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Simpler status screen

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**
Rep:
Level 85
Just thought i'd put up my edit of the menu status screen, best used with this transparency script by Xrxs.

Here's a picture.
http://Waiyem.fileave.com/PixeleroSimpleStatus.PNG

And the scripts, transparency menu goes above Main, and replace original Window_Status with mine.

Window Status
Code: [Select]
#==============================================================================
# ** Window_Status *Edited By Pixelero*
#------------------------------------------------------------------------------
#  This window displays full status specs on the status screen.
#  Edited for an even simpler look.
#==============================================================================

class Window_Status < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(100, 0, 430, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    @actor = actor
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
#    draw_actor_graphic(@actor, 40, 112)
    self.contents.draw_text(x - 100, y - 65, 144, 170, "Name:____________")
    draw_actor_name(@actor, 45, 3)
    self.contents.draw_text(x + 113, y - 65, 144, 170, "Class:____________")
    draw_actor_class(@actor, 110 + 144, 3)
    #draw_actor_level(@actor, 96, 32)
    #draw_actor_state(@actor, 96, 64)
    #draw_actor_hp(@actor, 0, 112, 172)
    #draw_actor_sp(@actor, 0, 144, 172)
    draw_actor_parameter(@actor, 0, 295, 0)
    draw_actor_parameter(@actor, 0, 325, 1)
    draw_actor_parameter(@actor, 0, 355, 2)
    draw_actor_parameter(@actor, 200, 280, 3)
    draw_actor_parameter(@actor, 200, 310, 4)
    draw_actor_parameter(@actor, 200, 340, 5)
    draw_actor_parameter(@actor, 200, 370, 6)
    self.contents.font.color = system_color
    self.contents.draw_text(0, 48, 80, 32, "EXP")
    self.contents.draw_text(200, 48, 80, 32, "NEXT")
    self.contents.font.color = normal_color
    self.contents.draw_text(0 + 80, 48, 84, 32, @actor.exp_s, 2)
    self.contents.draw_text(210 + 80, 48, 84, 32, @actor.next_rest_exp_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(30, 100, 96, 32, "equipment")
    self.contents.draw_text(x - 70, y + 30, 144, 170, "___________________")
    draw_item_name($data_weapons[@actor.weapon_id], 0 + 16, 140)
    draw_item_name($data_armors[@actor.armor1_id], 0 + 16, 180)
    draw_item_name($data_armors[@actor.armor2_id], 200 + 16, 140)
    draw_item_name($data_armors[@actor.armor3_id], 200 + 16, 180)
    draw_item_name($data_armors[@actor.armor4_id], 0 + 16, 220)
  end
  def dummy
    self.contents.font.color = system_color
    self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
    self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
    self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
    self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
    self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
    draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
    draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
    draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
    draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
    draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
  end
end

Transparency Script
Code: [Select]
# ¥£¥ XRXS_MP 7. ‘Sƒƒjƒ…[”¼“§–¾‰» ¥£¥
# by ÷‰ë Ý“y

#==============================================================================
# ¡ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
alias xrxs_mp7_initialize initialize
def initialize(x, y, width, height)
xrxs_mp7_initialize(x, y, width, height)
if $scene.is_a?(Scene_Menu) or
$scene.is_a?(Scene_Item) or

$scene.is_a?(Scene_Skill) or
$scene.is_a?(Scene_Equip) or
$scene.is_a?(Scene_Status) or
$scene.is_a?(Scene_Save) or
$scene.is_a?(Scene_End)
self.back_opacity = 160
end
end
end

#==============================================================================
# ¡ ƒXƒvƒ‰ƒCƒgƒZƒbƒgì¬‚̃~ƒbƒNƒXƒCƒ“ƒ‚ƒWƒ…[ƒ‹
#==============================================================================
module XRXS_MP7_Module
def create_spriteset
# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ðì¬
@spriteset = Spriteset_Map.new
end
def dispose_spriteset
# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú
@spriteset.dispose
end
end

#==============================================================================
# ¡ Scene_Menu
#==============================================================================
class Scene_Menu
include XRXS_MP7_Module
#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
alias xrxs_mp7_main main
def main
create_spriteset
xrxs_mp7_main
dispose_spriteset
end
end
#==============================================================================
# ¡ Scene_Item
#==============================================================================
class Scene_Item
include XRXS_MP7_Module
#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
alias xrxs_mp7_main main
def main
create_spriteset
xrxs_mp7_main
dispose_spriteset
end
end
#==============================================================================
# ¡ Scene_Skill
#==============================================================================
class Scene_Skill
include XRXS_MP7_Module
#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
alias xrxs_mp7_main main
def main
create_spriteset
xrxs_mp7_main
dispose_spriteset
end
end
#==============================================================================
# ¡ Scene_Equip
#==============================================================================
class Scene_Equip
include XRXS_MP7_Module
#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
alias xrxs_mp7_main main
def main
create_spriteset
xrxs_mp7_main
dispose_spriteset
end
end
#==============================================================================
# ¡ Scene_Status
#==============================================================================
class Scene_Status
include XRXS_MP7_Module
#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
alias xrxs_mp7_main main
def main
create_spriteset
xrxs_mp7_main
dispose_spriteset
end
end
#==============================================================================
# ¡ Scene_Save
#==============================================================================
class Scene_Save
include XRXS_MP7_Module
#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
alias xrxs_mp7_main main
def main
create_spriteset
xrxs_mp7_main
dispose_spriteset
end
end
#==============================================================================
# ¡ Scene_End
#==============================================================================
class Scene_End
include XRXS_MP7_Module
#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
alias xrxs_mp7_main main
def main
create_spriteset
xrxs_mp7_main
dispose_spriteset
end
end


*
Rep:
Level 97
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Looks pretty nice. I might suggest adding in HP, SP, States, and Current level though. While these are visible in the main menu, at higher levels max HP, SP often get cut off because there is not enough room to draw them. In any case, that's just a suggestion. It looks nice as it is. I think the underlines add a nice touch.

**
Rep:
Level 85
Knew some people would still want these things in there so i did not remove them but just commented them out instead...but they have to be set by the person though, i can add an extra version later on if there are a couple of complaints about it though, thanks man.

*****
Ancient Mummy
Rep:
Level 90
mann this is great, i have been trying to get something similar like this!!