This is a cool edition I have done in the Status screen, so I want to share it.
First, have the Faces script
Make a folder named Faces
Then, In Window_Status, find first this line.
Change it to.
For this, I recommend to have your battler as face. Name the face the same as the character et you are using.
Then, on this lines.
Change it to.
I hope it will work for you.
If it works, it could look like this.
I don't want to call it script. It's just an edit, that's very cool.
Hope you like it. Credits To Sephirothspawn for the Bars script, wich is seperate to this script.
First, have the Faces script
CODE
def draw_actor_face(actor, x, y)
face = RPG::Cache.character("Faces/" + actor.character_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
Make a folder named Faces
Then, In Window_Status, find first this line.
CODE
draw_actor_graphic(@actor, 40, 112)
Change it to.
CODE
draw_actor_face(@actor, 150, 450)
For this, I recommend to have your battler as face. Name the face the same as the character et you are using.
Then, on this lines.
CODE
self.contents.draw_text(320, 48, 80, 32, "Exp")
self.contents.draw_text(320, 80, 80, 32, "Next Level")
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 160, 96, 32, "Equipment")
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)
Change it to.
CODE
self.contents.draw_text(420, 48, 80, 32, "Exp")
self.contents.draw_text(420, 80, 80, 32, "Next Level")
self.contents.font.color = normal_color
self.contents.draw_text(420 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(420 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(480, 160, 96, 32, "Equipment")
draw_item_name($data_weapons[@actor.weapon_id], 420 + 16, 208)
draw_item_name($data_armors[@actor.armor1_id], 420 + 16, 256)
draw_item_name($data_armors[@actor.armor2_id], 420 + 16, 304)
draw_item_name($data_armors[@actor.armor3_id], 420 + 16, 352)
draw_item_name($data_armors[@actor.armor4_id], 420 + 16, 400)
I hope it will work for you.
If it works, it could look like this.
I don't want to call it script. It's just an edit, that's very cool.
Hope you like it. Credits To Sephirothspawn for the Bars script, wich is seperate to this script.
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