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Pixelero

Simpler menu status screen

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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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