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Simpler menu status screen
Pixelero replied to Pixelero's topic in Archived RPG Maker XP Scripts (RGSS1)
Thanks man, glad someone likes this :), i like the long line but all you'd have to do is delete some of it on line 47. Forgot to add, i'm using the -Georgia- font in this screenshot. -
Just thought i'd put up my edit of the menu status screen, best used with this transparency script by Xrxs. Here's a picture. http://Waiyem.fileave.com/PixeleroSimpleStatus.PNG And the scripts, transparency menu goes above Main and you replace original Window_Status with mine. Window Status #============================================================================== # ** Window_Status *Edited By Pixelero* #------------------------------------------------------------------------------ # This window displays full status specs on the status screen. # Edited for an even simpler look. #============================================================================== class Window_Status < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(100, 0, 430, 480) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear # draw_actor_graphic(@actor, 40, 112) self.contents.draw_text(x - 100, y - 65, 144, 170, "Name:____________") draw_actor_name(@actor, 45, 3) self.contents.draw_text(x + 113, y - 65, 144, 170, "Class:____________") draw_actor_class(@actor, 110 + 144, 3) #draw_actor_level(@actor, 96, 32) #draw_actor_state(@actor, 96, 64) #draw_actor_hp(@actor, 0, 112, 172) #draw_actor_sp(@actor, 0, 144, 172) draw_actor_parameter(@actor, 0, 295, 0) draw_actor_parameter(@actor, 0, 325, 1) draw_actor_parameter(@actor, 0, 355, 2) draw_actor_parameter(@actor, 200, 280, 3) draw_actor_parameter(@actor, 200, 310, 4) draw_actor_parameter(@actor, 200, 340, 5) draw_actor_parameter(@actor, 200, 370, 6) self.contents.font.color = system_color self.contents.draw_text(0, 48, 80, 32, "EXP") self.contents.draw_text(200, 48, 80, 32, "NEXT") self.contents.font.color = normal_color self.contents.draw_text(0 + 80, 48, 84, 32, @actor.exp_s, 2) self.contents.draw_text(210 + 80, 48, 84, 32, @actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.draw_text(30, 100, 96, 32, "equipment") self.contents.draw_text(x - 70, y + 30, 144, 170, "___________________") draw_item_name($data_weapons[@actor.weapon_id], 0 + 16, 140) draw_item_name($data_armors[@actor.armor1_id], 0 + 16, 180) draw_item_name($data_armors[@actor.armor2_id], 200 + 16, 140) draw_item_name($data_armors[@actor.armor3_id], 200 + 16, 180) draw_item_name($data_armors[@actor.armor4_id], 0 + 16, 220) 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 Transparency Script # ¥£¥ XRXS_MP 7. ‘Sƒƒjƒ…[”¼“§–¾‰» ¥£¥ # by ÷‰ë Ý“y #============================================================================== # ¡ Window_Base #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # œ ƒIƒuƒWƒFƒNƒg‰Šú‰» #-------------------------------------------------------------------------- alias xrxs_mp7_initialize initialize def initialize(x, y, width, height) xrxs_mp7_initialize(x, y, width, height) if $scene.is_a?(Scene_Menu) or $scene.is_a?(Scene_Item) or $scene.is_a?(Scene_Skill) or $scene.is_a?(Scene_Equip) or $scene.is_a?(Scene_Status) or $scene.is_a?(Scene_Save) or $scene.is_a?(Scene_End) self.back_opacity = 160 end end end #============================================================================== # ¡ ƒXƒvƒ‰ƒCƒgƒZƒbƒg쬂̃~ƒbƒNƒXƒCƒ“ƒ‚ƒWƒ…[ƒ‹ #============================================================================== module XRXS_MP7_Module def create_spriteset # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ðì¬ @spriteset = Spriteset_Map.new end def dispose_spriteset # ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú @spriteset.dispose end end #============================================================================== # ¡ Scene_Menu #============================================================================== class Scene_Menu include XRXS_MP7_Module #-------------------------------------------------------------------------- # œ ƒƒCƒ“ˆ— #-------------------------------------------------------------------------- alias xrxs_mp7_main main def main create_spriteset xrxs_mp7_main dispose_spriteset end end #============================================================================== # ¡ Scene_Item #============================================================================== class Scene_Item include XRXS_MP7_Module #-------------------------------------------------------------------------- # œ ƒƒCƒ“ˆ— #-------------------------------------------------------------------------- alias xrxs_mp7_main main def main create_spriteset xrxs_mp7_main dispose_spriteset end end #============================================================================== # ¡ Scene_Skill #============================================================================== class Scene_Skill include XRXS_MP7_Module #-------------------------------------------------------------------------- # œ ƒƒCƒ“ˆ— #-------------------------------------------------------------------------- alias xrxs_mp7_main main def main create_spriteset xrxs_mp7_main dispose_spriteset end end #============================================================================== # ¡ Scene_Equip #============================================================================== class Scene_Equip include XRXS_MP7_Module #-------------------------------------------------------------------------- # œ ƒƒCƒ“ˆ— #-------------------------------------------------------------------------- alias xrxs_mp7_main main def main create_spriteset xrxs_mp7_main dispose_spriteset end end #============================================================================== # ¡ Scene_Status #============================================================================== class Scene_Status include XRXS_MP7_Module #-------------------------------------------------------------------------- # œ ƒƒCƒ“ˆ— #-------------------------------------------------------------------------- alias xrxs_mp7_main main def main create_spriteset xrxs_mp7_main dispose_spriteset end end #============================================================================== # ¡ Scene_Save #============================================================================== class Scene_Save include XRXS_MP7_Module #-------------------------------------------------------------------------- # œ ƒƒCƒ“ˆ— #-------------------------------------------------------------------------- alias xrxs_mp7_main main def main create_spriteset xrxs_mp7_main dispose_spriteset end end #============================================================================== # ¡ Scene_End #============================================================================== class Scene_End include XRXS_MP7_Module #-------------------------------------------------------------------------- # œ ƒƒCƒ“ˆ— #-------------------------------------------------------------------------- alias xrxs_mp7_main main def main create_spriteset xrxs_mp7_main dispose_spriteset end end
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Battle Result Window Plus
Pixelero replied to Pixelero's topic in Archived RPG Maker XP Scripts (RGSS1)
Screen shot added. -
I have a couple of old scripts saved up that might be useful, this was not made by me..can't script to save my life.. #============================================================================== # ** Battle Result Window Plus (WBR+) #------------------------------------------------------------------------------ # A cleaner, bigger, and better organized battle result window by Ragnarok Rob #============================================================================== class Window_BattleResult < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(exp, gold, treasures) #Make attributes @exp = exp @gold = gold @treasures = treasures #Draw new window super(160, 40, 320, @treasures.size * 32 + 200) #Make the window's bitmap self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = "Tahoma" self.contents.font.size = 22 self.y = 160 - height / 2 #Make the bitmap invisible self.visible = false refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh #Initialize string-width variables wx = contents.text_size("Winnings: ").width gx = contents.text_size(@gold.to_s + " ").width tx = contents.text_size("Total: ").width ex = contents.text_size(@exp.to_s + " ").width #If you win items in battle if @treasures.size != 0 #Set font color self.contents.font.color = system_color #Draw victory text self.contents.draw_text(0, 0, 288, 32, "Victory!", 1) #Make division rectangle self.contents.fill_rect(0, 32, 288, 2, normal_color) #Gold Section self.contents.draw_text(0, 34, 288, 32, $data_system.words.gold) self.contents.font.color = system_color self.contents.draw_text(0, 70, 288, 32, "Winnings: ") self.contents.font.color = normal_color self.contents.draw_text(wx, 70, 288, 32, @gold.to_s) @gold += $game_party.gold self.contents.font.color = system_color self.contents.draw_text(wx + gx, 70, 288, 32, "Total: ") self.contents.font.color = normal_color self.contents.draw_text(wx + gx + tx, 70, 288, 32, @gold.to_s) self.contents.fill_rect(0, 102, 288, 2, normal_color) #Experience Section self.contents.font.color = system_color self.contents.draw_text(0, 104, 288, 32, "Experience") self.contents.font.color = normal_color self.contents.draw_text(0, 136, 288, 32, @exp.to_s) self.contents.font.color = system_color self.contents.draw_text(ex, 136, 288, 32, "Ex Points") #Treasures Section self.contents.fill_rect(0, 168, 288, 2, normal_color) self.contents.draw_text(0, 170, 288, 32, "Treasure") x = 4 y = 202 for item in @treasures draw_item_name(item, x, y) y += 32 end #If you don't win any items...ha ha! You lose!...ahem else #Set font color self.contents.font.color = system_color #Draw victory text self.contents.draw_text(0, 0, 288, 32, "Victory!", 1) #Make division rectangle self.contents.fill_rect(0, 32, 288, 2, normal_color) #Gold Section self.contents.draw_text(0, 34, 288, 32, $data_system.words.gold) self.contents.font.color = system_color self.contents.draw_text(0, 70, 288, 32, "Winnings: ") self.contents.font.color = normal_color self.contents.draw_text(wx, 70, 288, 32, @gold.to_s) @gold += $game_party.gold self.contents.font.color = system_color self.contents.draw_text(wx + gx, 70, 288, 32, "Total: ") self.contents.font.color = normal_color self.contents.draw_text(wx + gx + tx, 70, 288, 32, @gold.to_s) self.contents.fill_rect(0, 102, 288, 2, normal_color) #Experience Section self.contents.font.color = system_color self.contents.draw_text(0, 104, 288, 32, "Experience") self.contents.font.color = normal_color self.contents.draw_text(0, 136, 288, 32, @exp.to_s) self.contents.font.color = system_color self.contents.draw_text(ex, 136, 288, 32, "Ex Points") end end end Screen shot http://Waiyem.fileave.com/screenshot.PNG
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Thanks for the warm welcome guys, i have read the rules too :D
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Hello all, looking to finally start work on an rpg of my own so i'm here to ask lots of dumb questions and leech of off you all.. ;)