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Status Color-Movement
#1
This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
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INSTRUCTIONS
Make a new script above main
What it does: It makes the Stutse text moveble and if u want gives a color to every status.... 98% Credt to MoMoMo
Code:
#===============================================================
# Actor state indication active conversion
# Scripted by MoMoMo
# Translation Mr. DJ, fix Japanese text by Mr. DJ
#===============================================================
# When fighting when the state of the actor becomes plural,
# It reaches the point where state name is indicated in every time consecutively.
# Every in order to avoid the renewal of the status window of the frame
# Being to make the sprite for state indication anew
# The person who fumbles the indication of Window_BattleStatus adjustment is necessary.
#^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
#weird translation, what it really does is changing the status text to a colorstatus text and makes the Text Moveble

class Window_BattleStatus < Window_Base
  STATE_DRAW_FRAME     = 20   # Indicatory frame interval
  STATE_DRAW_X         = 160  # Distance between actor #You PROBEBLY NEED to change this
  STATE_DRAW_Y         = 96   # The state the Y-coordinate which is indicated
  STATE_DRAW_COLOR_USE = true # Whether or not letter color setting is made effective
  #--------------------------------------------------------------------------
  # â—? Letter color setting of state
  #     actor       : Actor
  #     text        : Drawing character string
  #--------------------------------------------------------------------------
  def state_font_color(actor, text)
    if STATE_DRAW_COLOR_USE
      color = normal_color
      case text
      when "[Normal]" #translated Normality
        color = normal_color
      when "[Death]" #translated agressive failure
        color = knockout_color
      when "[Stun]"
        color = normal_color
      when "[Poison]"
        color = Color.new(128, 255, 128, 255)
      when "[Dizzy]" #translated Dazzaldinezz
        color = Color.new(255, 255, 128, 255)
      when "[Silence]"
        color = Color.new(160, 160, 160, 255)
      when "[Confused]"
        color = Color.new(200, 255, 140, 255)
      when "[Sleep]"
        color = Color.new(64, 64, 200, 255)
      when "[Paralyzed]"
        color = Color.new(128, 255, 255, 255)
      when "[Weak]","[Clumsy]","[Delayed]","[Enfeebled]" #tranlated: ????, Cram Gee, Delay, Fee Bull
        color = Color.new(128, 128, 128, 255)
      when "[Sharpen]","[Barrier]","[Resist]","[Blink]"
        color = Color.new(128, 128, 255, 255)
      end
    else
      # When STATE_DRAW_COLOR_USE is false, processing of colors (only dead with red drawing)
      color = actor.hp == 0 ? knockout_color : normal_color
    end
    @state_sprite.bitmap.font.color = color
  end
  attr_accessor :state_count
  alias window_battlestatus_state_draw_initialize initialize
  def initialize
    window_battlestatus_state_draw_initialize
    # Drawing up the counter for state indication
    @state_count = 0
    # Drawing up the sprite for state indication
    @state_sprite = Sprite.new(self.viewport)
    @state_sprite.bitmap = Bitmap.new(self.width - 32, self.height - 32)
    @state_sprite.x = self.x + 16
    @state_sprite.y = self.y + 16
    @state_sprite.z = self.z + 2
    # Refreshing the sprite for state indication
    state_draw_refresh
  end
  alias window_battlestatus_state_draw_dispose dispose
  def dispose
    window_battlestatus_state_draw_dispose
    # Opening the sprite for state indication
    @state_sprite.dispose
  end
  #--------------------------------------------------------------------------
  # â—? State character string compilation for drawing
  #     actor       : Actor
  #     width       : Width ahead drawing
  #     need_normal : Whether or not [ normal ] is active (true / false)
  #--------------------------------------------------------------------------
  def make_battler_state_text(battler, width, need_normal)
    # Acquiring the width of the parenthesis
    brackets_width = self.contents.text_size("[]").width
    # Drawing up the character string of state name
    text = ""
    # Actually arrangement compilation of the state which is indicated
    show_state = []
    for i in battler.states
      if $data_states[i].rating >= 1
        show_state.push($data_states[i].name)
      end
    end
    # When arrangement of the indicatory state is the sky, "[ it makes normal ]"
    if show_state.size == 0
      if need_normal
        text = "[Normal]"
      else
        text = ""
      end
    else
      # Setting the state which it corresponds to count to the character string
      text = show_state[(@state_count / STATE_DRAW_FRAME) % show_state.size]
      # The parenthesis is attached
      text = "[" + text + "]"
    end
    # The character string which you complete is returned
    return text
  end
    
  def state_draw_refresh
    # The character string which you complete is returned
    @state_count += 1
    # Not to be state renewal interval, if the first renewal time is not, it does not renew
    return if @state_count % STATE_DRAW_FRAME != 0 and @state_count != 1
    @state_sprite.bitmap.clear
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      actor_x = i * STATE_DRAW_X + 4
      if @level_up_flags[i]
        @state_sprite.bitmap.font.color = normal_color
        @state_sprite.bitmap.draw_text(actor_x, STATE_DRAW_Y, 120, 32, "LEVEL UP!")
      else
        text = make_battler_state_text(actor, 120, true)
        state_font_color(actor, text)
        @state_sprite.bitmap.draw_text(actor_x, STATE_DRAW_Y, 120, 32, text)
      end
    end
  end
  
  def draw_actor_state(actor, x, y, width = 120)
    # The dummy because usual draw_actor_state is not made to execute
  end
end

class Scene_Battle
  alias scene_battle_state_draw_update update
  def update
    # Renewing state indication to every update
    @status_window.state_draw_refresh
    scene_battle_state_draw_update
  end
end
What do you mean by "make the status text movable"?




i mean that u can place it anywhere on screen with any font any size any color
}


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