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Tankentai XP Support

From

Member

In teh SBS Tankentai, weapons that are seen in the fighting are the icons of the database, then I would put in the combative ones imposed on the database and in the status window of the default RPG Maker XP ...
is it possible?
 

From

Member

In SBS, the weapons you see in these fights are set in the database.
Instead I would like the icons in combat, are different from those of the Status window.

Exsample:
Armor in use in combat: Blask Sword (icon set in combat in the database)
Window Status: Icon default or choice (The important thing is to be different.)
 

From

Member

No, in addition to the script I have nothing of the Battle System...
In the window Equip and Status, should be the default icons, and icons in combat should not be those of the database.
Thank you for your help ;)
 
Script:

[rgss]#==============================================================================
# Title: Takentai SBS Add-on: Non-Database icons | Version 1.0
# Author: TheLawG14 [aka. TheScripter]
# Requester: From [@ hbgames.org]
#==============================================================================
 
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================
 
class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Draw Text
  #     item : item
  #     x    : draw spot x-coordinate
  #     y    : draw spot y-coordinate
  #--------------------------------------------------------------------------
  def draw_text(item, x, y)
    if item == nil
      return
    end
    bitmap = RPG::Cache.icon(item.name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name)
  end
end
 
 
#==============================================================================
# ** Window_Status
#------------------------------------------------------------------------------
#  This window displays full status specs on the status screen.
#==============================================================================
 
class Window_Status < Window_Base
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear      
    draw_actor_graphic(@actor, 40, 112)
    draw_actor_name(@actor, 4, 0)
    draw_actor_class(@actor, 4 + 144, 0)
    draw_actor_level(@actor, 96, 32)
    draw_actor_state(@actor, 96, 64)
    draw_actor_hp(@actor, 96, 112, 172)
    draw_actor_sp(@actor, 96, 144, 172)
    draw_actor_parameter(@actor, 96, 192, 0)
    draw_actor_parameter(@actor, 96, 224, 1)
    draw_actor_parameter(@actor, 96, 256, 2)
    draw_actor_parameter(@actor, 96, 304, 3)
    draw_actor_parameter(@actor, 96, 336, 4)
    draw_actor_parameter(@actor, 96, 368, 5)
    draw_actor_parameter(@actor, 96, 400, 6)
    self.contents.font.color = system_color
    self.contents.draw_text(320, 48, 80, 32, "EXP")
    self.contents.draw_text(320, 80, 80, 32, "NEXT")
    self.contents.font.color = normal_color
    self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
    self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(320, 160, 96, 32, "equipment")
    draw_text($data_weapons[@actor.weapon_id], 320 + 16, 208)
    draw_text($data_armors[@actor.armor1_id], 320 + 16, 256)
    draw_text($data_armors[@actor.armor2_id], 320 + 16, 304)
    draw_text($data_armors[@actor.armor3_id], 320 + 16, 352)
    draw_text($data_armors[@actor.armor4_id], 320 + 16, 400)
  end
end
 
#==============================================================================
# ** Window_EquipRight
#------------------------------------------------------------------------------
#  This window displays items the actor is currently equipped with on the
#  equipment screen.
#==============================================================================
 
class Window_EquipRight < Window_Selectable
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @data = []
    @data.push($data_weapons[@actor.weapon_id])
    @data.push($data_armors[@actor.armor1_id])
    @data.push($data_armors[@actor.armor2_id])
    @data.push($data_armors[@actor.armor3_id])
    @data.push($data_armors[@actor.armor4_id])
    @item_max = @data.size
    self.contents.font.color = system_color
    self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
    self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
    self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
    self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
    self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
    draw_text(@data[0], 92, 32 * 0)
    draw_text(@data[1], 92, 32 * 1)
    draw_text(@data[2], 92, 32 * 2)
    draw_text(@data[3], 92, 32 * 3)
    draw_text(@data[4], 92, 32 * 4)
  end
end
 
#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
#  This window displays choices when opting to change equipment on the
#  equipment screen.
#==============================================================================
 
class Window_EquipItem < Window_Selectable
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    bitmap = RPG::Cache.icon(item.name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
end
 
#==============================================================================
# ** Window_ShopNumber
#------------------------------------------------------------------------------
#  This window is for inputting quantity of items to buy or sell on the
#  shop screen.
#==============================================================================
 
class Window_ShopNumber < Window_Base
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    draw_text(@item, 4, 96)
    self.contents.font.color = normal_color
    self.contents.draw_text(272, 96, 32, 32, "×")
    self.contents.draw_text(308, 96, 24, 32, @number.to_s, 2)
    self.cursor_rect.set(304, 96, 32, 32)
    # Draw total price and currency units
    domination = $data_system.words.gold
    cx = contents.text_size(domination).width
    total_price = @price * @number
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 160, 328-cx-2, 32, total_price.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(332-cx, 160, cx, 32, domination, 2)
  end
end
 
#==============================================================================
#
# *** END OF SCRIPT ***
#
#==============================================================================
[/rgss]


Instructions:

All you have to do is write the name of the weapon in the icon folder and it will draw that icon versus the one in the database. (For example: You have a weapon called "Bronze Sword", in battle it will be the normal icon for the database, but in everything else it will take the icon from the icons folder that says "Bronze Sword".)

Hope this helps!


Edit: Woah, I just realized I flipped what you wanted. Is it OK though? I have it that everything outside of battle has an icon that's not from the database. While everything in the database goes to battle. Or would you prefer to switch this?
 

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