Noob Saibot 38 Report post Posted April 14, 2010 Here is another SCRIPT from the depths of the RMXPU.net Archive (note the screen shot link was broken and I don't plan on creating one; sorry): Ok well this is like maybe my second script I ever made so hope you like it :D. Oh and I got the look from ff9 but my version. How to use: 1. Make a folder in the character folder called Faces. Then add the faces from your game in that folder named after your main characters name. Best size for it would be 80 x 80. 2. Copy and replace scene_status with this: #================================================= # ** Scene_Status #---------------------------------------------------------------------- # This class performs status screen processing. # Version 2 # Made by: Emilio Islas or Illusion Gaming # Thanks to blizzard for the help on face switching #================================================= class Scene_Status #------------------------------------------------------------------ # * Object Initialization # actor_index : actor index #------------------------------------------------------------------ def initialize(actor_index = 0, equip_index = 0) @actor_index = actor_index end #------------------------------------------------------------------ # * Main Processing #------------------------------------------------------------------ def main # Get actor @actor = $game_party.actors[@actor_index] #calculation of the left character @actor_l = @actor_index @actor_l += $game_party.actors.size - 1 @actor_l %= $game_party.actors.size @actor_l = $game_party.actors[@actor_l] #calculation of the right character @actor_r = @actor_index @actor_r += 1 @actor_r %= $game_party.actors.size @actor_r = $game_party.actors[@actor_r] # Make status window @window1 = Window1.new @window1.x =0 @window1.y =0 @window1.height = 60 @window1.width = 640 @Window_Player = Window_Player.new(@actor, @actor_l, @actor_r) @Window_Player.x =0 @Window_Player.y =60 @Window_Player.height = 420 @Window_Player.width = 640 @Window_Status = Window_Status.new(@actor) @Window_Status.x =0 @Window_Status.y =170 @Window_Status.height = 310 @Window_Status.width = 280 @Window_Exp = Window_Exp.new(@actor) @Window_Exp.x =280 @Window_Exp.y =170 @Window_Exp.height = 75 @Window_Exp.width = 360 @Window_Equipment = Window_Equipment.new(@actor) @Window_Equipment.x =280 @Window_Equipment.y =245 @Window_Equipment.height = 235 @Window_Equipment.width = 360 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @window1.dispose @Window_Player.dispose @Window_Status.dispose @Window_Exp.dispose @Window_Equipment.dispose end #------------------------------------------------------------------- # * Frame Update #------------------------------------------------------------------- def update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(3) return end # If R button was pressed if Input.trigger?(Input::RIGHT) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To next actor @actor_index += 1 @actor_index %= $game_party.actors.size # Switch to different status screen $scene = Scene_Status.new(@actor_index) #@Window_Player.refresh return end # If L button was pressed if Input.trigger?(Input::LEFT) # Play cursor SE $game_system.se_play($data_system.cursor_se) # To previous actor @actor_index += $game_party.actors.size - 1 @actor_index %= $game_party.actors.size # Switch to different status screen $scene = Scene_Status.new(@actor_index) #@Window_Player return end end end class Window1 < Window_Base def initialize super(0, 0, 640,60) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize self.contents.font.color = text_color(0) self.contents.draw_text(0, 0, 130, 33, "< Prev Player") self.contents.draw_text(500, 0, 110, 33, "Next Player >") end end class Window_Base < Window def draw_actor_face(actor, x, y) face = RPG::Cache.character("Faces/" + actor.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 class Window_Player < Window_Base def initialize(actor, actor_left, actor_right) super(0, 0, 640,420) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize self.contents.font.color = text_color(0) x = 94 y = -5 case $game_party.actors.size when 1 draw_actor_face(actor, 170, y + 90) when 2 draw_actor_face(actor_left, 11, y + 90) draw_actor_face(actor, 170, y + 90) when 3 draw_actor_face(actor_left, 11, y + 90) draw_actor_face(actor, 170, y + 90) draw_actor_face(actor_right, 500, y + 90) end draw_actor_name(actor, x+160, y) draw_actor_class(actor, x + 78+160, y) draw_actor_level(actor, x+160, y + 18) draw_actor_state(actor, x + 144+160, y) draw_actor_hp(actor, x+160, y + 38) draw_actor_sp(actor, x+160, y + 58) end end class Window_Status < Window_Base def initialize(actor) super(0, 0, 280,310) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize self.contents.font.color = text_color(0) draw_actor_parameter(@actor, 0, 0, 0) draw_actor_parameter(@actor, 0, 32, 1) draw_actor_parameter(@actor, 0, 64, 2) draw_actor_parameter(@actor, 0, 96, 3) draw_actor_parameter(@actor, 0, 128, 4) draw_actor_parameter(@actor, 0, 160, 5) draw_actor_parameter(@actor, 0, 192, 6) end end class Window_Exp < Window_Base def initialize(actor) super(0, 0, 360,75) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize self.contents.font.color = text_color(0) self.contents.font.color = system_color self.contents.draw_text(0, -5, 75, 32, "EXP") self.contents.draw_text(0, 13, 75, 32, "NEXT") self.contents.font.color = normal_color self.contents.draw_text(0 + 80, -5, 75, 32, @actor.exp_s, 2) self.contents.draw_text(0 + 80, 13, 75, 32, @actor.next_rest_exp_s, 2) end end class Window_Equipment < Window_Base def initialize(actor) super(0, 0, 360,235) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize self.contents.font.color = text_color(0) self.contents.font.color = system_color self.contents.draw_text(0, 0, 96, 32, "Equipment") draw_item_name($data_weapons[@actor.weapon_id], 0 + 16, 48) draw_item_name($data_armors[@actor.armor1_id], 0 + 16, 80) draw_item_name($data_armors[@actor.armor2_id], 0 + 16, 112) draw_item_name($data_armors[@actor.armor3_id], 0 + 16, 144) draw_item_name($data_armors[@actor.armor4_id], 0 + 16, 176) end end Thats all hope you like :D. Note: I think i'll get an error if you add a change heros name in the game because then it won't find any face set since there won't be one under the name they picked. no I haven't tested that yet but i'm sure you will get an error. Edited: Now you can change though players with the arrow keys :D Original Post: RMXPU.net Archive Share this post Link to post Share on other sites
*chibilily* 0 Report post Posted January 27, 2014 May I use this for my game? I'll give you credit, just tell me what you want to go by. Share this post Link to post Share on other sites
Bob423 52 Report post Posted January 27, 2014 (edited) This wasn't made by Noob Saibot as evident by the first few commented lines in the script #================================================= # ** Scene_Status #---------------------------------------------------------------------- # This class performs status screen processing. # Version 2 # Made by: Emilio Islas or Illusion Gaming # Thanks to blizzard for the help on face switching #================================================= as well as the quote by "Midnight of RMXPU.net" Since it's not made by him, and anyone who gives a script to a forum won't care if you use it as long as you give credit (if they don't want you using it then they shouldn't put it where anyone can use it) though many people won't like their scripts being used in commercial games, which is really the only exception, I am 100% sure that noob will not care if you use this script, as it is not his. this is where it was originally posted: http://web.archive.org/web/20070427060854/forums.rmxpu.net/index.php?showtopic=1827 if you want permission from the author, go there. Edited January 27, 2014 by Bob423 Share this post Link to post Share on other sites
Noob Saibot 38 Report post Posted October 26, 2014 this is where it was originally posted: http://web.archive.org/web/20070427060854/forums.rmxpu.net/index.php?showtopic=1827 if you want permission from the author, go there. One cannot go there to get permission to use as archive.org is simply a site that archives other websites and forums. Permission isn't needed unless one plans on making a commercial game and even then who knows if the creator is still around on other game making based web sites/forums. Share this post Link to post Share on other sites