Okay, xinrua:
Here is the script:
class Window_BattlerInfo < Window_Base
def initialize
super (380,206,240,274)
self.contents = Bitmap.new (width-32,height-32)
self.z = 200
self.opacity = 0
end
def refresh (menu_index)
self.contents.clear
if menu_index != -1
info = []
actor = $game_party.actors[menu_index]
picture = RPG::Cache.picture ("Face_"+actor.name)
cw = picture.width
self.contents.blt (104 - cw/2,0,picture, Rect.new (0,0,cw,picture.height))
# Here is where you edit the description of the party members based on Actor
# ID. Below are two ways you can do it. Try to keep it within 3 or 4 lines.
# It depends on the size of the corresponding picture.
case actor.id
when 1
# Here is one way to do it, just type info.push "line description" It's neater
info.push "First line of Actor 1's description"
info.push "Second line of Actor 1's description"
# etc....
when 2
# Here is a second way. Write info = ["first line", "second line", "etc..."]
info = ["First line of Actor 2's description","Second line of Actor 2's description"]
when 3
info.push "Birthdate: 19 July 2007"
when 4
# Make a branch for all actors in the database
end
for i in 0...info.size
self.contents.draw_text (0,picture.height + 10 + 32*i,228,32,info[i])
end
end
end
end
class Window_Location < Window_Base
def initialize
super(0, 96, 160, 96)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 120, 32, "Location")
$data_map_infos = load_data("Data/MapInfos.rxdata")
self.contents.font.color = normal_color
self.contents.draw_text(4, 32, 120, 32, $data_map_infos[$game_map.map_id].name, 2)
end
end
class Window_MenuStatus < Window_Selectable
def initialize
super(0, 0, 480, 480)
self.contents = Bitmap.new(width - 32, height - 32)
@first_page = true
refresh
self.active = false
self.index = -1
end
def refresh
self.contents.clear
@item_max = $game_party.actors.size
if @item_max <= 2
for i in 0...$game_party.actors.size
x = 64
y = i * 116
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x, y + 32)
draw_actor_state(actor, x + 90, y + 32)
draw_actor_exp(actor, x, y + 64)
end
else
bitmap = []
for i in 0...2
bitmap.push (Bitmap.new (448,232)) #create a bitmap to store actor data
if i == 0 || $game_party.actors.size == 4
num = 2
else
num = 1
end
for j in 0...num
actor = $game_party.actors[j+2*i]
graphic = RPG::Cache.character(actor.character_name, actor.character_hue)
x = 64
y = j*116
# draw actor graphic
bitmap[i].blt(24 - graphic.width / 8, y+80 - graphic.height / 4, graphic, Rect.new(0, 0, graphic.width / 4, graphic.height / 4))
bitmap[i].draw_text (x,y,120,32,actor.name) #draw actor name
bitmap[i].draw_text (x+144,y,236,32,actor.class_name) #draw actor class
bitmap[i].draw_text(x + 32, y+32, 24, 32, actor.level.to_s, 2)# draw actor level
bitmap[i].draw_text(x + 24, y+64, 84, 32, actor.exp_s, 2)
bitmap[i].draw_text(x + 108, y+64, 12, 32, "/", 1)
bitmap[i].draw_text(x + 120, y+64, 84, 32, actor.next_exp_s)
bitmap[i].font.color = system_color
bitmap[i].draw_text(x, y+32, 32, 32, "Lv")
bitmap[i].draw_text(x, y+64, 24, 32, "E")
text = make_battler_state_text(actor, 120, true)
bitmap[i].font.color = actor.hp == 0 ? knockout_color : normal_color
bitmap[i].draw_text(x+90, y+32, 120, 32, text)
end
tw = bitmap[i].text_size ($game_party.gold.to_s).width
bitmap[i].font.color = system_color
bitmap[i].draw_text(24- graphic.width / 8+tw,90,100,32,$data_system.words.gold)
bitmap[i].font.color = normal_color
bitmap[i].draw_text(24- graphic.width / 8,90,tw,32,$game_party.gold.to_s)
end
@bitmap = bitmap
if @first_page == true
self.contents.blt (0,0,bitmap[0],Rect.new(0,0,448,232))
else
self.contents.blt (0,0,bitmap[1],Rect.new(0,0,448,232))
end
if $game_party.actors.size > 2
self.contents.draw_text (300,150,144,32, "Scroll Left or Right to")
self.contents.draw_text (300,176,144,32, "see more characters")
end
end
end
def scroll_right (increment)
self.contents.clear
if @first_page == true
self.contents.blt (-8*increment,0,@bitmap[0],Rect.new(0,0,448,232))
self.contents.blt (448-8*increment,0,@bitmap[1],Rect.new(0,0,448,232))
if increment == 55
@first_page = false
end
else
self.contents.blt (-8*increment,0,@bitmap[1],Rect.new(0,0,448,232))
self.contents.blt (448-8*increment,0,@bitmap[0],Rect.new(0,0,448,232))
if increment == 55
@first_page = true
end
end
end
def scroll_left (increment)
self.contents.clear
if @first_page == true
self.contents.blt (-448+8*increment,0,@bitmap[1],Rect.new(0,0,448,232))
self.contents.blt (8*increment,0,@bitmap[0],Rect.new(0,0,448,232))
if increment == 55
@first_page = false
end
else
self.contents.blt (-448+8*increment,0,@bitmap[0],Rect.new(0,0,448,232))
self.contents.blt (8*increment,0,@bitmap[1],Rect.new(0,0,448,232))
if increment == 55
@first_page = true
end
end
end
def get_page
if @first_page == true
return 0
else
return 1
end
end
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, (@index%2) * 116, 280, 96)
end
end
end
class Window_PlayTime < Window_Base
def initialize
super(0, 0, 160, 112)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 200
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 8, 120, 32, "Play Time")
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.font.color = normal_color
self.contents.draw_text(4, 40, 120, 32, text, 2)
end
def update
super
if Graphics.frame_count / Graphics.frame_rate != @total_sec
refresh
end
end
end
class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
@increment = 0
end
def main
s1 = "Items"
s2 = "Skills"
s3 = "Equip"
s4 = "Status"
s5 = "Save"
s6 = "End Game"
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(4)
end
@location_window = Window_Location.new
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
@command_window.x = 222
@command_window.y = 246
@command_window.z = 200
@steps_window = Window_Steps.new
@playtime_window = Window_PlayTime.new
@playtime_window.x = 470
@playtime_window.y = 10
@battler_window = Window_BattlerInfo.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@battler_window.dispose
@location_window.dispose
@playtime_window.dispose
@status_window.dispose
@steps_window.dispose
end
def update
if @status_window.active
if @status_window.get_page == 1
if $game_party.actors.size < 4
@status_window.index = 2
else
if @status_window.index % 2 == 0
@status_window.index = 2
else
@status_window.index = 3
end
end
else
@status_window.index %= 2
end
end
@playtime_window.update
if @increment != 0
@increment += 1
@increment %= 56
if @scroll == true
@status_window.scroll_right (@increment)
else
@status_window.scroll_left (@increment)
end
if @increment == 0
@status_window.refresh
@status_window.active = true
end
return
end
if @command_window.active
@command_window.update
update_command
return
end
if @status_window.active
@status_window.update
update_status
return
end
end
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
end
return
end
end
def update_status
@battler_window.refresh (@status_window.index)
if $game_party.actors.size > 2
if Input.trigger? (Input::RIGHT)
@increment = 1
@scroll = true
@status_window.active = false
$game_system.se_play ($data_system.cursor_se)
@battler_window.refresh (-1)
return
elsif Input.trigger? (Input::LEFT)
@scroll = false
@increment = 1
@status_window.active = false
$game_system.se_play ($data_system.cursor_se)
@battler_window.refresh (-1)
return
end
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
Credit Rune for this, all I did was add the scrolling function and the face display. It's his script, I didn't even touch all the stuff he had done.
And for your other problem with the Equip Menu, try replacing:
case @actor.id
when 1
bitmap = RPG::Cache.character ("Face_Ozaki",@actor.character_hue)
when 2
bitmap = RPG::Cache.character ("Face_Talier",@actor.character_hue)
when 3
bitmap = RPG::Cache.character ("Face_Toyomori",@actor.character_hue)
when 4
bitmap = RPG::Cache.character ("Face_Yuka",@actor.character_hue)
when 5
bitmap = RPG::Cache.character ("Face_Yuka",@actor.character_hue)
end
with:
bitmap = RPG::Cache.picture("Face_"+@actor.name)
and make sure all of those graphics are imported into the Pictures folder of your game, since you'll need them there for my script.