Here is the first script 'Information' now.
[spoiler]=begin
Information
version: 1.0
Created by: Casper Gaming (http://www.caspergaming.com/) as the 'Professions' Script
Modified by Nightgazer Starlight
Compatibility:
Made for RPGVXAce
FEATURES
Creates an information window that can show information on the different characters.
SETUP
Set up required. Instructions below.
=end
module INFO # Don't edit
NAME = "Information" # This is the name of the command. You will see this in
# the menu and as the title of the window.
FONT_SIZE = 24 # 24 is the default game font size. 20 is this. The true size.
MENU = false #Show in menu? If not, use following script call to call the
#information scene: SceneManager.call(Scene_Information)
INFORMATION1 = "Ariel"
INFORMATION2 = "Hikaru"
INFORMATION3 = "Arick"
INFORMATION4 = "Ash Williams"
INFORMATION5 = "Elise"
INFORMATION6 = "Kittie"
INFORMATION7 = "Mikuru Asahina"
INFORMATION8 = "Twilight Sparkle"
INFORMATION9 = "Pinkie Pie"
INFORMATION10 = "Applejack Apple"
INFORMATION11 = "Rainbow Dash"
INFORMATION12 = "Rarity Belle"
INFORMATION13 = "Fluttershy"
INFORMATION14 = "Spike"
end # Don't edit this
class Window_Information < Window_Base
include INFO
def initialize
super(0, line_height*2, Graphics.width, Graphics.height-line_height*2)
refresh
end
def refresh
contents.clear
contents.font.size = FONT_SIZE
draw_information(0, 0)
end
end
def draw_information(x, y)
draw_text(x, y, contents.width, line_height, INFORMATION1)
draw_text(x, y + line_height, contents.width, line_height, INFORMATION2)
draw_text(x, y + line_height*2, contents.width, line_height, INFORMATION3)
draw_text(x, y + line_height*3, contents.width, line_height, INFORMATION4)
draw_text(x, y + line_height*4, contents.width, line_height, INFORMATION5)
draw_text(x, y + line_height*5, contents.width, line_height, INFORMATION6)
draw_text(x, y + line_height*6, contents.width, line_height, INFORMATION7)
draw_text(x, y + line_height*7, contents.width, line_height, INFORMATION8)
draw_text(x, y + line_height*8, contents.width, line_height, INFORMATION9)
draw_text(x, y + line_height*9, contents.width, line_height, INFORMATION10)
draw_text(x, y + line_height*10, contents.width, line_height, INFORMATION11)
draw_text(x, y + line_height*11, contents.width, line_height, INFORMATION12)
draw_text(x, y + line_height*12, contents.width, line_height, INFORMATION13)
draw_text(x, y + line_height*13, contents.width, line_height, INFORMATION14)
end
# END EDITABLE REGION
class Window_Information_Title < Window_Base
include INFO
def initialize
super(0, 0, Graphics.width, line_height*2)
refresh
end
def refresh
contents.clear
draw_text(0, 0, contents.width, line_height, NAME, 1)
end
end
class Scene_Information < Scene_Base
def start
super
create_head_window
create_info_window
end
def create_head_window
@profession_title = Window_Information_Title.new
@profession_title.viewport = @viewport
end
def create_info_window
@info_window = Window_Information.new
@info_window.viewport = @viewport
end
def update
super
if Input.trigger?(:B)
Sound.play_cancel
return_scene
end
end
end
class Scene_Menu < Scene_MenuBase
alias create_command_window_vxinformation create_command_window
def create_command_window
create_command_window_vxinformation
@command_window.set_handler(:vxinformation, method(:vxinformation_select)) if INFO::MENU
end
def vxinformation_select
SceneManager.call(Scene_Information)
end
end
class Window_MenuCommand < Window_Command
alias vxinformation_command add_original_commands
def add_original_commands
vxinformation_command
add_command(INFO::NAME, :vxinformation) if INFO::MENU
end
end[/spoiler]
Now what I need with that script is to make those names selectable.
Like when I select 'Ariel' it would then use the command 'SceneManager.call(Scene_Ariel)' there.
That would cause it to use my 'Ariel' script.
[spoiler]=begin
Ariel
version: 1.0
Created by: Casper Gaming (http://www.caspergaming.com/) as the 'Professions' Script
Modified by Nightgazer Starlight
Compatibility:
Made for RPGVXAce
FEATURES
Creates a window that shows information on the character named : Ariel.
SETUP
Set up required. Instructions below.
=end
module ARIEL_INFO # Don't edit
NAME = "Ariel" # This is the name of the command. You will see this in
# the menu and as the title of the window.
FONT_SIZE = 24 # 24 is the default game font size. 20 is this. The true size.
MENU = false #Show in menu? If not, use following script call to call the
#ariel scene: SceneManager.call(Scene_Ariel)
ARIEL1 = "Name : Ariel"
ARIEL2 = "Class : Werewolf Princess"
ARIEL3 = "Birthday : March 3, 1000 AF"
ARIEL4 = "Age : 17"
ARIEL5 = "Origin : Arethia"
ARIEL6 = "Gender : Female"
ARIEL7 = "Height : 5 ft. 3 in."
ARIEL8 = "Weight : Secret"
# ARIEL9 = " "
# ARIEL10 = " "
# ARIEL11 = " "
# ARIEL12 = " "
# ARIEL13 = " "
# ARIEL14 = " "
end # Don't edit this
class Window_Ariel < Window_Base
include ARIEL_INFO
def initialize
super(0, line_height*2, Graphics.width, Graphics.height-line_height*2)
refresh
end
def refresh
contents.clear
contents.font.size = FONT_SIZE
draw_ariel(0, 0)
end
end
def draw_ariel(x, y)
draw_text(x, y, contents.width, line_height, ARIEL1)
draw_text(x, y + line_height, contents.width, line_height, ARIEL2)
draw_text(x, y + line_height*2, contents.width, line_height, ARIEL3)
draw_text(x, y + line_height*3, contents.width, line_height, ARIEL4)
draw_text(x, y + line_height*4, contents.width, line_height, ARIEL5)
draw_text(x, y + line_height*5, contents.width, line_height, ARIEL6)
draw_text(x, y + line_height*6, contents.width, line_height, ARIEL7)
draw_text(x, y + line_height*7, contents.width, line_height, ARIEL8)
# draw_text(x, y + line_height*8, contents.width, line_height, ARIEL9)
# draw_text(x, y + line_height*9, contents.width, line_height, ARIEL10)
# draw_text(x, y + line_height*10, contents.width, line_height, ARIEL11)
# draw_text(x, y + line_height*11, contents.width, line_height, ARIEL12)
# draw_text(x, y + line_height*12, contents.width, line_height, ARIEL13)
# draw_text(x, y + line_height*13, contents.width, line_height, ARIEL14)
end
# END EDITABLE REGION
class Window_Ariel_Title < Window_Base
include ARIEL_INFO
def initialize
super(0, 0, Graphics.width, line_height*2)
refresh
end
def refresh
contents.clear
draw_text(0, 0, contents.width, line_height, NAME, 1)
end
end
class Scene_Ariel < Scene_Base
def start
super
create_head_window
create_info_window
end
def create_head_window
@profession_title = Window_Ariel_Title.new
@profession_title.viewport = @viewport
end
def create_info_window
@info_window = Window_Ariel.new
@info_window.viewport = @viewport
end
def update
super
if Input.trigger?(:B)
Sound.play_cancel
return_scene
end
end
end
class Scene_Menu < Scene_MenuBase
alias create_command_window_vxariel create_command_window
def create_command_window
create_command_window_vxariel
@command_window.set_handler(:vxariel, method(:vxariel_select)) if ARIEL_INFO::MENU
end
def vxariel_select
SceneManager.call(Scene_Ariel)
end
end
class Window_MenuCommand < Window_Command
alias vxariel_command add_original_commands
def add_original_commands
vxariel_command
add_command(ARIEL_INFO::NAME, :vxariel) if ARIEL_INFO::MENU
end
end[/spoiler]
Now on my 'Ariel' script all I need to know is how to make a face pic appear in the upper right part.
Can somepony pleeease tell me how to, on my 'Ariel' script, to make her face pic appear in the upper right part now?
Something like this?
#==============================================================================
# ** Window_Ariel
#------------------------------------------------------------------------------
# Window that displays Ariel information
#==============================================================================
class Window_Ariel < Window_Base
#--------------------------------------------------------------------------
# * Draw Ariel Information
#--------------------------------------------------------------------------
def draw_ariel(x, y)
# Draw Face
draw_face("Actor1", 0, contents.width - 96, 0, true)
8.times {|i|
# Draw Text
draw_text(x, y + line_height * i, contents.width, line_height, ARIEL_INFO.const_get("ARIEL#{i+1}".to_sym) )
}
end
end
Wow!^__^
Thanks!^_^
I got her face pic up there now fine!^_^
Here is the script now.
[spoiler]=begin
Ariel
version: 1.0
Created by: Casper Gaming (http://www.caspergaming.com/) as the 'Professions' Script
Modified by Nightgazer Starlight and TDS
Compatibility:
Made for RPGVXAce
FEATURES
Creates a window that shows information on the character named : Ariel.
SETUP
Set up required. Instructions below.
=end
module ARIEL_INFO # Don't edit
NAME = "Ariel" # This is the name of the command. You will see this in
# the menu and as the title of the window.
FONT_SIZE = 24 # 24 is the default game font size. 20 is this. The true size.
MENU = false #Show in menu? If not, use following script call to call the
#ariel scene: SceneManager.call(Scene_Ariel)
ARIEL1 = "Name : Ariel"
ARIEL2 = "Class : Werewolf Princess"
ARIEL3 = "Birthday : March 3, 1000 AF"
ARIEL4 = "Age : 17"
ARIEL5 = "Origin : Arethia"
ARIEL6 = "Gender : Female"
ARIEL7 = "Height : 5 ft. 3 in."
ARIEL8 = "Weight : Slender"
ARIEL9 = "Preference : Girls"
ARIEL10 = "Marital Status : Engaged to Princess Hikaru of Lofthaven"
ARIEL11 = "Favorite Food : Meat with good BBQ sauce on it"
ARIEL12 = "Favorite Instrument : Flute"
ARIEL13 = "2'nd Favorite Instrument : Synthesizer"
ARIEL14 = "Eyes : Dark Blue"
ARIEL15 = "Hair : Light Brown"
end # Don't edit this
class Window_Ariel < Window_Base
include ARIEL_INFO
def visible_line_number
14
end
def initialize
super(0, line_height*2, Graphics.width, Graphics.height-line_height*2)
refresh
end
def refresh
contents.clear
contents.font.size = FONT_SIZE
draw_ariel(0, 0)
end
end
def draw_ariel(x, y)
# Draw Face
draw_face("Actor4", 7, contents.width - 96, 0, true)
15.times {|i|
# Draw Text
draw_text(x, y + line_height * i, contents.width, line_height, ARIEL_INFO.const_get("ARIEL#{i+1}".to_sym) )
}
end
# END EDITABLE REGION
class Window_Ariel_Title < Window_Base
include ARIEL_INFO
def initialize
super(0, 0, Graphics.width, line_height*2)
refresh
end
def refresh
contents.clear
draw_text(0, 0, contents.width, line_height, NAME, 1)
end
end
class Scene_Ariel < Scene_Base
def start
super
create_head_window
create_info_window
end
def create_head_window
@ari_title = Window_Ariel_Title.new
@ari_title.viewport = @viewport
end
def create_info_window
@info_window = Window_Ariel.new
@info_window.viewport = @viewport
end
def update
super
if Input.trigger?(:B)
Sound.play_cancel
return_scene
end
end
end
class Scene_Menu < Scene_MenuBase
alias create_command_window_vxariel create_command_window
def create_command_window
create_command_window_vxariel
@command_window.set_handler(:vxariel, method(:vxariel_select)) if ARIEL_INFO::MENU
end
def vxariel_select
SceneManager.call(Scene_Ariel)
end
end
class Window_MenuCommand < Window_Command
alias vxari_command add_original_commands
def add_original_commands
vxari_command
add_command(ARIEL_INFO::NAME, :vxariel) if ARIEL_INFO::MENU
end
end[/spoiler]
Only problem is it will only hold 14 lines.
I tried adding a
def visible_line_number
14
end
to get it to scroll if it went past 14 lines, but it didn't work out.
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