estriole 326 Posted May 16, 2013 (edited) 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 . 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 2) animated potrait (stop at end) 3) looped animated potrait i made the magic circle above her circling. 4) when no image found search for rescue image instead crashing (make developer easier) 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 . 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 December 20, 2015 by estriole 5 Wren, oriceles, AlliedG and 2 others reacted to this Share this post Link to post Share on other sites
Hororo 3 Posted May 16, 2013 thanks ill test it out hope i make it right Share this post Link to post Share on other sites
Akrium 10 Posted May 17, 2013 (edited) 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 May 17, 2013 by Akrium Share this post Link to post Share on other sites
estriole 326 Posted May 18, 2013 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. Share this post Link to post Share on other sites
estriole 326 Posted May 23, 2013 small update. added compatibility to custom resolution. updated the script to v.1.1 Share this post Link to post Share on other sites
Tsarmina 2,611 Posted October 29, 2013 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...) 1 estriole reacted to this Share this post Link to post Share on other sites
estriole 326 Posted December 30, 2013 (edited) 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 December 30, 2013 by estriole 1 Tsarmina reacted to this Share this post Link to post Share on other sites
estriole 326 Posted January 1, 2014 updated the script and demo with above post... now we can use unique background each actor 1 oriceles reacted to this Share this post Link to post Share on other sites
oriceles 3 Posted January 12, 2014 (edited) 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. Thanks for this one Estriole! Edited January 12, 2014 by oriceles 1 estriole reacted to this Share this post Link to post Share on other sites
TheZetta 0 Posted December 13, 2014 Arc Rise Fantasia much? This is cool and might use it in a project of my own. Share this post Link to post Share on other sites
estriole 326 Posted January 4, 2015 (edited) 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 January 4, 2015 by estriole Share this post Link to post Share on other sites