I first encountered this problem when i added Sephiroth spawns Status Scroll. It basically has the status scrolling during battles, allowing it to show mulitple statuses.
However, when the battle ended and it entered the battle report, parts of the status would show through.
Now this isnt a one-off as i have experienced a similar problem with the KGC Active Count Battle system. During the battle report the character's battle information would still be showing.
I dont have much scripting knowlegde, but my guesses are that the battle report script does not place the report scene or window (is that the right phrase?) above all the battle stuff. (yeah, i really dont know what i'm talking about but i hope you get the basic idea of what im trying to say). With my little knowledge, i believe the solution lies in the battle report script.
the KGC battle script seems to rewrite all the character information (within the battles) as what appears to be pictures.
screenshots:
Active count battle:
http://img267.imageshack.us/img267/3180/kgc1qp7.png[/img]
http://img267.imageshack.us/img267/4774/kgc2ml1.png[/img]
Status Scroll:
http://img404.imageshack.us/img404/3549/scroll1oe9.png[/img]
http://img404.imageshack.us/img404/7523/scroll2jx3.png[/img]
Raziels battle report script:
Sephiroth spawns status scroll:
However, when the battle ended and it entered the battle report, parts of the status would show through.
Now this isnt a one-off as i have experienced a similar problem with the KGC Active Count Battle system. During the battle report the character's battle information would still be showing.
I dont have much scripting knowlegde, but my guesses are that the battle report script does not place the report scene or window (is that the right phrase?) above all the battle stuff. (yeah, i really dont know what i'm talking about but i hope you get the basic idea of what im trying to say). With my little knowledge, i believe the solution lies in the battle report script.
the KGC battle script seems to rewrite all the character information (within the battles) as what appears to be pictures.
screenshots:
Active count battle:
http://img267.imageshack.us/img267/3180/kgc1qp7.png[/img]
http://img267.imageshack.us/img267/4774/kgc2ml1.png[/img]
Status Scroll:
http://img404.imageshack.us/img404/3549/scroll1oe9.png[/img]
http://img404.imageshack.us/img404/7523/scroll2jx3.png[/img]
Raziels battle report script:
Code:
class Game_Actor < Game_Battler
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# NEW - David
$d_new_skill = nil
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
# NEW - David
skill = $data_skills[j.skill_id]
$d_new_skill = skill.name
end
end
end
while @exp < @exp_list[@level]
@level -= 1
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# * Get the current EXP
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get the next level's EXP
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
class Window_LevelUp < Window_Base
#----------------------------------------------------------------
def initialize(actor, pos)
#change this to false to show the actor's graphic
@face = false
@actor = actor
y = (pos * 120)
super(280, y, 360, 120)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
if $d_dum == false
refresh
end
end
#----------------------------------------------------------------
def dispose
super
end
#----------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.size = 18
if @face == true
draw_actor_face(@actor, 4, 0)
else
draw_actor_graphic(@actor, 50, 80)
end
draw_actor_name(@actor, 111, 0)
draw_actor_level(@actor, 186, 0)
show_next_exp = @actor.level == 99 ? "---" : "#{@actor.next_exp}"
min_bar = @actor.level == 99 ? 1 : @actor.now_exp
max_bar = @actor.level == 99 ? 1 : @actor.next_exp
draw_slant_bar(115, 80, min_bar, max_bar, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
self.contents.draw_text(115, 24, 300, 32, "Exp:#{@actor.now_exp}")
self.contents.draw_text(115, 48, 300, 32, "Level Up:" + show_next_exp)
end
#----------------------------------------------------------------
def level_up
self.contents.font.color = system_color
self.contents.draw_text(230, 48, 80, 32, "LEVEL UP!")
end
#----------------------------------------------------------------
def update
super
end
end # of Window_LevelUp
#=================================
#Window_EXP
# Written by: David Schooley
#=================================
class Window_EXP < Window_Base
#----------------------------------------------------------------
def initialize(exp)
super(0, 0, 280, 60)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
refresh(exp)
end
#----------------------------------------------------------------
def dispose
super
end
#----------------------------------------------------------------
def refresh(exp)
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 150, 32, "Exp Earned:")
self.contents.font.color = normal_color
self.contents.draw_text(180, 0, 54, 32, exp.to_s, 2)
end
#----------------------------------------------------------------
def update
super
end
end # of Window_EXP
#=================================
#Window_Money_Items
# Written by: David Schooley
#=================================
class Window_Money_Items < Window_Base
#----------------------------------------------------------------
def initialize(money, treasures)
@treasures = treasures
super(0, 60, 280, 420)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
refresh(money)
end
#----------------------------------------------------------------
def dispose
super
end
#----------------------------------------------------------------
def refresh(money)
@money = money
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 4, 100, 32, "Items Found:")
self.contents.font.color = normal_color
y = 32
for item in @treasures
draw_item_name(item, 4, y)
y += 32
end
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 340, 220-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(4, 300, 220-cx-2, 32, "+ " + @money.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 340, cx + 100, 32, $data_system.words.gold, 2)
end
def update
super
end
end # of Window_Money_Items
class Scene_Battle
alias raz_battle_report_main main
alias raz_battle_report_be battle_end
def main
# NEW - David
#$battle_end = false
@lvup_window = []
@show_dummies = true # Show dummy windows or not?
raz_battle_report_main
# NEW - David
@lvup_window = nil
@level_up = nil
@ch_stats = nil
@ch_compare_stats = nil
Audio.me_stop
end
def battle_end(result)
raz_battle_report_be(result)
# NEW - David
@status_window.visible = false
@spriteset.dispose
Graphics.transition
if result == 0
display_lv_up(@exp, @gold, @treasures)
loop do
Graphics.update
Input.update
if Input.trigger?(Input::C)
break
end
end
trash_lv_up
end
end
def start_phase5
@phase = 5
$game_system.me_play($game_system.battle_end_me)
$game_system.bgm_play($game_temp.map_bgm)
exp = 0
gold = 0
treasures = []
for enemy in $game_troop.enemies
unless enemy.hidden
exp += enemy.exp
gold += enemy.gold
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
treasures = treasures[0..5]
# NEW - David
@treasures = treasures
@exp = exp
@gold = gold
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
@phase5_wait_count = 10
end
def update_phase5
if @phase5_wait_count > 0
@phase5_wait_count -= 1
if @phase5_wait_count == 0
# NEW - David
$game_temp.battle_main_phase = false
end
return
end
# NEW - David
battle_end(0)
end
def display_lv_up(exp, gold, treasures)
$d_dum = false
d_extra = 0
i = 0
for actor in $game_party.actors
# Fill up the Lv up windows
@lvup_window[i] = Window_LevelUp.new($game_party.actors[i], i)
i += 1
end
# Make Dummies
if @show_dummies == true
$d_dum = true
for m in i..3
@lvup_window[m] = Window_LevelUp.new(m, m)
end
end
@exp_window = Window_EXP.new(exp)
@m_i_window = Window_Money_Items.new(gold, treasures)
@press_enter = nil
gainedexp = exp
@level_up = [0, 0, 0, 0]
@d_new_skill = ["", "", "", ""]
@d_breakout = false
@m_i_window.refresh(gold)
wait_for_OK
@d_remember = $game_system.bgs_memorize
Audio.bgs_play("Audio/SE/032-Switch01", 100, 300)
# NEW - David
max_exp = exp
value = 28
if exp < value
value = exp
end
if value == 0
value = 1
end
for n in 0..gainedexp - (max_exp / value)
exp -= (max_exp / value)
if @d_breakout == false
Input.update
end
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += (max_exp / value)
# Fill up the Lv up windows
if @d_breakout == false
@lvup_window[i].refresh
@exp_window.refresh(exp)
end
if actor.level > last_level
@level_up[i] = 5
Audio.se_play("Audio/SE/056-Right02.ogg", 70, 150)
if $d_new_skill
@d_new_skill[i] = $d_new_skill
end
end
if @level_up[i] == 0
@d_new_skill[i] = ""
end
if @level_up[i] > 0
@lvup_window[i].level_up
end
if Input.trigger?(Input::C) or exp <= 0
@d_breakout = true
end
end
if @d_breakout == false
if @level_up[i] >0
@level_up[i] -= 1
end
Graphics.update
end
end
if @d_breakout == true
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
actor.exp += exp
end
end
exp = 0
break
end
end
Audio.bgs_stop
@d_remember = $game_system.bgs_restore
for i in 0...$game_party.actors.size
@lvup_window[i].refresh
end
@exp_window.refresh(exp)
Audio.se_play("Audio/SE/006-System06.ogg", 70, 150)
$game_party.gain_gold(gold)
@m_i_window.refresh(0)
Graphics.update
end
def trash_lv_up
# NEW - David
i=0
for i in 0 ... 4
@lvup_window[i].visible = false
end
@exp_window.visible = false
@m_i_window.visible = false
@lvup_window = nil
@exp_window = nil
@m_i_window = nil
end
# Wait until OK key is pressed
def wait_for_OK
loop do
Input.update
Graphics.update
if Input.trigger?(Input::C)
break
end
end
end
end
class Window_Base < Window
def draw_actor_face(actor, x, y)
bitmap = RPG::Cache.picture("Faces/" + actor.character_name)
self.contents.blt(x, y, bitmap, Rect.new(0,0,96,96))
end
#--------------------------------------------------------------------------
# * Draw Slant Bar(by SephirothSpawn)
#--------------------------------------------------------------------------
def draw_slant_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
# Draw Border
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
# Draw Background
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
# Draws Bar
for i in 1..( (min / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
end
Sephiroth spawns status scroll:
Code:
#==============================================================================
# ** Scroll Status Display
#------------------------------------------------------------------------------
# SephirothSpawn
# Version 1
# 2006-11-07
#------------------------------------------------------------------------------
# * Description :
#
# This script was designed to allow you to view all status your actors have
# by creating a scrolling plane.
#------------------------------------------------------------------------------
# * Instructions :
#
# Place The Script Below the SDK and Above Main.
#==============================================================================
#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Scroll Status Display', 'SephirothSpawn', 1, '2006-11-07')
#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('Scroll Status Display')
#==============================================================================
# ** Plane_ScrollStatus
#==============================================================================
class Plane_ScrollStatus < Plane
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor_index, x, y, w, h, z = 105)
# Creates Viewport
v = Viewport.new(x, y, w, h)
v.z = z
super(v)
# Sets Actor
@actor = $game_party.actors[actor_index]
# Update
update
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# If States Change
unless @states == @actor.states
# Sets States
@states = @actor.states.dup
# Deletes Existing Bitmap
unless self.bitmap.nil?
self.bitmap.dispose
self.bitmap = nil
end
# States State Name Array
state_names = []
# Passes Through All States
for i in @states
# Adds States Name
state_names << $data_states[i].name
end
# Add Normal if No States
if state_names.empty?
state_names << 'Normal'
end
# Change State Names To String
state_names = "[ #{state_names.join(' / ')} ]"
# Creates Dummy Bitmap (To Measure Word Width)
dummy = Bitmap.new(32, 32)
# Measures Word Width
ox = dummy.text_size(state_names).width
# Creates Bitmap
bitmap = Bitmap.new(ox + self.viewport.rect.width, 32)
# Draws State Text
bitmap.draw_text(0, 0, ox, 32, state_names)
# Sets bitmap
self.bitmap = bitmap
end
# Adds to Offset
self.ox += 1
end
end
#==============================================================================
# ** Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_scrollstates_wbs_init initialize
alias seph_scrollstates_wbs_disp dispose
alias seph_scrollstates_wbs_updt update
alias seph_scrollstates_wbs_resh refresh
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Original Initialization
seph_scrollstates_wbs_init
# Creates Scroll States Plane Array
@scoll_states = []
# Adds Plane For Each Actor
for i in 0...$game_party.actors.size
x = self.x + i * 160 + 32
y = self.y + 112
@scoll_states << Plane_ScrollStatus.new(i, x, y, 128, 32)
end
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
# Dispose All Scroll Planes
@scoll_states.each {|x| x.dispose}
# Original Dispose
seph_scrollstates_wbs_disp
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
# Update All Scroll Planes
@scoll_states.each {|x| x.update}
# Original update
seph_scrollstates_wbs_updt
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Original Refresh
seph_scrollstates_wbs_resh
# Passes Through Each Actor
for i in 0...$game_party.actors.size
# If Leveled Up
if @level_up_flags[i]
# Turns Scroll Plane Invisible
@scoll_states[i].visible = false
# If Level Up Flag Not Found
else
# Clear Area
self.contents.fill_rect(i * 160 + 4, 96, 120, 32, Color.new(0, 0, 0, 0))
end
end
end
end
#==============================================================================
# ** Window_MenuStatus
#==============================================================================
class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias seph_scrollstatus_wms_init initialize
alias seph_scrollstatus_wms_disp dispose
alias seph_scrollstatus_wms_updt update
alias seph_scrollstatus_wms_rfsh refresh
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Original Initialization
seph_scrollstatus_wms_init
# Creates Scroll States Plane Array
@scoll_states = []
# Adds Plane For Each Actor
for i in 0...$game_party.actors.size
x = 160 + 154
y = self.y + i * 116 + 48
@scoll_states << Plane_ScrollStatus.new(i, x, y, 128, 32)
end
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
# Dispose All Scroll Planes
@scoll_states.each {|x| x.dispose}
# Original Dispose
seph_scrollstatus_wms_disp
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
# Update All Scroll Planes
@scoll_states.each {|x| x.update}
# Original update
seph_scrollstatus_wms_updt
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Original Refrsh
seph_scrollstatus_wms_rfsh
# Clears All State Text
for i in 0...$game_party.actors.size
self.contents.fill_rect(154, i * 116 + 32, 120, 32, Color.new(0, 0, 0, 0))
end
end
end
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end