Obsidionmoon
Member
I reworked the XP script that was posted by Italianstal1ion. I think the original author was Claimh.
I switched a few things around and added the face graphic instead of the battler graphic.
Screenshot:
http://img92.imageshack.us/img92/5898/biographyscreenshotqg3.th.png[/img]
Demo:
None
Credits:
I'm not worried about credits. If you want to credit me, go ahead, but also credit the original author of the XP version.
Compatability
Should be compatable with just about anything.
Questions/Comments
Reply here. Usually on once every day or two.
I switched a few things around and added the face graphic instead of the battler graphic.
Code:
#===============================================================================
# *[VX]Character Biography
# Displays a biography screen for each character by pressing the C decision
# key while in the Status menu.
#-------------------------------------------------------------------------------
# Author: Obsidian
# obsidian_moonwolf@yahoo.com
# Original Author for XP: Claimh
# Orignial translation/edits to XP version: TruthfulTiger & Italianstal1ion
#===============================================================================
# Set the key to open the biography screen
CHANGE_KEY = Input::C
# Set the Characters' ages.
CHAR_AGE = ["19", "17", "20", "16"]
# Set the Characters' Homelands
CHAR_HOMELAND = ["Elmwood", "Elmwood", "Valens", "Unknown"]
# Set the Characters' Heights
CHAR_HEIGHT = ["5'10", "5'8", "6'", "5'4"]
# Set the Characters' Weights
CHAR_WEIGHT = ["160", "110", "225", "102"]
# Set the Characters' Races
CHAR_RACE = ["Human", "Human", "Human", "Elf"]
# Set the Characters' Genders
CHAR_GENDER = ["Male", "Female", "Male", "Female"]
# Set the Characters' Weapon Styles
CHAR_WEAPON = ["Swords", "Staves", "Spears", "Wands"]
#===============================================================================
# Character Descriptions
#===============================================================================
#-------------------------------------------------------------------------------
# Character 1 Description
#-------------------------------------------------------------------------------
D1 = "Insert the first line of descriptive text here."
D2 = "Insert the second line of descriptive text here."
D3 = "Insert the third line of descriptive text here."
D4 = "Insert the fourth line of descriptive text here."
D5 = "Insert the fifth line of descriptive text here."
DESC_SET1 = [D1, D2, D3, D4, D5]
#-------------------------------------------------------------------------------
# Character 2 Description
#-------------------------------------------------------------------------------
D1 = "Insert the first line of descriptive text here."
D2 = "Insert the second line of descriptive text here."
D3 = "Insert the third line of descriptive text here."
D4 = "Insert the fourth line of descriptive text here."
D5 = "Insert the fifth line of descriptive text here."
DESC_SET2 = [D1, D2, D3, D4, D5]
#-------------------------------------------------------------------------------
# Character 3 Description
#-------------------------------------------------------------------------------
D1 = "Insert the first line of descriptive text here."
D2 = "Insert the second line of descriptive text here."
D3 = "Insert the third line of descriptive text here."
D4 = "Insert the fourth line of descriptive text here."
D5 = "Insert the fifth line of descriptive text here."
DESC_SET3 = [D1, D2, D3, D4, D5]
#-------------------------------------------------------------------------------
# Character 4 Description
#-------------------------------------------------------------------------------
D1 = "Insert the first line of descriptive text here."
D2 = "Insert the second line of descriptive text here."
D3 = "Insert the third line of descriptive text here."
D4 = "Insert the fourth line of descriptive text here."
D5 = "Insert the fifth line of descriptive text here."
DESC_SET4 = [D1, D2, D3, D4, D5]
CHAR_DESCRIPTION = [DESC_SET1, DESC_SET2, DESC_SET3, DESC_SET4]
#===============================================================================
# Start Window_Character
#===============================================================================
#-------------------------------------------------------------------------------
# Initialize
#-------------------------------------------------------------------------------
class Window_Character < Window_Base
def initialize(actor)
super(0, 0, 544, 416)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
# Ends initialize
end
#-------------------------------------------------------------------------------
# Refresh
#-------------------------------------------------------------------------------
def refresh
self.contents.clear
# Draw the characters' faces
draw_actor_face(@actor, 2, 2, 96)
# Set the category name colors
self.contents.font.color.set( 150, 150, 255)
# Draw the category names
self.contents.draw_text(150, 10, 80, 32, "Name:")
self.contents.draw_text(320, 10, 100, 32, "Class:")
self.contents.draw_text(150, 50, 80, 32, "Race:")
self.contents.draw_text(150, 90, 80, 32, "Age:")
self.contents.draw_text(150, 130, 80, 32, "Height:")
self.contents.draw_text(150, 170, 80, 32, "Homeland:")
self.contents.draw_text(320, 90, 100, 32, "Weapon:")
self.contents.draw_text(320, 50, 100, 32, "Gender:")
self.contents.draw_text(320, 130, 100, 32, "Weight:")
# Sets the Info listed to normal color
self.contents.font.color = normal_color
# Draw the Info for each category
draw_actor_class(@actor, 420, 10)
draw_actor_name(@actor, 240, 10)
draw_actor_race(@actor, 240, 50)
draw_actor_age(@actor, 240, 90)
draw_actor_height(@actor, 240, 130)
draw_actor_homeland(@actor, 240, 170)
draw_actor_weapon(@actor, 420, 90)
draw_actor_gender(@actor, 420, 50)
draw_actor_weight(@actor, 420, 130)
draw_actor_description(@actor, 10, 200)
# Ends refresh
end
# Ends Window_Character
end
#===============================================================================
# Class Window_Base
#===============================================================================
class Window_Base < Window
#-------------------------------------------------------------------------------
# Defines draw_actor_age
#-------------------------------------------------------------------------------
def draw_actor_age(actor, x, y)
self.contents.draw_text(x, y, 80, 32, CHAR_AGE[actor.id-1])
end
#-------------------------------------------------------------------------------
# Defines draw_actor_homeland
#-------------------------------------------------------------------------------
def draw_actor_homeland(actor, x, y)
self.contents.draw_text(x, y, 180, 32, CHAR_HOMELAND[actor.id-1])
end
#-------------------------------------------------------------------------------
# Defines draw_actor_height
#-------------------------------------------------------------------------------
def draw_actor_height(actor, x, y)
self.contents.draw_text(x, y , 200, 32, CHAR_HEIGHT[actor.id-1])
end
#-------------------------------------------------------------------------------
# Defines draw_actor_weight
#-------------------------------------------------------------------------------
def draw_actor_weight(actor, x, y)
self.contents.draw_text(x, y, 250, 32, CHAR_WEIGHT[actor.id-1])
end
#-------------------------------------------------------------------------------
# Defines draw_actor_race
#-------------------------------------------------------------------------------
def draw_actor_race(actor, x, y)
self.contents.draw_text(x, y, 280, 32, CHAR_RACE[actor.id-1])
end
#-------------------------------------------------------------------------------
# Defines draw_actor_weapon
#-------------------------------------------------------------------------------
def draw_actor_weapon(actor, x, y)
self.contents.draw_text(x, y, 540, 32, CHAR_WEAPON[actor.id-1])
end
#-------------------------------------------------------------------------------
# Define draw_actor_gender
#-------------------------------------------------------------------------------
def draw_actor_gender(actor, x, y)
self.contents.draw_text(x, y, 600, 32, CHAR_GENDER[actor.id-1])
end
#-------------------------------------------------------------------------------
# Define draw_actor_description
#-------------------------------------------------------------------------------
def draw_actor_description(actor, x, y)
info = CHAR_DESCRIPTION[actor.id-1]
self.contents.draw_text(x, y, 600, 32, info[0])
self.contents.draw_text(x, y+40, 600, 32, info[1])
self.contents.draw_text(x, y+80, 600, 32, info[2])
self.contents.draw_text(x, y+120, 600, 32, info[3])
self.contents.draw_text(x, y+160, 600, 32, info[4])
end
end
#===============================================================================
# Scene_Character
#===============================================================================
class Scene_Character
#-------------------------------------------------------------------------------
# Initialize
#-------------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
#-------------------------------------------------------------------------------
# Main
#-------------------------------------------------------------------------------
def main
@actor = $game_party.members[@actor_index]
@status_window = Window_Character.new(@actor)
Graphics.transition
# Begin loop
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
# Dispose window
@status_window.dispose
end
#-------------------------------------------------------------------------------
# Update
#-------------------------------------------------------------------------------
def update
# If cancel button pressed(B)
if Input.trigger?(Input::B)
# Play decision SE
Sound.play_decision
$scene = Scene_Menu.new(3)
return
end
# If Right button pressed(W)
if Input.trigger?(Input::R)
#Play decision SE
Sound.play_decision
# Swith to next actor in list
@actor_index += 1
@actor_index %= $game_party.members.size
$scene = Scene_Character.new(@actor_index)
return
end
# If Left button pressed(Q)
if Input.trigger?(Input::L)
# Play decision SE
Sound.play_decision
# Switch to previous actor in list
@actor_index += $game_party.members.size - 1
@actor_index %= $game_party.members.size
$scene = Scene_Character.new(@actor_index)
return
end
end
end # End Scene
#===============================================================================
# Scene_Status
#===============================================================================
class Scene_Status
alias update_chara update
def update
# If activation button pressed(Set at top of script)
if Input.trigger?(CHANGE_KEY)
# Play decision SE
Sound.play_decision
$scene = Scene_Character.new(@actor_index)
return
end
update_chara
end
end
Screenshot:
http://img92.imageshack.us/img92/5898/biographyscreenshotqg3.th.png[/img]
Demo:
None
Credits:
I'm not worried about credits. If you want to credit me, go ahead, but also credit the original author of the XP version.
Compatability
Should be compatable with just about anything.
Questions/Comments
Reply here. Usually on once every day or two.