Original Source
- Original title: Yanfly Ace Battle Engine: Use another image as portrait?
- Original author: oktchau
- Original date: January 12, 2016
- Source thread: https://forums.rpgmakerweb.com/threads/yanfly-ace-battle-engine-use-another-image-as-portrait.54794/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support
Summary
Hello! Is it possible to set the actors portraits on Yanfly Battle Engine (EDIT: script here) to another image (not the default portrait)? Since my project is 640x360 and has a 4 heroes party, the default square portrait leave a bunch of blank space. I would like to swap it for a wider image with a "battle face expression", but without losing the convenience of the portrait image for dialogs and such. Terrible example: how it is (first row) and how I would like it to be (second row, but with new wide...
Archived First Post
Is it possible to set the actors portraits on Yanfly Battle Engine (EDIT: script here) to another image (not the default portrait)?
Since my project is 640x360 and has a 4 heroes party, the default square portrait leave a bunch of blank space. I would like to swap it for a wider image with a "battle face expression", but without losing the convenience of the portrait image for dialogs and such.
I'm no scripter, but I think it might be related to this part of the code.
# overwrite method: draw_face
#--------------------------------------------------------------------------
def draw_face(face_name, face_index, dx, dy, enabled = true)
bitmap = Cache.face(face_name)
fx = [(96 - item_rect(0).width + 1) / 2, 0].max
fy = face_index / 4 * 96 + 2
fw = [item_rect(0).width - 4, 92].min
rect = Rect.new(fx, fy, fw, 92)
rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)
contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha)
bitmap.dispose
end
Or this one.
# overwrite method: draw_item
#--------------------------------------------------------------------------
def draw_item(index)
return if index.nil?
clear_item(index)
actor = battle_members[index]
rect = item_rect(index)
return if actor.nil?
draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
draw_actor_name(actor, rect.x, rect.y, rect.width-8)
draw_actor_action(actor, rect.x, rect.y)
draw_actor_icons(actor, rect.x, line_height*1, rect.width)
gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
if draw_tp?(actor) && draw_mp?(actor)
dw = rect.width/2-2
dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
draw_actor_tp(actor, rect.x+2, line_height*3, dw)
dw = rect.width - rect.width/2 - 2
draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)
elsif draw_tp?(actor) && !draw_mp?(actor)
draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
else
draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
end
end
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