DVV's States Rotation
#1
DVV's States Rotation
Version: 1.2



Introduction
This script is a supplmental script that allows coders to alter their menus to display rotating status alments/effects. In that, menu displays will not become crowded with multiple states showing at one time. Instead, the menu can flip from one state to another as time passes. Also, it is possible to render graphic icons in place of the actual word/phrase.

This system does require additional manipulation of menu windows and scene code when necessary. There are two example scripts within this post that have been made for learning purposes that show the basics, and are highly recommended for study.

Note that status rotation is not 100% automated and requires that the related window and scene code performs a regularly scheduled update. Without an updating window, the states will not change.

Also note that icons, if so desired, go within a new Graphics\States folder which is kept separate from the Graphics\Icons folder. Status ailment icons would be placed here for cleanliness purposes.



Demo
(>CLICK HERE<)



Instructions
In the demo of course.



FAQ
There are three 'altered' scripts (Window_MenuStatus, Window_Status, Window_Battlestatus) to show how to replace the default status display with the rotate states version.



Compatibility
The actual mechanics is stand alone. I leave it to game developers to study the example 'altered' scripts to see about implementation in their works for RPGMaker XP.



Author's Notes
Meh... I wanted to torture Aluxes some more.



Terms and Conditions
Free for use, even in commercial games.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
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#2
I cannot open the project file. It tells me it's from a older, unsupported version of RMXP. I just copied and pasted a project file from another folder to make it work.

A suggestion: maybe you should put a disclaimer about the script being compatible with exotic battle systems and/or main menu systems. Otherwise it'll be assumed it is and that could cause some headaches on the long run.
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#3
The problem you experienced typically happens when one uses a different version of RPGMaker XP than the one coding. This would be related to the Game.rxproj, Game.Exe and whatever DLL you are using. However, you may notice that the archive comes with RGSS104E.dll which is the 'newest' version available. The message just assumes the demo was an older project of yours.

And the first two paragraphs in my description clearly state it is a supplemental script for coders, requires additional manipulation of windows, and it came with samples for learning purposes for those who wish to add it into their project. Exotic battlesystems and the like? No. It would not need be an exotic battlesystem. And if you weren't aware, Charlie Fleed's CTB has rotating states ... though coded very differently (and won't conflict).
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#4
I understand.

I tested the script on a spare project and everything seems to be working as expected.
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#5
Well, for the sake of having fun, I decided to give it a ...
BUMP
to Version 1.1

The base script has a method to handle fonts passed by an outside method.  However, it didn't account for special fontstyles that are not native to RPGMaker XP, these being shadow, outline, underline and a couple variants.  I basically made it compatible with my FontZ script, but there are a couple other fontstyle scripts that this 'should' work with.

Meanwhile, I altered the sample scripts just a little within each's 'refresh' method, a correction so font styles may update and refresh the states sprite whenever it is called instead of just when it was created.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#6
BUMP
to Version 1.2

Before this bump, the rotating sprites had a default and pre-determined size of 120x32. That's fine for normal sized texts, but is a bit overboard for a window that is just showing 24x24 sized icons. Why WOULD you need that much space for mere icons? And if you were using a smaller font, who needs that much space?

So the new system allows you to pass width and height parameters into the sprite. Just in case, 120x32 is still a default value, but only if the game developer does not pass their desired sizes into the command.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }


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