save the pictures to and what would you call them for it to work? would you just name them the same as the actor's name? Like you say if the actor was called Hero1 would you name the picture Hero1 aswell? or what dude I'm not a scripter so it makes no sense to me.
Go to the top of the page
 
+Quote Post
   

3 Pages V  < 1 2 3 >
Closed TopicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 19th June 2013 - 07:11 AM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker