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[VX]Character Biography

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.

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.
 
That's not what I meant >.>

I mean a call script so that I may place this in a menu or as a book for example.
-Krobe
 
A suggestion, how about using a script so that you can wrap lines of text, instead of having to insert just line by line.  Below I have a script.  Instead of calling draw_text(blah blah blah) you call draw_wrap_text(start x, start y, width, height, text)
Code:
class Bitmap
  def draw_wrap_text(x,y,width, height, text)
    array = text.split
    for i in array
      word = i + ' '
      word_width = text_size(word).width
      if x + word_width > width
        y += height
        x = 0
      end
      self.draw_text(x, y, 350, height, word)
      x += word_width
    end
  end
end
 
hey.! can u edit it?

Code:
class Bitmap
  def draw_wrap_text(x,y,width, height, text)
    array = text.split
    for i in array
      word = i + ' '
      word_width = text_size(word).width
      if x + word_width > width
        y += height / 2
        x = 10
      end
      self.draw_text(x, y, width, height, word)
      x += word_width
    end
  end
end

Tesst it..!!!!

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 = {1 => "19", 
                       2 => "17",
                       3 => "20",
                       4 => "16"
                       }
# Set the Characters' Homelands
CHAR_HOMELAND = {1 => "Elmwood",
                                  2 => "Elmwood",
                                  3 => "Valens", 
                                  4 => "Unknown"
                                  }

# Set the Characters' Heights
CHAR_HEIGHT = {1 => "5'10",
                            2 => "5'8",
                            3 =>  "6'",
                            4 =>  "5'4"
                            }

# Set the Characters' Weights
CHAR_WEIGHT = {1 => "160",
                             2 => "110",
                             3 =>  "225",
                             4 =>  "102"
                             }

# Set the Characters' Races
CHAR_RACE = {1 => "Human",
                         2 => "Human",
                         3 => "Human",
                         4 =>  "Elf"
                         }

# Set the Characters' Genders
CHAR_GENDER = {1 => "Male",
                              2 => "Female",
                              3 => "Male",
                              4 => "Female"
                              }

# Set the Characters' Weapon Styles
CHAR_WEAPON = {1 => "Swords",
                               2 => "Staves",
                               3 =>  "Spears",
                               4 => "Wands"
                              }

#===============================================================================
#   Character Descriptions
#===============================================================================

#-------------------------------------------------------------------------------
# Character 1 Description
#-------------------------------------------------------------------------------
D1 = "Insert the first line of descriptive text here.I'm Nam KID --> Khonggiohan.info"
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]

class Bitmap
  def draw_wrap_text(x,y,width, height, text)
    array = text.split
    for i in array
      word = i + ' '
      word_width = text_size(word).width
      if x + word_width > width
        y += height / 2
        x = 10
      end
      self.draw_text(x, y, width, height, word)
      x += word_width
    end
  end
end

#===============================================================================
#     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])
 end
 
#-------------------------------------------------------------------------------
#  Defines draw_actor_homeland
#-------------------------------------------------------------------------------
def draw_actor_homeland(actor, x, y)
   self.contents.draw_text(x, y, 180, 32, CHAR_HOMELAND[actor.id])
 end
 
#-------------------------------------------------------------------------------
#  Defines draw_actor_height
#-------------------------------------------------------------------------------
def draw_actor_height(actor, x, y)
   self.contents.draw_text(x, y , 200, 32, CHAR_HEIGHT[actor.id])
 end
 
#-------------------------------------------------------------------------------
# Defines draw_actor_weight
#-------------------------------------------------------------------------------
def draw_actor_weight(actor, x, y)
   self.contents.draw_text(x, y, 250, 32, CHAR_WEIGHT[actor.id])
 end
 
#-------------------------------------------------------------------------------
#  Defines draw_actor_race
#-------------------------------------------------------------------------------
def draw_actor_race(actor, x, y)
   self.contents.draw_text(x, y, 280, 32, CHAR_RACE[actor.id])
 end
 
#-------------------------------------------------------------------------------
#  Defines draw_actor_weapon
#-------------------------------------------------------------------------------
def draw_actor_weapon(actor, x, y)
   self.contents.draw_text(x, y, 540, 32, CHAR_WEAPON[actor.id])
 end
 
#-------------------------------------------------------------------------------
#  Define draw_actor_gender
#-------------------------------------------------------------------------------
def draw_actor_gender(actor, x, y)
   self.contents.draw_text(x, y, 600, 32, CHAR_GENDER[actor.id])
 end
 
#-------------------------------------------------------------------------------
#  Define draw_actor_description
#-------------------------------------------------------------------------------
def draw_actor_description(actor, x, y)
   info = CHAR_DESCRIPTION[actor.id-1]
   self.contents.draw_wrap_text(x, y,  600, 32, info[0])
   self.contents.draw_wrap_text(x, y+40, 600, 32, info[1])
   self.contents.draw_wrap_text(x, y+80, 600, 32, info[2])
   self.contents.draw_wrap_text(x, y+120, 600, 32, info[3])
   self.contents.draw_wrap_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
 
For some reason C doesn't call it in my game but pressing enter or Z again does??

Nice script by the way I'm having a lot of fun w/ it!
 
Sorry if this is not allowed, I'll take it down if you want me to:  But I made a little add-in script for those that want this in the menu.

First thing's first, find this line:  $scene = Scene_Menu.new(3)  In Obsidionmoon's script and change it to
$scene = Scene_Menu.new(4)

And change the following line in Scene_File:  $scene = Scene_Menu.new(4)  to $scene = Scene_Menu.new(5)
And in Scene_End:  $scene = Scene_Menu.new(5) to $scene = Scene_Menu.new(6)

Now, between the bio script and main go ahead and put this script in and it will be in the menu!
#==============================================================================
# ** Scene_Menu
#ADD-ON BY GABRIOT (Brian Cronrath) to Char Biography script by Obsidionmoon
#that places "Biography" in the menu.
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @gold_window = Window_Gold.new(0, 360)
    @status_window = Window_MenuStatus.new(160, 0)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_window.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = "Biography"
    s6 = Vocab::save
    s7 = Vocab::game_end
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)    # Disable item
      @command_window.draw_item(1, false)    # Disable skill
      @command_window.draw_item(2, false)    # Disable equipment
      @command_window.draw_item(3, false)    # Disable status
      @command_window.draw_item(4, false)  #disable infomration?
    end
    if $game_system.save_disabled            # If save is forbidden
      @command_window.draw_item(5, false)    # Disable save
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3,4  # Skill, equipment, status
        start_actor_selection
      when 5      # Save
        $scene = Scene_File.new(true, false, false)
      when 6      # End Game
        $scene = Scene_End.new
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # skill
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        $scene = Scene_Status.new(@status_window.index)
      when 4 # information
        $scene = Scene_Character.new(@status_window.index)
      end
    end
  end
end
 
Is there any way to prevent a character's biography from showing up at the beginning? You know, adding it in when I call it?

-Shadow Lord
 

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