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estriole

EST - LIVING STATUS (POTRAIT + ANIMATED + SOUND)

11 posts in this topic

 EST - LIVING STATUS MENU v1.3
 

Author: Estriole

 

Introduction

This script is requested by Furrari fullbuster from http://www.rpgmakervxace.net/
 it change status menu to be more lively and beautiful.

 

 first... it will use potrait as the actor picture in status (you need to provide your own). if the actor didnt have pictures. then it 

 will use rescue picture instead.

 second... you can use as many pictures of the same actor as you want to make it animated. (require the basic

 knowledge on how to animate pictures and graphic editing skills too). all the animating things is done with

 notetags (will fill your notetags if you use a lot of pictures so not recommended for symphony user).
 

 third... you can make the animation only run once or make it looped. fourth... i give you some actor sound feature

 too. this script will play random sound of the actor (you need to put notetags on how many sound this actor has).
 else it will not play sound. combination of ANIMATED and SOUND make me name this script:

           LIVING STATUS MENU :D.
 last one... use background image as status menu background.
 
 this script is not compatible yet with custom resolution. maybe in next patch.
 also only 1 layer animation supported at current time.
 
 also... although this script is making your status menu COOL... you have to  remember that it have potential to

 increase your project size by quite a lot (if you animate the potrait complexly. heck. even rotating magic circle take
 me 12 images to make it not to choppy)
 
 so... WARNING FOR LAZY PEOPLE... don't use this script !!!!
 
Version History

 v1.0 2013.05.16           Initial Release
 v1.1 2013.05.23           add compatibility to custom resolution. just change the DESCRIPTION_LINE_MOD in module

                                      estriole to change where the description drawn. for images you just need to resize it.
 v1.2 2014.01.01     Happy New Year! add ability to have different background each actor
                     just add another background.jpg (or .png) inside the
                     living_status/actor_x/ folder
                     change x to id of the actor using that background
 v1.3 2015.01.05     Happy New Year! add ability to set another animation to actor
                     using dummy actor notetags (and picture folder)
                     read LIVING_STATUS_DUMMY_ID
 

Feature

 * use potrait
 * infinite number of potrait per actor to make it animated or just slideshow
 * can do one time only animation or looped animation
 * can play random sound of the actor
 * use image as background
 

Screenshot

1) static potrait

staticimage.png

 

2) animated potrait (stop at end)

79368285.png

37110041.png

96383409.png

 

3) looped animated potrait

rotate12frame.png

i made the magic circle above her circling.

 

4) when no image found search for rescue image instead crashing (make developer easier)

nopicture.png
 

5) i cannot screenshot SOUNDS. so try the demo instead

 

How to use

you can look at script header or:

 

 

 i will try to explain how to use this script. this is quite confusing if you
 don't understand basic animation.
 
 >>>>  Graphic related  <<<<<<
 -1) set background image.
 put the image of your status menu background in folder
 /Graphics/Pictures/living_status/
 name it "background"
 
 from below... it's better to use png for potraits since it contain transparency.
 0) set rescue potrait (so the game won't crash when you still didn't have
 complete actor potrait).
 put the image in
 /graphics/pictures/living_status/
 name the image "rescue.png"
 now your game won't crash when you're developing it. so you can slowly adding
 potrait one by one. also when you missing some image when animating. this picture
 will also shown to tell you that image is missing.
 
 1) set actor potrait
 create image size with the max width 325 pixel. (best result is 200 or 325 pixel)
 put it in folder
 /graphics/pictures/living_status/actor_x/
 (change _x to _actorid)
 name the image "1.png" (since png has transparency)
 example
 /graphics/pictures/living_status/actor_1/1.png
 will set that picture as the 'first' picture of the actor 1.
 
 by doing so you already have potrait status menu. if you want it animated
 another step must be done. BUT if you don't understand basic animation/frame/etc
 Stop at this point rather than boiling your head. your status menu is already
 pretty at this point if you done it right...
 
 2) animating actor potrait
 basically you create another image which slightly different from first picture.
 name it in sequence such as 2.png, 3.png, 4.png, etc.
 put the images in they same folder as the 1.png.
 now you have to understand frames before executing this section.
 first define frame max for that actor potrait. by giving the actor notetags:
 
 <frame_max: 60>
 
 it will set the frame 0 to 60. so the animation will occur in 60 frames.
 if you don't set the notetags by default frame max is what you set in module ESTRIOLE.
 
 second define how many pictures that actor animate. give actor notetags:

 <anim_max: 12>
 
 it means that actor have 12 pictures to animate
 
 third set the timing of the animation change. give notetags to actor
 <frame_anim_1: 0, 5>
 means 1.png will shown from 0 to 5 frame
 <frame_anim_2: 5, 10>
 means 2.png will shown from 5 to 10 frame
 <frame_anim_3: 10, 15>
 means 3.png will shown from 10 to 15 frame
 <frame_anim_4: 15, 20>
 means 4.png will shown from 15 to 20 frame
 done that until all your pictures given animation set.
 warning... the first number in notetags must be lower than second number.
 also one picture can only used once. (still thinking another way to prevent that
 i have a way already using array and another for. but will make user hard to use).
 also if at that frame no image specified... it will automatically use 1.png.
 
 now you got yourself animated picture.
 
 3) making looped animation
 after setting above. you could give notetags to loop animation. give the actor:
 <loop_to: x>
 x -> frame number
 <loop_to: 0>
 will loop it back to frame 0 continuosly.
 <loop_to: 100>
 will loop it back to frame 100 continuosly. useful when you want to make actor
 talking animation + another animation. then loop without the talking animation.
 
 >>>>  Sound related  <<<<<<
 1) put the actor voice files in
 /Audio/SE/living_status/actor_#/
 name it sequentialy.
 ex:
 /Audio/SE/living_status/actor_1/1.ogg
 /Audio/SE/living_status/actor_1/2.ogg
 /Audio/SE/living_status/actor_1/3.ogg
 will give the actor 3 sounds.
 2) set the notetags telling that this actor has three sounds
 <op_voices_num: 3>
 here you go... now your actor will tell random sound everytime you view their
 status menu :D.

LIVING_STATUS_DUMMY_ID_FEATURE

 from v1.3 you can set your actor the dummy id so it grab from that dummy
 actor notetags and folder instead of it's own.
 this is useful when you want to transform the whole animation based on your
 story plot.
 example: first actor 1 is still a child... the animation used is what
 defined in actor 1 notetags... (and actor_1 folder).
 then after certain story plot. time skip... the actor 1 is become grown adult...
 you can use this script call to transform the living status:
 
 $game_actors[actor_id].ls_id = dummy_id
 
 actor_id = the real actor id
 dummy_id = the dummy id which the actor will get it's animation from
 
 example:
 
 $game_actors[1].ls_id = 10
 will make actor 1 use setting from actor 10 (and picture from actor_10 folder)
   
 MAKE SURE YOU PLACE THE IMAGE / SOUND according your setting...

 
 if you're confused. just look at the demo project folder.

 

 

 

Script

http://pastebin.com/h4WBhDu0

 

Demo

Latest Demo

https://www.dropbox.com/s/lzrlxhkg86xkm1c/EST_LIVING_STATUS.rar

 

Credit and Thanks
- Estriole
- Furrari fullbuster for requesting this script

 

Author's Notes

 This script is quite hard to use. need to understand basic of animating pictures. also only one layer provided so

 it's limited animation. future patch plan (if i'm not busy)
 - ability to have custom background each actor.
 - compatibility with custom resolution
 - sound effect in animation
 - tell me...

Edited by estriole
Chaos17, oriceles, Wren and 2 others like this

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A very nice concept, not alot of scripts out there for the status screen. Good job spicing it up!

 

Edit: I actually had a question while working with this script. Would there be any way to make an actor have a different portrait after an event is triggered? Say half way through the game they have a facial scar or a change in wardrobe, could it be done or would the script need to be altered?

Edited by Akrium

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A very nice concept, not alot of scripts out there for the status screen. Good job spicing it up!

 

Edit: I actually had a question while working with this script. Would there be any way to make an actor have a different portrait after an event is triggered? Say half way through the game they have a facial scar or a change in wardrobe, could it be done or would the script need to be altered?

need to be altered i think. since i do it sequentially. first show 1.png, then 2.png 3.png. etc. so need a way to make it start not as 1.png when certain event occur.

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I hate to bring back an old topic, but I just have to ask.

Can you use different backgrounds for different actors, or are you stuck with the same one for all actors? (For example, if you have a lot of actors, their backgrounds may want to be different...)

estriole likes this

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sorry just read your post. for now we cannot use different background each actor.

i will update it later...

for now you can alter this line:

  def initialize(actor)
    super(0, 0, Graphics.width, Graphics.height)
    create_background
    create_potrait
    @actor = actor
    refresh
    activate
  end

change to:

  def initialize(actor)
    super(0, 0, Graphics.width, Graphics.height)
    @actor = actor
    create_background
    create_potrait
    refresh
    activate
  end

and search this:

  def create_background
    @background_sprite = Sprite.new
    @background_sprite.bitmap = Cache.picture("/living_status/background") rescue nil
    self.opacity = 0 if @background_sprite.bitmap
    @background_sprite.bitmap = SceneManager.background_bitmap if @background_sprite.bitmap == nil
  end

change to:

  def create_background
    @background_sprite = Sprite.new
    @background_sprite.bitmap = Cache.picture("/living_status/actor_#{@actor.actor.id}/background") rescue Cache.picture("/living_status/background") rescue nil
    self.opacity = 0 if @background_sprite.bitmap
    @background_sprite.bitmap = SceneManager.background_bitmap if @background_sprite.bitmap == nil
  end

also search this line

  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end

change it to

  def actor=(actor)
    return if @actor == actor
    @actor = actor
    dispose_background
    create_background
    refresh
  end

then put the background.jpg to living_status/actor_x/ folder

change x to actor id...

example:

living_status/actor_1/background.jpg will be used by actor 1

living_status/actor_2/background.jpg will be used by actor 2

etc...

 

i will update the script later properly.

 

edit: make sure you still have background.jpg in living_status/ folder. since it will use that file if no actor background existed.

living_status/background.jpg will be used if no background specified for that actor.

Edited by estriole
Tsarmina likes this

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Huge update, I'm not sure if I will take ir.

 

I love this script, I even took the time to modify the whole scene for my project despite I wanted something simple haha

 

Spoiler for screenshot:

 

 

 

Changed the whole layout, and added a condition to display TP or MP depending of the class.

statusmenu_zps34997171.png

 

 

 

Thanks for this one Estriole!

Edited by oriceles
estriole likes this

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requested by gameking31 via pm... updated the scripts to v 1.3

 v1.3 2015.01.05     Happy New Year! add ability to set another animation to actor
                     using dummy actor notetags (and picture folder). useful when you want to change animation

as your story progress...

 

script call:

$game_actors[1].ls_id = 18

will make actor 1 use dummy actor (actor 18) folder, notetags

 

see the demo for more detail

 

btw .ls_id is shortened from .living_status_id

 

grab the new update from paste bin or grab the demo instead if you want to see how it work...

 

edit: just want to inform that i'm not back scripting yet >.<. just come back from work at 1am. check my email... open this thread... and do 30minutes update to this script... pm me if there's a bug. since it connect to my email. if you post in this thread i might not read it soon. tomorrow is another busy day at work >.<.

Edited by estriole

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