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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

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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 by Bob423

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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.

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