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Print Page - Status Screen Transparency

The RPG Maker Resource Kit

RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: Geokoer on August 09, 2012, 10:10:30 AM

Title: Status Screen Transparency
Post by: Geokoer on August 09, 2012, 10:10:30 AM
Dear all,

I am using Soel's Quest Status http://rmrk.net/index.php/topic,43879.msg498396.html#msg498396 (http://rmrk.net/index.php/topic,43879.msg498396.html#msg498396) for my status screen. Earlier some of you were able to correct a mistake with the maximum level - I am still grateful for that!

:-\

I have another request to make. I don't use any borders or backgrounds for my menu. This means that - upon entering the menu - the game blurs and darkens slightly, and is still visible. Alas! Using Soel's status screen, when choosing no picture as background it turns to solid black! It breaks the overall style.

Does anyone know what I should change in the code to render the background transparent?

Thank you all very much in advance.

Yours,
~ Geoff

Code [altered to show no pictures]: #===============================================================================
# Status Screen
#----------------------------------------------------------------------------
# Author: Dartdaman
# Version 1.0
# Date: September 23, 2011
# Credit: Me
#===============================================================================
module Portrait
  CharacterPortrait = Array.new
  CharacterPortrait = {
  #actor id   #Image name
      1 =>     "Dark_menu",
      2 =>     "Ulrika",
      3 =>     "Bennett",
      4 =>     "Ylva"
     
  }
  DefaultPortrait = ""
end

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#==============================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # new method: now_exp
  #--------------------------------------------------------------------------
  def bar_now_exp
    return (@exp - @exp_list[@level])
  end
  #--------------------------------------------------------------------------
  # new method: next_exp
  #--------------------------------------------------------------------------
  def bar_next_exp
    return (@exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0)
  end
end

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#==============================================================================
class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Get EXP Gauge Color 1
  #--------------------------------------------------------------------------
  def exp_gauge_color1
    return text_color(11)
  end
  #--------------------------------------------------------------------------
  # * Get EXP Gauge Color 2
  #--------------------------------------------------------------------------
  def exp_gauge_color2
    return text_color(18)
  end
  #--------------------------------------------------------------------------
  # * Get EXP Text Color
  #     actor : actor
  #--------------------------------------------------------------------------
  def exp_color(actor)
    return normal_color
  end
  #--------------------------------------------------------------------------
  # * Draw EXP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : Width
  #--------------------------------------------------------------------------
  def draw_actor_exp(actor, x, y, width = 120)
    draw_actor_exp_gauge(actor, x, y, width)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 40, WLH, "EXP")
    self.contents.font.color = exp_color(actor)
    last_font_size = self.contents.font.size
    xr = x + width
    if width < 120
      self.contents.draw_text(xr - 44, y, 44, WLH, actor.bar_now_exp, 2)
    else
      self.contents.draw_text(xr - 99, y, 44, WLH, actor.bar_now_exp, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
      self.contents.draw_text(xr - 44, y, 44, WLH, actor.bar_next_exp, 2)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw EXP gauge
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : Width
  #--------------------------------------------------------------------------
def draw_actor_exp_gauge(actor, x, y, width = 120)
    if @actor.level <= 98
      gw = width * actor.bar_now_exp / actor.bar_next_exp
    else
      gw = width
    end
    gc1 = exp_gauge_color1
    gc2 = exp_gauge_color2
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
    #--------------------------------------------------------------------------
  # * Draw Parameters
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     type  : Type of parameters (0-3)
  #--------------------------------------------------------------------------
  def draw_actor_parameter(actor, x, y, type)
    case type
    when 0
      parameter_name = Vocab::atk
      parameter_value = actor.atk
    when 1
      parameter_name = Vocab::def
      parameter_value = actor.def
    when 2
      parameter_name = Vocab::spi
      parameter_value = actor.spi
    when 3
      parameter_name = Vocab::agi
      parameter_value = actor.agi
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, WLH, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 60, y, 36, WLH, parameter_value, 2)
  end
end

#==============================================================================
# ** Window_Portrait
#------------------------------------------------------------------------------
#  This window displays the portrait of the actor.
#==============================================================================

class Window_Soel_Portrait < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(-16, 112, 304, 320)
    @actor = actor
    self.opacity = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    if Portrait::CharacterPortrait[@actor.id] == nil
      if Portrait::DefaultPortrait != ""
        draw_status_portrait(Portrait::DefaultPortrait)
      end
    elsif Portrait::CharacterPortrait[@actor.id] != ""
      draw_status_portrait(Portrait::CharacterPortrait[@actor.id])
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Status Portrait
  #--------------------------------------------------------------------------
  def draw_status_portrait(pic_name)
    bitmap = Cache.picture(pic_name)
    rect = Rect.new(0, 0, 0, 0)
    rect.width = bitmap.width
    rect.height = bitmap.height
    self.contents.blt(0, 0, bitmap, rect)
    bitmap.dispose
  end
end

#==============================================================================
# ** Window_Status
#------------------------------------------------------------------------------
#  This window displays status specs on the status screen.
#==============================================================================

class Window_Soel_Status < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 0, 452, 160)
    @actor = actor
    self.opacity = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_status_back
    draw_actor_face(@actor, 19, 8)
    draw_actor_name(@actor, 128, 4)
    draw_actor_level(@actor, 128, 28)
    draw_actor_class(@actor, 261, 4)
    draw_actor_hp(@actor, 128, WLH * 2 + 4)
    draw_actor_mp(@actor, 128, WLH * 3 + 4)
    draw_actor_exp(@actor, 255, WLH * 2 + 4)
    draw_actor_state(@actor, 255, WLH * 3 + 4)
  end
  #--------------------------------------------------------------------------
  # * Draw Status Back
  #--------------------------------------------------------------------------
  def draw_status_back
    bitmap = Cache.picture("")
    rect = Rect.new(0, 0, 0, 0)
    rect.width = bitmap.width
    rect.height = bitmap.height
    self.contents.blt(x, 0, bitmap, rect)
    bitmap.dispose
  end
end

#==============================================================================
# ** Window_Equip
#------------------------------------------------------------------------------
#  This window displays full equip of the actor.
#==============================================================================

class Window_Soel_Equip < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(220, 150, 257, 228)
    @actor = actor
    self.opacity = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_equip_back
    draw_equipments(0,0)
  end
  #--------------------------------------------------------------------------
  # * Draw Status Back
  #--------------------------------------------------------------------------
  def draw_equip_back
    bitmap = Cache.picture("")
    rect = Rect.new(0, 0, 0, 0)
    rect.width = bitmap.width
    rect.height = bitmap.height
    self.contents.blt(0, 0, bitmap, rect)
    bitmap.dispose
  end
  #--------------------------------------------------------------------------
  # * Draw Equipment
  #     x : Draw spot X coordinate
  #     y : Draw spot Y coordinate
  #--------------------------------------------------------------------------
  def draw_equipments(x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(16, 4, 120, WLH, Vocab::equip)
    for i in 0..4
      draw_item_name(@actor.equips[i], 16, y + 16 + WLH * (i + 1))
    end
  end
end

#==============================================================================
# ** Window_Para
#------------------------------------------------------------------------------
#  This window displays full equip of the actor.
#==============================================================================

class Window_Soel_Para < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(544 - 152, 0, 164, 200)
    @actor = actor
    self.opacity = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_para_back
    draw_parameters(0,0)
  end
  #--------------------------------------------------------------------------
  # * Draw Status Back
  #--------------------------------------------------------------------------
  def draw_para_back
    bitmap = Cache.picture("")
    rect = Rect.new(0, 0, 0, 0)
    rect.width = bitmap.width
    rect.height = bitmap.height
    self.contents.blt(0, 0, bitmap, rect)
    bitmap.dispose
  end
  #--------------------------------------------------------------------------
  # * Draw Parameters
  #     x : Draw spot X coordinate
  #     y : Draw spot Y coordinate
  #--------------------------------------------------------------------------
  def draw_parameters(x, y)
    self.contents.draw_text(16, 4, 120, WLH, "Parameters")
    draw_actor_parameter(@actor, 16, 40 + WLH * 0, 0)
    draw_actor_parameter(@actor, 16, 40 + WLH * 1, 1)
    draw_actor_parameter(@actor, 16, 40 + WLH * 2, 2)
    draw_actor_parameter(@actor, 16, 40 + WLH * 3, 3)
  end
end
 
#==============================================================================
# ** Scene_Status
#------------------------------------------------------------------------------
#  This class performs the status screen processing.
#==============================================================================

class Scene_Status < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor_index : actor index
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0)
    @actor_index = actor_index
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @actor = $game_party.members[@actor_index]
    @status_window = Window_Soel_Status.new(@actor)
    @equip_window = Window_Soel_Equip.new(@actor)
    @para_window = Window_Soel_Para.new(@actor)
    @portrait_window = Window_Soel_Portrait.new(@actor)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @status_window.dispose
    @equip_window.dispose
    @para_window.dispose
    @portrait_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new(3)
  end
  #--------------------------------------------------------------------------
  # * Switch to Next Actor Screen
  #--------------------------------------------------------------------------
  def next_actor
    @actor_index += 1
    @actor_index %= $game_party.members.size
    $scene = Scene_Status.new(@actor_index)
  end
  #--------------------------------------------------------------------------
  # * Switch to Previous Actor Screen
  #--------------------------------------------------------------------------
  def prev_actor
    @actor_index += $game_party.members.size - 1
    @actor_index %= $game_party.members.size
    $scene = Scene_Status.new(@actor_index)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    update_menu_background
    @status_window.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::R)
      Sound.play_cursor
      next_actor
    elsif Input.trigger?(Input::L)
      Sound.play_cursor
      prev_actor
    end
    super
  end
  #--------------------------------------------------------------------------
  # * Create Menu Background
  #--------------------------------------------------------------------------
  def create_menu_background
    @menuback_delay = 1
    @menuback_sprite = Plane.new
    @menuback_sprite.bitmap = Cache.picture("")
    update_menu_background
  end
end
Title: Re: Status Screen Transparency
Post by: D&P3 on August 09, 2012, 12:56:37 PM
Revised:


#===============================================================================
# Status Screen
#----------------------------------------------------------------------------
# Author: Dartdaman
# Version 1.0
# Date: September 23, 2011
# Credit: Me
#===============================================================================
module Portrait
  CharacterPortrait = Array.new
  CharacterPortrait = {
  #actor id   #Image name
      1 =>     "Dark_menu",
      2 =>     "Ulrika",
      3 =>     "Bennett",
      4 =>     "Ylva"
     
  }
  DefaultPortrait = ""
end

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#==============================================================================
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # new method: now_exp
  #--------------------------------------------------------------------------
  def bar_now_exp
    return (@exp - @exp_list[@level])
  end
  #--------------------------------------------------------------------------
  # new method: next_exp
  #--------------------------------------------------------------------------
  def bar_next_exp
    return (@exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0)
  end
end

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#==============================================================================
class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Get EXP Gauge Color 1
  #--------------------------------------------------------------------------
  def exp_gauge_color1
    return text_color(11)
  end
  #--------------------------------------------------------------------------
  # * Get EXP Gauge Color 2
  #--------------------------------------------------------------------------
  def exp_gauge_color2
    return text_color(18)
  end
  #--------------------------------------------------------------------------
  # * Get EXP Text Color
  #     actor : actor
  #--------------------------------------------------------------------------
  def exp_color(actor)
    return normal_color
  end
  #--------------------------------------------------------------------------
  # * Draw EXP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : Width
  #--------------------------------------------------------------------------
  def draw_actor_exp(actor, x, y, width = 120)
    draw_actor_exp_gauge(actor, x, y, width)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 40, WLH, "EXP")
    self.contents.font.color = exp_color(actor)
    last_font_size = self.contents.font.size
    xr = x + width
    if width < 120
      self.contents.draw_text(xr - 44, y, 44, WLH, actor.bar_now_exp, 2)
    else
      self.contents.draw_text(xr - 99, y, 44, WLH, actor.bar_now_exp, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
      self.contents.draw_text(xr - 44, y, 44, WLH, actor.bar_next_exp, 2)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw EXP gauge
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : Width
  #--------------------------------------------------------------------------
def draw_actor_exp_gauge(actor, x, y, width = 120)
    if @actor.level <= 98
      gw = width * actor.bar_now_exp / actor.bar_next_exp
    else
      gw = width
    end
    gc1 = exp_gauge_color1
    gc2 = exp_gauge_color2
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
    #--------------------------------------------------------------------------
  # * Draw Parameters
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     type  : Type of parameters (0-3)
  #--------------------------------------------------------------------------
  def draw_actor_parameter(actor, x, y, type)
    case type
    when 0
      parameter_name = Vocab::atk
      parameter_value = actor.atk
    when 1
      parameter_name = Vocab::def
      parameter_value = actor.def
    when 2
      parameter_name = Vocab::spi
      parameter_value = actor.spi
    when 3
      parameter_name = Vocab::agi
      parameter_value = actor.agi
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, WLH, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 60, y, 36, WLH, parameter_value, 2)
  end
end

#==============================================================================
# ** Window_Portrait
#------------------------------------------------------------------------------
#  This window displays the portrait of the actor.
#==============================================================================

class Window_Soel_Portrait < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(-16, 112, 304, 320)
    @actor = actor
    self.opacity = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    if Portrait::CharacterPortrait[@actor.id] == nil
      if Portrait::DefaultPortrait != ""
        draw_status_portrait(Portrait::DefaultPortrait)
      end
    elsif Portrait::CharacterPortrait[@actor.id] != ""
      draw_status_portrait(Portrait::CharacterPortrait[@actor.id])
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Status Portrait
  #--------------------------------------------------------------------------
  def draw_status_portrait(pic_name)
    bitmap = Cache.picture(pic_name)
    rect = Rect.new(0, 0, 0, 0)
    rect.width = bitmap.width
    rect.height = bitmap.height
    self.contents.blt(0, 0, bitmap, rect)
    bitmap.dispose
  end
end

#==============================================================================
# ** Window_Status
#------------------------------------------------------------------------------
#  This window displays status specs on the status screen.
#==============================================================================

class Window_Soel_Status < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(0, 0, 452, 160)
    @actor = actor
    self.opacity = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_status_back
    draw_actor_face(@actor, 19, 8)
    draw_actor_name(@actor, 128, 4)
    draw_actor_level(@actor, 128, 28)
    draw_actor_class(@actor, 261, 4)
    draw_actor_hp(@actor, 128, WLH * 2 + 4)
    draw_actor_mp(@actor, 128, WLH * 3 + 4)
    draw_actor_exp(@actor, 255, WLH * 2 + 4)
    draw_actor_state(@actor, 255, WLH * 3 + 4)
  end
  #--------------------------------------------------------------------------
  # * Draw Status Back
  #--------------------------------------------------------------------------
  def draw_status_back
    bitmap = Cache.picture("")
    rect = Rect.new(0, 0, 0, 0)
    rect.width = bitmap.width
    rect.height = bitmap.height
    self.contents.blt(x, 0, bitmap, rect)
    bitmap.dispose
  end
end

#==============================================================================
# ** Window_Equip
#------------------------------------------------------------------------------
#  This window displays full equip of the actor.
#==============================================================================

class Window_Soel_Equip < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(220, 150, 257, 228)
    @actor = actor
    self.opacity = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_equip_back
    draw_equipments(0,0)
  end
  #--------------------------------------------------------------------------
  # * Draw Status Back
  #--------------------------------------------------------------------------
  def draw_equip_back
    bitmap = Cache.picture("")
    rect = Rect.new(0, 0, 0, 0)
    rect.width = bitmap.width
    rect.height = bitmap.height
    self.contents.blt(0, 0, bitmap, rect)
    bitmap.dispose
  end
  #--------------------------------------------------------------------------
  # * Draw Equipment
  #     x : Draw spot X coordinate
  #     y : Draw spot Y coordinate
  #--------------------------------------------------------------------------
  def draw_equipments(x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(16, 4, 120, WLH, Vocab::equip)
    for i in 0..4
      draw_item_name(@actor.equips[i], 16, y + 16 + WLH * (i + 1))
    end
  end
end

#==============================================================================
# ** Window_Para
#------------------------------------------------------------------------------
#  This window displays full equip of the actor.
#==============================================================================

class Window_Soel_Para < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : actor
  #--------------------------------------------------------------------------
  def initialize(actor)
    super(544 - 152, 0, 164, 200)
    @actor = actor
    self.opacity = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_para_back
    draw_parameters(0,0)
  end
  #--------------------------------------------------------------------------
  # * Draw Status Back
  #--------------------------------------------------------------------------
  def draw_para_back
    bitmap = Cache.picture("")
    rect = Rect.new(0, 0, 0, 0)
    rect.width = bitmap.width
    rect.height = bitmap.height
    self.contents.blt(0, 0, bitmap, rect)
    bitmap.dispose
  end
  #--------------------------------------------------------------------------
  # * Draw Parameters
  #     x : Draw spot X coordinate
  #     y : Draw spot Y coordinate
  #--------------------------------------------------------------------------
  def draw_parameters(x, y)
    self.contents.draw_text(16, 4, 120, WLH, "Parameters")
    draw_actor_parameter(@actor, 16, 40 + WLH * 0, 0)
    draw_actor_parameter(@actor, 16, 40 + WLH * 1, 1)
    draw_actor_parameter(@actor, 16, 40 + WLH * 2, 2)
    draw_actor_parameter(@actor, 16, 40 + WLH * 3, 3)
  end
end

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

class Scene_Status < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor_index : actor index
  #--------------------------------------------------------------------------
  def initialize(actor_index = 0)
    @actor_index = actor_index
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @actor = $game_party.members[@actor_index]
    @status_window = Window_Soel_Status.new(@actor)
    @equip_window = Window_Soel_Equip.new(@actor)
    @para_window = Window_Soel_Para.new(@actor)
    @portrait_window = Window_Soel_Portrait.new(@actor)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @status_window.dispose
    @equip_window.dispose
    @para_window.dispose
    @portrait_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Return to Original Screen
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Menu.new(3)
  end
  #--------------------------------------------------------------------------
  # * Switch to Next Actor Screen
  #--------------------------------------------------------------------------
  def next_actor
    @actor_index += 1
    @actor_index %= $game_party.members.size
    $scene = Scene_Status.new(@actor_index)
  end
  #--------------------------------------------------------------------------
  # * Switch to Previous Actor Screen
  #--------------------------------------------------------------------------
  def prev_actor
    @actor_index += $game_party.members.size - 1
    @actor_index %= $game_party.members.size
    $scene = Scene_Status.new(@actor_index)
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    update_menu_background
    @status_window.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      return_scene
    elsif Input.trigger?(Input::R)
      Sound.play_cursor
      next_actor
    elsif Input.trigger?(Input::L)
      Sound.play_cursor
      prev_actor
    end
    super
  end
end



You also DON'T need to have this

#actor id   #Image name
      1 =>     "Dark_menu",
      2 =>     "Ulrika",
      3 =>     "Bennett",
      4 =>     "Ylva"


You can delete that if you want (means you also won't need to have any pictures in your picture folder to take up space.
Title: Re: Status Screen Transparency
Post by: Geokoer on August 09, 2012, 04:04:36 PM
Talk about a speedy result. I'm impressed! Thank you so much - this keeps the atmosphere intact.

I will keep the actor-id image names, for I'm using artwork (with transparent background) much as the example in Soel's demo.

You are a wizard. Cheers!