Hello, your work is so good, I making my own game too, may i ask how do you do the status, character marks even battle system how did you do that ? any possible tutorial? i promise to make a good original persona game.
Hello ! I’m no scripter or anything, I just look at default scripts, study them, figure out how to change them, google stuff I want to do and add that in, experimenting until everything works and nothing is broken. The game doesn’t have a battle system but I think the luna engine probably has some useful stuff in it for a persona style combat system, I’ve never tried it myself but I’ve seen photos and such...
I don’t know what you mean by character marks, and I’m way too tired to do a full tutorial of how I do things, but I managed to write this down before really tiring myself out (I’m very lethargic):
def create_scrolling_image
  @image_scroll = Plane.new
  @image_scroll.z = 112
  @image_scroll.blend_type = 0
  if @actor.id == 1
     @image_scroll.bitmap = Cache.system('Status/Actor1')
  elsif @actor.id == 2
   @image_scroll.bitmap = Cache.system('Status/Actor2')
  end
end
  def update
  super
  if @image_scroll.oy != -805
   @image_scroll.oy += 1
  end
 endÂ
This is a stripped down version of the code used to make the image scroll in the back of the status menu, let me explain:
def create_scrolling_image: What you’re doing here is defining this element on your menu screen. You’re going to have to call “create_scrolling_image” under where you initialize the window, aka under “def initialize(actor)“ at the top of the script. Everytime you make one of these you’re going to have to pick a different name, so “create_scrolling_image” could be “create_world_peace” if you really want, just make sure you’re using that name everytime you reference that particular element
@image_scroll: again, this can be named Anything, just reference it the same each time and don’t remove the @ sign
@image_scroll.z: this is to make the image appear above or below other elements, so you can layer images on top of it. so this is set to 112, to make an image appear over it just set that image to 113+
@image_scroll.blend_type: 0 = normal, 1 = add, 2 = subtract
if @actor.id == 1: checks to see which actor the status window is open to and renders the image of that actor
@image_scroll.bitmap = Cache.system('Status/Actor1'): This is what actually loads the image (as a bitmap), you can change Cache.system to Cache.(folder name) if you don’t want to use the system folder. (’Status/Actor1′) is loading an image from a subfolder (Status) within the system folder. You can just use (’Actor1′) or whatever you named the image instead if you don’t want to use a subfolder.
Under “super”, what you’re seeing is what makes the image loop endlessly. You can change .oy to .ox to make it horizontal instead of vertical, or you can copy it and do both to make it diagonal. What it’s doing with “if @image_scroll.oy != -805″ is it’s checking to see if the image is at a certain coordinate and if it isn’t (!= means is not equal to) then it will move the image one pixel at a time (that’s what += 1 is doing, adding one to the image’s y coordinate repeatedly). I can’t say I know why this causes the image to loop endlessly but it does! You’ll want to mess around with the value “-805″ though, it depends on your resolution