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RX-Stats Screen
#1
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This is my first script at Creation Asylum, and the third script I've made.
This is the RX-Stats screen. All you need to is add the following script above the script "main" in the script database and put a picture in you "pictures" folder, or you can download the demo.

Here is the demo:
Demo

Heres the script:
Code:
#==============================================================================
# This is the RX-Status Screen by Marked(22.10.06) Script No.:03
# This is a simple script thats different from most other custom screens
# because it dosent contain any visible windows.
# The script is free for all, with credit to Marked.
# The script should be easy to read and understand as there are comments
# through most of it.
# For more scripts go to: www.rmxp.110mb.com/forums/index.php
#==============================================================================

#==============================================================================
# ** Scene_Status
#------------------------------------------------------------------------------
#  This class performs status screen processing.
#==============================================================================

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
  

    #==============================================
    # Setting up Background Image
    #==============================================
    @background = Sprite.new
    @background.bitmap = RPG::Cache.picture("background")
    @background.x = 0
    @background.y = 0
    dispose = [@background]
    # Get actor
    @actor = $game_party.actors[@actor_index]
    # Make status window
    @status_window_rx = Window_StatusRX.new(@actor)
    # 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
    @status_window_rx.dispose
    @background.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::R)
      # 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)
      return
    end
    # If L button was pressed
    if Input.trigger?(Input::L)
      # 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)
      return
    end
  end
end
#==============================================================================
# ** Window_RXStatus
#------------------------------------------------------------------------------
#  This is the window for the scene
#==============================================================================
class Window_StatusRX < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------

          

  def initialize(actor)
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor

    refresh
  end

  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  

    
  
    def refresh
      self.windowskin = RPG::Cache.windowskin("")
    self.contents.clear
    $defaultfont = "Tahoma"
  
  #--------------------------------------------------------------------------
  # * Define font and font size for numbers
  #--------------------------------------------------------------------------
    self.contents.font.name = $defaultfont
    self.contents.font.size = 20
  #--------------------------------------------------------------------------
  # * Number Strings - Status
  #--------------------------------------------------------------------------
    self.contents.draw_text(62, 113, 84, 32, @actor.hp.to_s, 5)
    self.contents.draw_text(62, 113+51, 84, 32, @actor.sp.to_s, 5)
    self.contents.draw_text(62, 113+51+52+52, 84, 32, @actor.level.to_s, 5)
    self.contents.draw_text(-10, 113+51+52+52+52, 84, 32, @actor.exp_s, 2)
    self.contents.draw_text(-5, 113+52+52+52+52+52, 84, 32, @actor.next_rest_exp_s, 2)
  #--------------------------------------------------------------------------
  # * Number Strings - Parameters
  #--------------------------------------------------------------------------
    self.contents.draw_text(62+208, 113, 84, 32, @actor.atk.to_s, 5)
    self.contents.draw_text(62+208, 113+52, 84, 32, @actor.pdef.to_s, 5)
    self.contents.draw_text(62+208, 113+52+52, 84, 32, @actor.mdef.to_s, 5)
    self.contents.draw_text(62+208, 113+52+52+52, 84, 32, @actor.str.to_s, 5)
    self.contents.draw_text(62+208, 113+52+52+52+52, 84, 32, @actor.dex.to_s, 5)
    self.contents.draw_text(62+208, 113+52+52+52+52+53, 84, 32, @actor.agi.to_s, 5)
    self.contents.draw_text(62+208, 113+52+52+52+52+52+54, 84, 30, @actor.int.to_s, 5)

  
  #--------------------------------------------------------------------------
  # * Word Strings - Status
  #--------------------------------------------------------------------------  

    draw_actor_name(@actor, 4, 13)
    draw_actor_class(@actor, 52, 35)
    draw_actor_state(@actor, 62, 113+51+51)
  
  #--------------------------------------------------------------------------
  # * Setting up word strings
  # This part was taken from window base and edited so the icons dont show
  # up beside the weapons name.
  #--------------------------------------------------------------------------
  def draw_item_name_stats(item, x, y)
    if item == nil
      return
    end
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name)
  end
  
  #--------------------------------------------------------------------------
  # * Word Strings - Weapons and armour
  #--------------------------------------------------------------------------
  
    draw_item_name_stats($data_weapons[@actor.weapon_id], 457, 113)
    draw_item_name_stats($data_armors[@actor.armor1_id], 457, 113+51)
    draw_item_name_stats($data_armors[@actor.armor2_id], 457, 113+52+51)
    draw_item_name_stats($data_armors[@actor.armor3_id], 457, 113+52+52+51)
    draw_item_name_stats($data_armors[@actor.armor4_id], 457, 114+52+52+52+50)

  end

end

Put the following picture in your "Pictures" folder.
(Background <--- Dead link)


You will have to rename that picture "background" because when I uploaded it to imageshack, the name changed.





I know that its only one screen, and dosent fit with the rest of the menu. But if people like it, I may make a complete menu similar to this. Please leave your comments.
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