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RisingPhoenix
Here's a script I made that changes the status screen to look like the status screen in Tales of Symphonia, with all the attributes and equipment lined up on the left edge of the window, leaving room for a large status picture on the right. You can set the picture to be used for each character, as well as a default if you like.

CODE
#==============================================================================
# ■ RisingPhoenix_Window_Status
#------------------------------------------------------------------------------
#  Make the status window with room on the right for a large picture
#   Author: RisingPhoenix
#==============================================================================

module RisingPhoenix
  SmallFontSize = 18 #Size of smaller font on status screen
  WLH = 20 #Define line height for small font size; change for different font sizes
  X_Offset = 100 #How far to the right you want the picture to be
  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 => "",
  }
  DefaultFullPic = "" #Leave blank for no picture as the default
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
    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
    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
  #--------------------------------------------------------------------------
  # ● 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
  #--------------------------------------------------------------------------
  # ● 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


Comments and feedback would be appreciated; if you find and errors/bugs let me know so I can try to fix them.

[Show/Hide] Screenshots

woratana
Nice and Short Script~^^
Good work, phoenix.

Is there any screenshot? smile.gif
Rory
Where do you put the full body pictures.?
SeeYouAlways
QUOTE
#(Leave file name blank for no picture for that character; picture files are stored in the System folder)


Instructions, anyone? tongue.gif

Great job - but yes, I would like to see a screenshot or a demo too. smile.gif
woratana
@Magdreamer
In folder "System" smile.gif

Edit:
Oh! sorry. I didn't saw SYA's quote.
RisingPhoenix
Okay, uploaded and added a couple screenshots.
woratana
Look very Nice! I love it smile.gif

Some question from screenshot,
why the actor's picture lift up from the window border?

and where can I find those actor's pictures? I really like it.
neclords
QUOTE (woratana @ Feb 7 2008, 02:20 PM) *
Look very Nice! I love it smile.gif

Some question from screenshot,
why the actor's picture lift up from the window border?

and where can I find those actor's pictures? I really like it.


http://sozaimenu.gozaru.jp/english.html

Check the site...

You will find the picture...

@risingphoenix
Great and nice!!
Black Shadow
This is a very nice script. Im gonna use it.

However, when I paste it, everything comes on a straigt line.


And it only happens with this script.

Any reason for this?

Also, could you upload a demo?
jasonicus
Looks like you copied the script wrong. No problems here.

This works pretty good. How would I center the pic instead of right align?
OrigamiRose
QUOTE (jasonicus @ Feb 7 2008, 10:51 AM) *
Looks like you copied the script wrong. No problems here.


I marked everything, and pressed Ctrl+C, and then pasted. I also tried to copy from the menu when you use the mouse. Same problem happen both times.
SeeYouAlways
Weird - it happens to me too! I could find no way of getting around it. Very strange indeed.
jasonicus
That is weird.
Rory
It needs some re-arranging, its too messy crammed to one side.
Nechi
Nice!!!
It's very short and easy to use script.
Thanks!!^^
neclords
Well how about copy to notepad first.
Than re-arrange by yourself.. biggrin.gif
RisingPhoenix
It has happened to me too with other scripts that I copied, though I have no idea why the clipboard doesn't preserve the leading tabs. I'll add an attachment of a text document with the code; that should preserve the tabs.

Also I think the actor picture has that blank area because the writable area on the window is a few pixels inwards, and anything that is drawn outside isn't shown. On Window_Base's create_contents functions, it defines the bitmap area as:

CODE
self.contents = Bitmap.new(width - 32, height - 32)


You could edit this to make the whole area writable, but it would affect all windows and I didn't want to screw up any other windows you have.

Edit: Edited the script files so that you can set how far to the right you want the picture rather than right-aligning it, should give more flexibility. Will upload an updated text file and a demo shortly.
woratana
You should put the script in code, not codebox
CODE
You script...
#==============================================================================
# ■ RisingPhoenix_Window_Status
#------------------------------------------------------------------------------
#  Make the status window with room on the right for a large picture
# Author: RisingPhoenix
#==============================================================================

module RisingPhoenix
SmallFontSize = 18 #Size of smaller font on status screen
WLH = 20 #Define line height for small font size; change for different font sizes
X_Offset = 100 #How far to the right you want the picture to be
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 => "",
}
DefaultFullPic = "" #Leave blank for no picture as the default
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
#--------------------------------------------------------------------------


If you use codebox >>
CODE
You script...
#==============================================================================
# ■ RisingPhoenix_Window_Status
#------------------------------------------------------------------------------
#  Make the status window with room on the right for a large picture
# Author: RisingPhoenix
#==============================================================================

module RisingPhoenix
SmallFontSize = 18 #Size of smaller font on status screen
WLH = 20 #Define line height for small font size; change for different font sizes
X_Offset = 100 #How far to the right you want the picture to be
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 => "",
}
DefaultFullPic = "" #Leave blank for no picture as the default
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
#--------------------------------------------------------------------------

Some people will have hard time to copy the script.

And use spoiler will help decrease space too.
CODE
You script...
#==============================================================================
# ■ RisingPhoenix_Window_Status
#------------------------------------------------------------------------------
#  Make the status window with room on the right for a large picture
# Author: RisingPhoenix
#==============================================================================

module RisingPhoenix
SmallFontSize = 18 #Size of smaller font on status screen
WLH = 20 #Define line height for small font size; change for different font sizes
X_Offset = 100 #How far to the right you want the picture to be
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 => "",
}
DefaultFullPic = "" #Leave blank for no picture as the default
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
#--------------------------------------------------------------------------
KryiTheRogue
I'm not exactly sure how to insert a picture for each character's status screen, or let alone where to put it. I'm not very good at understanding the scripts...so right now I have a blank picture for everyone lol. I put the images in the system folder so theyre ready to be scripted in at least. Could this possibly be explained a little more if it's not any trouble? huh.gif
jasonicus
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.
Twilight27
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.
Lato
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?
zolaga
I tried it and my picture shows up centered...
RisingPhoenix
@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.
zolaga
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
DestinMancer
How do I use this with the RMVX large character pictures?
C4karura
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*
RisingPhoenix
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).
GunZz
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
RuGeaR1277
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
ouroboros
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.
ouroboros
::Bump::

Can I get a reply to this please? Thanks.
CaptainWinky
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
ouroboros
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.
CaptainWinky
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
Nymphara
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
nobodyreal
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.
Yangbo
Can you change the status image through an event? If so could anyone help me?
RisingPhoenix
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...
phenixryte23
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.
platipus
can there be a script the alignment of information isnt changed but the picture is there
behind the info?
sandy
That's a really nice looking battle status window! Thanks for making & posting it RisingPhoenix, I might end up using it in a game smile.gif
Omegha
Wooohoo! Awesome script : D This is what I was looking for for years ; D
smuckfuzzer
It works great, but can I get some help. Theres a part in my game where my characters sprites, and titles change, and I wanna know how to change their status pics without having to have 4 new characters.

any help would be appreciated
beelzibub
This is a very cool script. It can add something really cool to VX, your script will probably drastically improve VX's make-ability and make it viewed more as a powerhouse program than just a "shitty maker" as some think of it. It just shows that most anything can be done with VX. Great job.

And thanks for reading my incoherant babbling.
griva001
Hi RisingPhoenix I really love your script, I really wanted for so long, and its so easy to manage. I just have one question...
can you help to show the first two equipments in the left side of the screen and the others on the right side

here's the demostration:



sorry for the little modificatios, as u can see i dont know how to show the other 3 equipments on the right side, I try a few
thing but no success.

and maybe someone remember the formula to show actor.face with opacity lol I forgot.
thanks waratana for the bars you are the master!

hope someone replies!
griva001
QUOTE (smuckfuzzer @ Apr 13 2009, 01:33 PM) *
It works great, but can I get some help. Theres a part in my game where my characters sprites, and titles change, and I wanna know how to change their status pics without having to have 4 new characters.

any help would be appreciated


RisingPhoenix::CharacterFullPics[actor ID] = "picture name"
SoloHero
QUOTE (griva001 @ May 23 2009, 04:11 AM) *
Hi RisingPhoenix I really love your script, I really wanted for so long, and its so easy to manage. I just have one question...
can you help to show the first two equipments in the left side of the screen and the others on the right side

In the script look for draw_equipments(4, WLH * 11 + 28), it should be around line 50.
Change that first number to move the equipments lists, the greater the number the more to the right your equipments will be shown. The other two numbers determines how high or low on the screen the equipments will be shown. Try experimenting by changing the value of those numbers so that you can get things were you want them.
Your screenshot is beautiful by the way.
griva001
QUOTE (SoloHero @ May 23 2009, 05:18 PM) *
QUOTE (griva001 @ May 23 2009, 04:11 AM) *
Hi RisingPhoenix I really love your script, I really wanted for so long, and its so easy to manage. I just have one question...
can you help to show the first two equipments in the left side of the screen and the others on the right side

In the script look for draw_equipments(4, WLH * 11 + 28), it should be around line 50.
Change that first number to move the equipments lists, the greater the number the more to the right your equipments will be shown. The other two numbers determines how high or low on the screen the equipments will be shown. Try experimenting by changing the value of those numbers so that you can get things were you want them.
Your screenshot is beautiful by the way.


Hey, thanks for the reply. Seriously, this is what I got in mind but editing the script I realized that this awesome script is also compatible
with the KGC Extended Equipment. take a look...



Thanks again...
jejunum
QUOTE (griva001 @ May 24 2009, 11:52 PM) *
QUOTE (SoloHero @ May 23 2009, 05:18 PM) *
QUOTE (griva001 @ May 23 2009, 04:11 AM) *
Hi RisingPhoenix I really love your script, I really wanted for so long, and its so easy to manage. I just have one question...
can you help to show the first two equipments in the left side of the screen and the others on the right side

In the script look for draw_equipments(4, WLH * 11 + 28), it should be around line 50.
Change that first number to move the equipments lists, the greater the number the more to the right your equipments will be shown. The other two numbers determines how high or low on the screen the equipments will be shown. Try experimenting by changing the value of those numbers so that you can get things were you want them.
Your screenshot is beautiful by the way.


Hey, thanks for the reply. Seriously, this is what I got in mind but editing the script I realized that this awesome script is also compatible
with the KGC Extended Equipment. take a look...



Thanks again...


It's probably because of some of the extra status you have. You may need to find a way to compress those stat bars.
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