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Hello.

I am using the Falcao Pearl ABS Liquid script (RPG Maker VX Ace) and it works great but when the character acquires a state (poison, blindness, confusion, etc) the icon is displayed on the left of the screen but the name of that state is not displayed.

is there a way to display the name of each state?

example:

states.png


Falcao Pearl Abs Liquid script: https://falcaorgss.wordpress.com/category/pearl-abs-liquid/

I think that of all the scripts, the one that needs to be modified is "Pearl sprites"

Pearl sprites:


I want the name to appear in front of the icon, or, if possible, when the cursor passes over the icon, the name of the state appears. Thanks.
 

Roninator2

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There would have to be a fair bit of change to get the text to the right.
What happens if I try to draw it to the right is the first letter shows up and the rest is cut off.
If I make the width bigger, then the icon for the state shows up and as many icons that can fit after it shows up.
If I draw it to the left I get this
Ruby:
class StateBuffIcons < Sprite
 
  def initialize(viewport, mode)
    super(viewport)
    @mode = mode
    self.bitmap = Bitmap.new(96, 134) # 96 is the width
    @picture = Cache.system("Iconset")
    if @mode == "States"
      self.x = 0
      self.y = 100
    else
      self.x = 0
      self.y = 230
    end
    @actor = $game_player.actor
    @old_status = []
    refresh_icons
    update
  end

  def dispose
    self.bitmap.dispose
    super
  end
 
  def refresh_icons
    self.bitmap.clear
    self.bitmap.font.size = 15
    self.bitmap.draw_text(-2, -8, self.bitmap.width + 6, 32, @mode, 1)
    y = 12; count = 0
    for i in icons
      draw_icon(74, y, i) # 74 is where the icon starts
      draw_state_name(0, y, i) # 0 is where the name starts
      y += 24; count += 1
      break if count == 5
    end
    5.times.each {|i| @old_status[i] = icons[i]}
  end
 
  def draw_icon(x, y, index)
    icon = index
    rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 80, 24)
    self.bitmap.blt(x, y, @picture, rect)
  end

  def draw_state_name(x, y, index)
    for i in 1..$data_states.size - 1
      if $data_states[i].icon_index == index
        state = $data_states[i]
      end
    end
    self.bitmap.font.color.set(255,255,255) # change to set color for text (RGB)
    self.bitmap.draw_text(x, y, 80, 24, state.name) # 80 is the text width
  end
end
Read carefully if you want to change any of it.
1642809113677.png

If you want it to the right and with mouse interaction, maybe someone else can help you with that.
 
Joined
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There would have to be a fair bit of change to get the text to the right.
What happens if I try to draw it to the right is the first letter shows up and the rest is cut off.
If I make the width bigger, then the icon for the state shows up and as many icons that can fit after it shows up.
If I draw it to the left I get this
Ruby:
class StateBuffIcons < Sprite
 
  def initialize(viewport, mode)
    super(viewport)
    @mode = mode
    self.bitmap = Bitmap.new(96, 134) # 96 is the width
    @picture = Cache.system("Iconset")
    if @mode == "States"
      self.x = 0
      self.y = 100
    else
      self.x = 0
      self.y = 230
    end
    @actor = $game_player.actor
    @old_status = []
    refresh_icons
    update
  end

  def dispose
    self.bitmap.dispose
    super
  end
 
  def refresh_icons
    self.bitmap.clear
    self.bitmap.font.size = 15
    self.bitmap.draw_text(-2, -8, self.bitmap.width + 6, 32, @mode, 1)
    y = 12; count = 0
    for i in icons
      draw_icon(74, y, i) # 74 is where the icon starts
      draw_state_name(0, y, i) # 0 is where the name starts
      y += 24; count += 1
      break if count == 5
    end
    5.times.each {|i| @old_status[i] = icons[i]}
  end
 
  def draw_icon(x, y, index)
    icon = index
    rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 80, 24)
    self.bitmap.blt(x, y, @picture, rect)
  end

  def draw_state_name(x, y, index)
    for i in 1..$data_states.size - 1
      if $data_states[i].icon_index == index
        state = $data_states[i]
      end
    end
    self.bitmap.font.color.set(255,255,255) # change to set color for text (RGB)
    self.bitmap.draw_text(x, y, 80, 24, state.name) # 80 is the text width
  end
end
Read carefully if you want to change any of it.
View attachment 213719

If you want it to the right and with mouse interaction, maybe someone else can help you with that.

I see very ugly the truth, little esthetic.

I'll have to wait for someone to help me get the icon names to show up when you hover over them.

Thank you.
 

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