Jet10985's Code Snippets, Last update: 2-13. Total: 25. |
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Nov 25 2009, 09:08 PM
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Level 3

Group: Member
Posts: 44
Type: Scripter
RM Skill: Skilled

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Jet10985's code snippetsIntroductionThis is my collection of code snippets i make for fun. I just release to the public in case they want them or see them as handy. This is not a shop, don't ask me to write you a snippet. I write these in my spare time and therefore, requests ruin my fun. ListHere is a list of all my snippets here, useful more so when i get more. Descriptions for snippets can be found here in the list. CODE WindowSkin Snippet: This lets you have custom windowskins for every default window in the program.
Hide Text Box Snippet: This lets you make a text box that can be hidden, then brought back up by the player.
Run/Guard Hotkey: This lets you assign a button for quick access in battle that lets the player guard, or run.
Run/Guard Hotkey ATB Version: Does the same as the above, except works only with ATB.
Aliased Load Menu Option: It adds a Load menu option for quick loading.
Speed Save: This lets you assign a button to bring up the save menu quickly.
Extra Windows: This adds extra windows to the main menu, decided by you.
Parameter Icons: This adds icons next to parameters. Not yet compatible with Enelvon’s luck and resistance scripts.
Success Bar: This lets you create a bar of success that can turn switches on/off.
Change Actor Options: This allows you to change actor options like super guard or two swords style.
No Actor EXP: This allows you to define actors that cannot gain exp for some reason or another.
Change Windowskin: This lets you change the windowskin will in-game with a simple script call.
Cheat System: This lets you add a cheat system to your game.
Records Window: Allows you to show a window with values of variables in it.
Level Up Effects: Lets you add extra effects when the player levels up.
Disable Battle Commands: Allows you to disable commands like “attack”, “skill” and such in battle.
“If Party Has Equipped”: Allows you to quickly check if anyone in the party has a certain weapon/armor equipped.
“If Party Has Skill: Same as above but with learned skills instead.
Set Actor’s Max Level: Allows you set set each actor’s maximum level individually.
Break States: Lets you designate states to break HP and MP, making them 0 at a hit.
Immortal States: Lets you designate states that make the character immortal.
Diagonal Map Scroll: Lets you scroll the map diagonally. The Snippets CODE #=============================================================================== # WindowSkin Snippet # By Jet10985 #=============================================================================== # This snippet allows you to change the windowskin of every default window in # the program. # This script has: A lot of customization options. #=============================================================================== # This script is not open for distribution to other sites without permission # from me, Jet10985. Please credit me if you use this script, for aliasing is # slightly difficult, and you probably couldn't do it unless your cool # like scripters are. Make sure that the new windowskin is not called window # because that would replace the default skin, unless that's what you wanted. # Also make sure the new windowskin is in the Graphics/System folder #===============================================================================
module Windowskins
# This Window is what is shown in the main menu containing player info. MENU_STATUS_SKIN = "window"
# This the windows that has menu commands like "items, skills, equip" MENU_COMMAND_SKIN = "window"
# This is the window that appears when you click game end in the menu. GAME_END_SKIN = "window"
# This is the status screen window. That's self explanatory. STATUS_SCREEN_SKIN = "window"
# This is the window text in shown in from events. MESSAGE_SKIN = "window"
# This is the window that shows items in the inventory. ITEM_SKIN = "window"
# This shows what the item does/it's desciption ITEM_DESCRIPTION_SKIN = "window"
# This is the window shown when you have to select what actor to use the item on ITEM_USE_SKIN = "window"
# This shows what the actor has equipped EQUIP_SKIN = "window"
# This shows the actors parameter changes in the equip screen EQUIP_STATUS_SKIN = "window"
# This shows all the items the player can equip EQUIP_LIST_SKIN = "window"
# This shows the weapon/armor description. EQUIP_DESCRIPTION_SKIN = "window"
# This shows the actors details on the skill screen. SKILL_SKIN = "window"
# This shows all the skills the actor has to use. SKILL_LIST_SKIN = "window"
# This shows the skills description SKILL_DESCRIPTION_SKIN = "window"
# This is the window shown when you have to select what actor to use the skill on SKILL_USE_SKIN = "window"
# This window shows how much gold you have. GOLD_SKIN = "window"
# This is the left half of the debug screen. DEBUG_LEFT_SKIN = "window"
# This is the right half of the debug screen. DEBUG_RIGHT_SKIN = "window"
# This is the other window in the debug screen, below the right half. DEBUG_DESCRIPTION_SKIN = "window"
# This is the window that holds the letters you can choose from in name input NAME_INPUT_SKIN = "window"
# This shows the actors current name in name input NAME_EDIT_SKIN = "window"
# This window is what pops-up when you have a number input. NUMBER_INPUT_SKIN = "window"
# This window is when a text box is hsown in battle. Different then TEXT_SKIN. BATTLE_MESSAGE_SKIN = "window"
# This shows actor's names, hp, and mp in battle BATTLE_STATUS_SKIN = "window"
# This shows the options in battle "attack, skill, guard, item" BATTLE_COMMAND_SKIN = "window"
# This shows the items to choose from in battle. BATTLE_ITEM_SKIN = "window"
# This shows the skills to choose from in battle BATTLE_SKILL_SKIN = "window"
# This shows the description of items/skills in battle. BATTLE_DESCRIPTION_SKIN = "window"
# This shows the options of "fight, run" at the beginning of battle PARTY_COMMAND_SKIN = "window"
# This windows shows what enemy you are targeting TARGET_ENEMY_SKIN = "window"
# This shows items to buy in the shop SHOP_BUY_SKIN = "window"
# This shows items to sell in the shop SHOP_SELL_SKIN = "window"
# This shows the amount of items to buy/sell in the shop SHOP_NUMBER_SKIN = "window"
# This shows actors parameters in the shop. SHOP_STATUS_SKIN = "window"
# This shows the command in the shop "buy, sell, cancel" SHOP_COMMAND_SKIN = "window"
# This is shown when in the shop, but not in the buy/sell menus SHOP_IDLE_SKIN = "window"
# This shows the description of items in shops. SHOP_DESCRIPTION_SKIN = "window"
# This is the window that you can choose save files from. SAVE_SKIN = "window"
# This shows the description of the save file. SAVE_DESCRIPTION_SKIN = "window"
# This is the window t the beggining of starting a game "new game, continue" TITLE_CHOICE_SKIN = "window"
end
#=============================================================================== # There is no need to edit further unless you know what you are doing. # If you've got any errors, check to see if you spelled the name of the # custom windowskin correctly. An underscore and capital letter in the wrong # place can cause a error. #=============================================================================== class Window_Base < Window alias jets_little_script_initialize_window_base :initialize unless $@ def initialize(*args) jets_little_script_initialize_window_base(*args) if $scene.is_a?(Scene_Shop) self.windowskin = Cache.system(Windowskins::SHOP_IDLE_SKIN) elsif $scene.is_a?(Scene_Debug) self.windowskin = Cache.system(Windowskins::DEBUG_DESCRIPTION_SKIN) elsif self.windowskin = Cache.system("Window") end end end #=============================================================================== class Window_Selectable alias jet8912_initialize initialize unless $@ def initialize(*args) jet8912_initialize(*args) if $scene.is_a?(Scene_End) self.windowskin = Cache.system(Windowskins::GAME_END_SKIN) end if $scene.is_a?(Scene_Menu) self.windowskin = Cache.system(Windowskins::MENU_COMMAND_SKIN) end if $scene.is_a?(Scene_Title) self.windowskin = Cache.system(Windowskins::TITLE_CHOICE_SKIN) end end end #=============================================================================== class Window_Help alias jet6384_initialize initialize unless $@ def initialize jet6384_initialize if $scene.is_a?(Scene_Equip) self.windowskin = Cache.system(Windowskins::EQUIP_DESCRIPTION_SKIN) end if $scene.is_a?(Scene_Skill) self.windowskin = Cache.system(Windowskins::SKILL_DESCRIPTION_SKIN) end if $scene.is_a?(Scene_Item) self.windowskin = Cache.system(Windowskins::ITEM_DESCRIPTION_SKIN) end if $scene.is_a?(Scene_File) self.windowskin = Cache.system(Windowskins::SAVE_DESCRIPTION_SKIN) end if $scene.is_a?(Scene_Shop) self.windowskin = Cache.system(Windowskins::SHOP_DESCRIPTION_SKIN) end if $scene.is_a?(Scene_Battle) self.windowskin = Cache.system(Windowskins::BATTLE_DESCRIPTION_SKIN) end end end #=============================================================================== class Window_Gold alias jet2944_initialize initialize unless $@ def initialize(*args) jet2944_initialize(*args) self.windowskin = Cache.system(Windowskins::GOLD_SKIN) end end #=============================================================================== class Window_MenuStatus alias jet3794_initialize initialize unless $@ def initialize(*args) jet3794_initialize(*args) if $scene.is_a?(Scene_Item) self.windowskin = Cache.system(Windowskins::ITEM_USE_SKIN) end if $scene.is_a?(Scene_Menu) self.windowskin = Cache.system(Windowskins::MENU_STATUS_SKIN) end if $scene.is_a?(Scene_Skill) self.windowskin = Cache.system(Windowskins::SKILL_USE_SKIN) end end end #=============================================================================== class Window_Item alias jet4759_initialize initialize unless $@ def initialize(*args) jet4759_initialize(*args) if $scene.is_a?(Scene_Equip) self.windowskin = Cache.system(Windowskins::EQUIP_LIST_SKIN) end if $scene.is_a?(Scene_Item) self.windowskin = Cache.system(Windowskins::ITEM_SKIN) end if $scene.is_a?(Scene_Shop) self.windowskin = Cache.system(Windowskins::SHOP_SELL_SKIN) end if $scene.is_a?(Scene_Battle) self.windowskin = Cache.system(Windowskins::BATTLE_ITEM_SKIN) end end end #=============================================================================== class Window_Skill alias jet1983_initialize initialize unless $@ def initialize(*args) jet1983_initialize(*args) if $scene.is_a?(Scene_Battle) self.windowskin = Cache.system(Windowskins::BATTLE_SKILL_SKIN) elsif self.windowskin = Cache.system(Windowskins::SKILL_LIST_SKIN) end end end #=============================================================================== class Window_SkillStatus alias jet2739_initialize initialize unless $@ def initialize(*args) jet2739_initialize(*args) self.windowskin = Cache.system(Windowskins::SKILL_SKIN) end end #=============================================================================== class Window_Equip alias jet2344_initialize initialize unless $@ def initialize(*args) jet2344_initialize(*args) self.windowskin = Cache.system(Windowskins::EQUIP_SKIN) end end #=============================================================================== class Window_EquipStatus alias jet2848_initialize initialize unless $@ def initialize(*args) jet2848_initialize(*args) self.windowskin = Cache.system(Windowskins::EQUIP_STATUS_SKIN) end end #=============================================================================== class Window_Status alias jet4749_initialize initialize unless $@ def initialize(*args) jet4749_initialize(*args) self.windowskin = Cache.system(Windowskins::STATUS_SCREEN_SKIN) end end #=============================================================================== class Window_SaveFile alias jet2739_initialize initialize unless $@ def initialize(*args) jet2739_initialize(*args) self.windowskin = Cache.system(Windowskins::SAVE_SKIN) end end #=============================================================================== class Window_ShopBuy alias jet1224_initialize initialize unless $@ def initialize(*args) jet1224_initialize(*args) self.windowskin = Cache.system(Windowskins::SHOP_BUY_SKIN) end end #=============================================================================== class Window_ShopNumber alias jet5696_initialize initialize unless $@ def initialize(*args) jet5696_initialize(*args) self.windowskin = Cache.system(Windowskins::SHOP_NUMBER_SKIN) end end #=============================================================================== class Window_ShopStatus alias jet9999_initialize initialize unless $@ def initialize(*args) jet9999_initialize(*args) self.windowskin = Cache.system(Windowskins::SHOP_STATUS_SKIN) end end #=============================================================================== class Window_NameEdit alias jet8888_initialize initialize unless $@ def initialize(*args) jet8888_initialize(*args) self.windowskin = Cache.system(Windowskins::NAME_EDIT_SKIN) end end #=============================================================================== class Window_NameInput alias jet7777_initialize initialize unless $@ def initialize(*args) jet7777_initialize(*args) self.windowskin = Cache.system(Windowskins::NAME_INPUT_SKIN) end end #=============================================================================== class Window_Message alias jet6666_initialize initialize unless $@ def initialize jet6666_initialize if $scene.is_a?(Scene_Battle) self.windowskin = Cache.system(Windowskins::BATTLE_MESSAGE_SKIN) elsif self.windowskin = Cache.system(Windowskins::MESSAGE_SKIN) end end end #=============================================================================== class Window_PartyCommand alias jet5555_initialize initialize unless $@ def initialize jet5555_initialize self.windowskin = Cache.system(Windowskins::PARTY_COMMAND_SKIN) end end #=============================================================================== class Window_ActorCommand alias jet4444_initialize initialize unless $@ def initialize jet4444_initialize self.windowskin = Cache.system(Windowskins::BATTLE_COMMAND_SKIN) end end #=============================================================================== class Window_TargetEnemy alias jet3333_initialize initialize unless $@ def initialize jet3333_initialize self.windowskin = Cache.system(Windowskins::TARGET_ENEMY_SKIN) end end #=============================================================================== class Window_BattleStatus alias jet2222_initialize initialize unless $@ def initialize jet2222_initialize self.windowskin = Cache.system(Windowskins::BATTLE_STATUS_SKIN) end end #=============================================================================== class Window_DebugLeft alias jet1111_initialize initialize unless $@ def initialize(*args) jet1111_initialize(*args) self.windowskin = Cache.system(Windowskins::DEBUG_LEFT_SKIN) end end #=============================================================================== class Window_DebugRight alias jet0000_initialize initialize unless $@ def initialize(*args) jet0000_initialize(*args) self.windowskin = Cache.system(Windowskins::DEBUG_RIGHT_SKIN) end end CODE #=============================================================================== # Hide Text Box Snippet # By Jet10985 # Original Code by Piejamas #=============================================================================== # This snippet allows you to add scenes where the player can hide the textbox # to maybe look at a picture then bring the box back up. # This script has: 2 customization options. #===============================================================================
module Hide
ACTIVATION_SWITCH = 5 # This is the switch that allows the player to hide the box
TRIGGER = Input::F8 # This is the button that needs to be pressed to hide the box
end
#=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #===============================================================================
class Window_Message include Hide alias jet7535_base_update update unless $@ def update jet7535_base_update unless $scene.is_a?(Scene_Battle) if $game_switches[ACTIVATION_SWITCH] && Input.trigger?(TRIGGER) if self.visible self.visible = false elsif self.visible = true end Sound.play_cursor end end end def input_pause if Input.trigger?(Input::B) or Input.trigger?(Input::C) if self.visible self.pause = false if @text != nil && !@text.empty? new_page if @line_count >= MAX_LINE else terminate_message end end end end end CODE #=============================================================================== # Run/Guard Hotkey Snippet # By Jet10985 #=============================================================================== # This snippet allows you to add a hotkey type system to let players have a # handy button to automaticly run or guard. Cannot use with ATB. # This script has: 2 customization options. #===============================================================================
module Hotkey GUARD_BUTTON = Input::F5 # This is what button is set to make you guard. RUN_BUTTON = Input::F6 # This is what button is set to make you run.
end #=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Scene_Battle < Scene_Base include Hotkey alias jet2847_update_actor_command_selection update_actor_command_selection unless $@ def update_actor_command_selection jet2847_update_actor_command_selection if Input.trigger?(GUARD_BUTTON) Sound.play_decision @active_battler.action.set_guard next_actor end if Input.trigger?(RUN_BUTTON) if !$game_troop.can_escape Sound.play_buzzer return end Sound.play_decision process_escape end end end CODE #=============================================================================== # Run/Guard Hotkey Snippet, ATB version # By Jet10985 #=============================================================================== # This snippet allows you to add a hotkey type system to let players have a # handy button to automaticly run or guard. Only to be used with ATB. # This script has: 2 customization options. #===============================================================================
module Hotkey GUARD_BUTTON = Input::F5 # This is what button is set to make you guard. RUN_BUTTON = Input::F6 # This is what button is set to make you run.
end #=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Scene_Battle < Scene_Base include Hotkey alias jet2847_update_actor_command_selection update_actor_command_selection unless $@ def update_actor_command_selection jet2847_update_actor_command_selection if Input.trigger?(GUARD_BUTTON) Sound.play_decision @commander.action.set_guard end_command end if Input.trigger?(RUN_BUTTON) if !$game_troop.can_escape Sound.play_buzzer return end Sound.play_decision process_escape end end end CODE #=============================================================================== # Aliased Load Menu Option Snippet v.2 # By Jet10985 # Thanks to: Woratana #=============================================================================== # This snippet adds a load option to the main menu for quick loading. # This script has: 2 customization options. #=============================================================================== # To disable the load menu access use this command in the "script" event command # change_load_access(option) # option can equal either: true or false # true disables the load menu, false activates it. #===============================================================================
module Load LOAD_NAME = "Load" # This is the name of the load option
MENU_INDEX = 5 #This is where to add the load menu as a option end #=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Game_System attr_accessor :load_disabled end
class Game_Interpreter def change_load_access(option) $game_system.load_disabled = option end end
class Window_Command < Window_Selectable alias jet4569_initialize initialize unless $@ alias jet9374_draw_item draw_item unless $@ def initialize(*args) @disabled_commands = [] jet4569_initialize(*args) end def draw_item(*args) jet9374_draw_item(*args) @disabled_commands[args[0]] = args[1].nil? || args[1] ? nil : true end def ins_command(index, text) @commands.insert(index, text) @disabled_commands.insert(index, nil) old_disabled_commands = @disabled_commands.dup self.height = (@commands.size + @column_max - 1) / @column_max * WLH + 32 @item_max = @commands.size create_contents refresh old_disabled_commands.each_index do |i| if !old_disabled_commands[i].nil? draw_item(i, false) end end end def add_command(text) ins_command(@commands.size, text) end end
class Scene_Menu < Scene_Base include Load
def sort_newcommand @sorted_command ||= [] newcommand = @newcommand - @sorted_command newcommand.sort.each {|i| @menu_index += 1 if @menu_index >= i } @command_window.index = @menu_index @sorted_command = @sorted_command + @newcommand end alias jet6993_create_command_window create_command_window unless $@ def create_command_window(*args) jet6993_create_command_window(*args) @command_window.ins_command(MENU_INDEX, LOAD_NAME) @newcommand ||= [] @newcommand << MENU_INDEX sort_newcommand if $game_system.load_disabled @command_window.draw_item(MENU_INDEX, false) end end alias jet3943_update_command_selection update_command_selection unless $@ def update_command_selection(*args) @menucomorpg_change = false if Input.trigger?(Input::C) && @command_window.index == MENU_INDEX if $game_system.load_disabled Sound.play_buzzer return end Sound.play_decision $scene = Scene_File.new(false, false, false) else if Input.trigger?(Input::C) && @command_window.index > MENU_INDEX @command_window.index -= 1 @menucomorpg_change = true end jet3943_update_command_selection(*args) end @command_window.index += 1 if @menucomorpg_change end alias jet3446_update_actor_selection update_actor_selection unless $@ def update_actor_selection(*args) @menucomorpg_change = false if Input.trigger?(Input::C) && @command_window.index > MENU_INDEX @command_window.index -= 1 @menucomorpg_change = true end jet3446_update_actor_selection(*args) @command_window.index += 1 if @menucomorpg_change end end CODE #=============================================================================== # Speed Save Option Snippet # By Jet10985 #=============================================================================== # This snippet adds a hotkey to open the save menu quickly on the map. # This script has: 1 customization option. #===============================================================================
module Speed_Save COMMAND_BUTTON = Input::F7 # This is what button is set to make you save.
end
#=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Scene_Map < Scene_Base include Speed_Save alias jet2228_update update unless $@ def update jet2228_update update_save end def update_save if Input.trigger?(COMMAND_BUTTON) if $game_system.save_disabled Sound.play_buzzer else $scene = Scene_File.new(true, false, false) end end end end CODE #=============================================================================== # Extra Windows Snippet # By Jet10985 # Inspired by Modern Algebra #=============================================================================== # This snippet allows you to add more windows to the main menu that will give # the player more detail into what they have accomplished while playing. # This script has: 5 customization options. #===============================================================================
module Extra_Window
GOLD_ICON = 147 # The icon that appears in the gold window PLAY_TIME_ICON = 188 # The icon that appears in the PlayTime window STEP_COUNTER_ICON = 48 # The icon that appears in the Step Counter window LOCATION_ICON = 153 # The icon that appears in the Location window
#--------------------------------------------------------------------------- # Here is where you decide what windows actually appear. Here is the list: # You can input numbers 0, 1, 2, and 3. always have a comma and space # between numbers. # 0 = Gold Window # 1 = StepCount Window # 2 = Location Window # 3 = PlayTime Window #--------------------------------------------------------------------------- EXTRA_WINDOWS = [0, 2] end #=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Game_System include Extra_Window
attr_reader :extra_windows alias jet7812_initialize initialize unless $@ def initialize(*args) @extra_windows = EXTRA_WINDOWS jet7812_initialize(*args) end end #------------------------------------------------------------------------------- class Game_Interpreter def add_optional_window(id) $game_system.extra_windows.push(id) unless $game_system.extra_windows.include?(id) end def remove_optional_window(id) $game_system.extra_windows.delete(id) end end #------------------------------------------------------------------------------- class Window_PlayTime < Window_Base include Extra_Window
def initialize(x, y) super(x, y, 160, 32 + WLH) refresh end
def refresh self.contents.clear x, qe = 0, contents.width if PLAY_TIME_ICON >= 0 draw_icon(PLAY_TIME_ICON, x, 0) x += 24 qe -= 24 end @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(x, 0, qe, WLH, text, 2) end
def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end #------------------------------------------------------------------------------- class Window_StepCount < Window_Base include Extra_Window
def initialize(x, y) super(x, y, 160, 32 + WLH) x, qe = 0, contents.width if STEP_COUNTER_ICON >= 0 draw_icon (STEP_COUNTER_ICON, x, 0) x += 24 qe -= 24 end contents.font.color = normal_color contents.draw_text (x, 0, qe, WLH, $game_party.steps.to_s, 2) end end #------------------------------------------------------------------------------- class Window_Gold include Extra_Window def draw_currency_value(value, x, y, width, *args) if GOLD_ICON >= 0 draw_icon(GOLD_ICON, x, y) x += 24 width -= 24 end super(value, x, y, width, *args) end end #------------------------------------------------------------------------------- class Window_Location < Window_Base include Extra_Window
def initialize(x, y) height = 32 + WLH y -= height super(x, y, 160, height) x, qe = 0, contents.width if LOCATION_ICON >= 0 draw_icon(LOCATION_ICON, x, 0) x += 24 qe -= 24 end map_name = load_data("Data/MapInfos.rvdata")[$game_map.map_id].name contents.font.color = normal_color contents.draw_text(x, 0, qe, WLH, map_name, 2) end end #------------------------------------------------------------------------------- class Scene_Menu < Scene_Base alias jet5839_start start unless $@ def start jet5839_start create_extra_windows end
alias jet2039_terminate terminate unless $@ def terminate jet2039_terminate @extra_windows.each { |window| window.dispose } end
alias jet1099_update update unless $@ def update jet1099_update if $game_system.extra_windows.include?(3) @extra_windows[$game_system.extra_windows.index(3)].update end end
def create_extra_windows y = Graphics.height @extra_windows = [] $game_system.extra_windows.each { |i| window = extra_window(i) y -= window.height window.y = y @extra_windows.push(window) } end
def extra_window(index) return case index when 0 then Window_Gold.new(0, 0) when 1 then Window_StepCount.new(0, 0) when 2 then Window_Location.new(0, 0) when 3 then Window_PlayTime.new(0, 0) end end end CODE #=============================================================================== # Parameter Icons Snippet # By Jet10985 #=============================================================================== # This snippet allows you to add icons next to parameter names whenever they are # shownn in windows. Currently Incompatable with Enelvon's Luck and Resistance. # This script has: 4 customization options. #===============================================================================
module ParamIcons ATK_ICON = 132 # Icon shown next to Attack DEF_ICON = 52 # Icon shown next to Defence AGI_ICON = 48 # Icon shown next to Agility SPI_ICON = 133 # Icon shown next to Spirit end
#=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Window_Base < Window def draw_actor_parameter(actor, x, y, type) case type when 0 parameter_name = Vocab::atk parameter_value = actor.atk parameter_icon = ParamIcons::ATK_ICON when 1 parameter_name = Vocab::def parameter_value = actor.def parameter_icon = ParamIcons::DEF_ICON when 2 parameter_name = Vocab::spi parameter_value = actor.spi parameter_icon = ParamIcons::SPI_ICON when 3 parameter_name = Vocab::agi parameter_value = actor.agi parameter_icon = ParamIcons::AGI_ICON end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, WLH, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, WLH, parameter_value, 2) self.draw_icon(parameter_icon, x - 25, y) end end CODE #=============================================================================== # Success Bar Snippet # By Jet10985 # Original Code by DarkLich (Reinorpg.com) #=============================================================================== # This snippet allows you to call a success bar, a bar with an area of success # you have to hit by pressing the designated button. # This script has: 4 customization options. #=============================================================================== # To create a success bar., you should use the command 'call script' with # Following code ==>> $scene = Scene_Bar.new(F, S, B, X, W) # F = How fast the targeter takes to go across the entire bar. # S = This is what switch wll be turned on/off if they succeed. # B = This is what switch will be turn on/off if they fail. Set to 0 if not wanted. # X = Where the success area is located. # W = How wide the success area is. #===============================================================================
module SuccessBar BACK_COLOR = Color.new(255, 255, 255) # The color of the bar background. SUCCESS_AREA_COLOR = Color.new(0, 255, 0) # The color of the area of success. TARGETER_COLOR = Color.new(255, 0, 0) # The color of the targeter. INPUT_BUTTON = Input::C # The button you have to press to stop the targetter. end
#=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Window_Bar < Window_Base include SuccessBar attr_accessor :rx def initialize(xa, barwidth) super(152, 192, 282, 50) self.opacity = 0 @rx = 0 @xa = xa @bw = barwidth refresh end def refresh self.contents.clear self.contents.fill_rect(@rx, 0, 10, 18, TARGETER_COLOR) self.contents.fill_rect(0, 5, 250, 8, BACK_COLOR) self.contents.fill_rect(@xa, 5, @bw, 8, SUCCESS_AREA_COLOR) end def check if @rx >= @xa && @rx + 10 <= @bw + @xa return true else return false end end end
class Scene_Bar < Scene_Base include SuccessBar def initialize(speed, switch, badswitch, x, barwidth) @direita = true @speed = speed @switch = switch @bswitch = badswitch @x = x @b = barwidth end def start create_bg @bar = Window_Bar.new(@x, @b) end def terminate @bar.dispose @back.dispose end def create_bg source = $game_temp.background_bitmap bitmap = Bitmap.new(544, 416) bitmap.stretch_blt(bitmap.rect, source, source.rect) @back = Sprite.new(@viewport1) @back.bitmap = bitmap end def update @bar.refresh if @bar.rx >= 240 @direita = false elsif @bar.rx <= 0 @direita = true end if @direita @bar.rx += @speed else @bar.rx -= @speed end if Input.trigger?(INPUT_BUTTON) if @bar.check $game_switches[@switch] = !$game_switches[@switch] elsif @bswitch > 0 $game_switches[@bswitch] = !$game_switches[@bswitch] end $scene = Scene_Map.new end end end CODE #=============================================================================== # Change Actor Options Snippet v.2 # By Jet10985 # Inspired and partially written by: BigEd781 #=============================================================================== # This snippet allows you to change the options of an actor such as auto battle, # super guard, and two swords style. # This script has: No customization options. #=============================================================================== # To change the option use this line of code: # change_trait(actor, option) # trait = the option you want to change. this can be replaced by: # two_swords_style, auto_battle, super_guard, fix_equipment, parmacology # MAKE SURE that you include the "_" in the ones that show it. # option = true or false. True give the actor the trait, false takes it away. # actor = id of actor trait you want to change. remember, it starts at 0. #===============================================================================
#=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #===============================================================================
class Game_Interpreter
def change_two_swords_style(actor, option) $game_party.members[actor].actor.two_swords_style = option end def change_super_guard(actor, option) $game_party.members[actor].actor.super_guard = option end def change_fix_equipment(actor, option) $game_party.members[actor].actor.fix_equipment = option end def change_pharmacology(actor, option) $game_party.members[actor].actor.pharmacology = option end def change_auto_battle(actor, option) $game_party.members[actor].actor.auto_battle = option end end CODE #=============================================================================== # No Actor EXP Snippet # By Jet10985 # Help by: OriginalWij #=============================================================================== # This snippet allows you to define actors throughout the game that will not # gain exp AT ALL. Note: They can still level up trough the event command. # This script has: 1 customization option. #=============================================================================== =begin
Adding Actors: To add Actors to the list of actors that don't gain exp use:
no_exp_gain(actor)
where actor is the id of the actor you don't want gaining exp.
Removing Actors: To allow an actor to gain exp again, use:
yes_exp_gain(actor)
where actor is the id of the actor you want to gain exp again. =end
module NoActorEXP # These are actors that will not gain exp by default. They # can be removed from here by using the yes_exp_gain(actor) NO_ACTOR_EXP = [6, 7, 8] end
#=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Game_Actor include NoActorEXP alias jet1999_change_exp change_exp unless $@ def change_exp(exp, show) if NO_ACTOR_EXP != nil jet1999_change_exp(exp, show) unless $game_system.no_exp_actors.include?(@actor_id) end end end
class Game_System include NoActorEXP attr_accessor :no_exp_actors alias jet1092_initialize initialize unless $@ def initialize jet1092_initialize @no_exp_actors = NO_ACTOR_EXP.clone end end
class Game_Interpreter include NoActorEXP def no_exp_gain(actor) if $game_system.no_exp_actors != nil $game_system.no_exp_actors.push(actor) unless $game_system.no_exp_actors.include?(actor) end end def yes_exp_gain(actor) if $game_system.no_exp_actors != nil $game_system.no_exp_actors.delete(actor) if $game_system.no_exp_actors.include?(actor) end end end CODE #=============================================================================== # Change WindowSkin Snippet # By Jet10985 # Original Code by: Woratana #=============================================================================== # This snippet allows you to change the windowskin of all the windows with a # simple script call in-game. # This script has: No customization options. #=============================================================================== # To change the windowskin, use this code: # change_skin(skinname) # skinname = the name of the windowskin file. # Please note: The windowskins must all be in the Graphics/system folder. #===============================================================================
class Window_Base alias jet2888_initialize initialize unless $@ def initialize(*args) jet2888_initialize(*args) self.windowskin = Cache.system($game_system.windowskin) @wskin = $game_system.windowskin end alias jet1899_update update unless $@ def update jet1899_update if @wskin != $game_system.windowskin self.windowskin = Cache.system($game_system.windowskin) @wskin = $game_system.windowskin end end end
class Game_System attr_accessor :windowskin alias jet4729_initialize initialize unless $@ def initialize jet4729_initialize @windowskin = "Window" end end
class Game_Interpreter def change_skin(skinname) $game_system.windowskin = skinname end end CODE #=============================================================================== # Cheat System # By Jet10985 # Help by: Yanfly #=============================================================================== # This script is not open for distribution to other sites without permission # from me, Jet10985. Please credit me if you use this script. #=============================================================================== # This script will add a cheat system # # This script has: 6 customization options. #===============================================================================
=begin The cheat name and the common event id match in the 2 different arrays. By default, if they put in "god" as a cheat, common event 1 would occur. If they put "cash" in as a cheat, then common event 2 would occur.
To add cheats, use a comma and write the cheat in quotations in the first array. Then, write the id of the common event that will occur in the second array.
NOTE: Each cheat can only be used 1 time.
If you decide to add a menu option, you may disable the entering of cheats by using this command in a script event:
change_cheat_access(option)
Where option can be true or false. true = They CAN'T enter cheats false = They CAN eneter cheats. =end
module CheatSystem CHEATS = { 1 => "Cash", # Common event id => Cheat name 2 => "Wowza", # Common event id => Cheat name 3 => "God" # Common event id => Cheat name } ACTOR_ID = 8 # This is the actor id whose name will be used for cheats. ADD_MENU_OPTION = true # Add a menu option for the cheats? CHEATS_NAME = "Cheats" # This is the name of the Cheats option.
MENU_INDEX = 5 #This is where to add the Cheats menu as a option. end
#=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Game_System attr_accessor :used_cheats attr_accessor :cheats_disabled end
class Scene_Name include CheatSystem alias jet8593_terminate terminate unless $@ def terminate jet8593_terminate cheat_update end def cheat_update $game_system.used_cheats = [] if $game_system.used_cheats.nil? CHEATS.each_pair { |event_id, cheat_name| if CHEATS.values.include?($game_actors[ACTOR_ID].name) $game_temp.common_event_id = event_id - 1 unless $game_system.used_cheats.include?(event_id - 1) $game_system.used_cheats.push(event_id - 1) unless $game_system.used_cheats.include?(event_id - 1) end } end end class Game_Interpreter def change_cheat_access(option) $game_system.cheats_disabled = option end end
if CheatSystem::ADD_MENU_OPTION class Window_Command < Window_Selectable alias jet8590_initialize initialize unless $@ alias jet9743_draw_item draw_item unless $@ def initialize(*args) @disabled_commands = [] jet8590_initialize(*args) end def draw_item(*args) jet9743_draw_item(*args) @disabled_commands[args[0]] = args[1].nil? || args[1] ? nil : true end def ins_command(index, text) @commands.insert(index, text) @disabled_commands.insert(index, nil) old_disabled_commands = @disabled_commands.dup self.height = (@commands.size + @column_max - 1) / @column_max * WLH + 32 @item_max = @commands.size create_contents refresh old_disabled_commands.each_index do |i| if !old_disabled_commands[i].nil? draw_item(i, false) end end end def add_command(text) ins_command(@commands.size, text) end end
class Scene_Menu < Scene_Base include CheatSystem
def sort_newcommand @sorted_command ||= [] newcommand = @newcommand - @sorted_command newcommand.sort.each {|i| @menu_index += 1 if @menu_index >= i } @command_window.index = @menu_index @sorted_command = @sorted_command + @newcommand end alias jet8940_create_command_window create_command_window unless $@ def create_command_window(*args) jet8940_create_command_window(*args) @command_window.ins_command(MENU_INDEX, CHEATS_NAME) @newcommand ||= [] @newcommand << MENU_INDEX sort_newcommand if $game_system.cheats_disabled @command_window.draw_item(MENU_INDEX, false) end end alias jet8905_update_command_selection update_command_selection unless $@ def update_command_selection(*args) @menucomorpg_change = false if Input.trigger?(Input::C) && @command_window.index == MENU_INDEX if $game_system.cheats_disabled Sound.play_buzzer return end Sound.play_decision $game_temp.name_actor_id = ACTOR_ID $game_temp.name_max_char = 8 $scene = Scene_Name.new else if Input.trigger?(Input::C) && @command_window.index > MENU_INDEX @command_window.index -= 1 @menucomorpg_change = true end jet8905_update_command_selection(*args) end @command_window.index += 1 if @menucomorpg_change end alias jet1234_update_actor_selection update_actor_selection unless $@ def update_actor_selection(*args) @menucomorpg_change = false if Input.trigger?(Input::C) && @command_window.index > MENU_INDEX @command_window.index -= 1 @menucomorpg_change = true end jet1234_update_actor_selection(*args) @command_window.index += 1 if @menucomorpg_change end end end CODE #=============================================================================== # Records Window Snippet # By Jet10985 # Help by: Piejamas, BigEd781, Mithran #=============================================================================== # This snippet will allow you to show some variables in a window at the # bottom-left corner of the screen in a window. # This script has: 6 customization options. #===============================================================================
module Records STATS = { 1 => "Score:", # Variable id => Stat name 2 => "Lives:", # Variable id => Stat name 3 => "Bonuses", # Variable id => Stat name 4 => "Weeds:", # Variable id => Stat name 5 => "Coolness:" # Variable id => Stat name }
#------------------------------------------------------------------------------- ALLOW_TRIGGER = true # Let the player hide the window by pressing a button? HIDE_WINDOW_BUTTON = Input::CTRL # If true, what button? SWITCH_TO_SHOW = 5 # This is the switch that needs to be on to show the window OPACITY = 255 # This is how transperant the window is. 0 is transperant. end
#=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Window_Records < Window_Base include Records def initialize(x, y, width, height) super(x, y, width, height) self.opacity = OPACITY self.visible = false @keys = STATS.keys @values = STATS.values init_cache refresh end def refresh self.contents.clear for i in 0...@keys.size self.contents.draw_text(0, i * 24, 222, WLH, @values[i-(@keys.size - 1)] + " " + $game_variables[@keys[i-(@keys.size - 1)]].to_s) end end def init_cache @cache ||= {} @keys.each { |v| @cache[v] = $game_variables[v] } end
def update if need_refresh? refresh end end def need_refresh? return false unless self.visible @cache.each do |k,v| return true if $game_variables[k] != v end return false end end
class Scene_Map include Records alias jet5830_start start unless $@ def start jet5830_start @var_window = Window_Records.new(0, 416 - ((STATS.keys.size * 24) + 32), 160, (STATS.keys.size * 24) + 32) @first_switch = false end alias jet5839_update update unless $@ def update jet5839_update @var_window.update variable_update end alias jet5299_terminate terminate unless $@ def terminate @var_window.dispose jet5299_terminate end def variable_update if @first_switch == false and $game_switches[SWITCH_TO_SHOW] @var_window.visible = true @first_switch = true end if Input.trigger?(HIDE_WINDOW_BUTTON) && ALLOW_TRIGGER && $game_switches[SWITCH_TO_SHOW] @var_window.visible = !@var_window.visible end end end CODE #=============================================================================== # Level Up Effects Snippet # By Jet10985 # Help by: Yanfly, Piejamas #=============================================================================== # This snippet allows you to add extra effects to the level up process that will # happen everytime that a character levels up. # This script has: 7 customization options. #===============================================================================
module LevelUpEffects MAX_HP = true # Give the player maximum HP? HP_PERCENTAGE = 0 # Heal the hp by a percentage. Leave as 0 for no effect. MAX_MP = true # Give the player maximum MP? MP_PERCENTAGE = 0 # Heal the mp by a percentage. Leave as 0 for no effect. ADD_VARIABLES = true # Add an amount to variables?
# Add the variable additions below, following the format i set for it. Do not # forget to add a comma after every varaible addition. VARIABLE_ADDITIONS = { 1 => 10, # variable => addition to variable 2 => 20, # variable => addition to variable 3 => 30 # variable => addition to variable } # These are common events that will be run upon level up. Just leave it empty # if you don't want any running. COMMON_EVENT_RUN = 1 end
#=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Game_Actor alias jet5839_level_up level_up unless $@ def level_up jet5839_level_up @hp = maxhp unless !LevelUpEffects::MAX_HP @mp = maxmp unless !LevelUpEffects::MAX_MP @hp += (maxhp * (LevelUpEffects::HP_PERCENTAGE / 100)) unless LevelUpEffects::HP_PERCENTAGE == 0 @mp += (maxmp * (LevelUpEffects::MP_PERCENTAGE / 100)) unless LevelUpEffects::MP_PERCENTAGE == 0 if LevelUpEffects::ADD_VARIABLES LevelUpEffects::VARIABLE_ADDITIONS.each_key { |variable| $game_variables[variable] += LevelUpEffects::VARIABLE_ADDITIONS[variable] } end $game_temp.common_event_id = LevelUpEffects::COMMON_EVENT_RUN if $scene.is_a?(Scene_Battle) @battle_common_event = true end end end
class Scene_Battle alias jet5889_battle_end battle_end unless $@ def battle_end(*args) jet5889_battle_end(*args) $game_temp.common_event_id = LevelUpEffects::COMMON_EVENT_RUN unless !@battle_common_event end end CODE #=============================================================================== # Disable Battle Commands (Default battle system version) Snippet # By Jet10985 # Help by: Mithran #=============================================================================== # This snippet allows you to change a characters access to perform certain # actions in battle. DEFAULT BATTLE SYSTEM/REEDO'S SVBS ONLY. # This script has: 0 customization options. #=============================================================================== =begin How to change access:
In an event's "Script..." event command use one of the following codes:
disable_attack(actor, option) disable_skill(actor, option) disable_guard(actor, option) disable_item(actor, option)
actor = which actor is having their option changed option = true or false. True disable's the action, false re-enables it. =end
class Game_Interpreter def disable_attack(actor, option) $game_system.no_attack.push(actor) if option == true $game_system.no_attack.delete(actor) if option == false end def disable_skill(actor, option) $game_system.no_skills.push(actor) if option == true $game_system.no_skills.delete(actor) if option == false end def disable_guard(actor, option) $game_system.no_guard.push(actor) if option == true $game_system.no_guard.delete(actor) if option == false end def disable_item(actor, option) $game_system.no_items.push(actor) if option == true $game_system.no_items.delete(actor) if option == false end end
class Game_System attr_accessor :no_attack attr_accessor :no_skills attr_accessor :no_guard attr_accessor :no_items alias jet5839_initialize initialize unless $@ def initialize jet5839_initialize @no_attack = [] @no_skills = [] @no_guard = [] @no_items = [] end end
class Scene_Battle alias jet5839_start_actor_command_selection start_actor_command_selection unless $@ def start_actor_command_selection(*args) jet5839_start_actor_command_selection(*args) (@actor_command_window.draw_item(0, false); @attack_no = true) if $game_system.no_attack.include?(@actor_index) (@actor_command_window.draw_item(1, false); @skill_no = true) if $game_system.no_skills.include?(@actor_index) (@actor_command_window.draw_item(2, false); @guard_no = true) if $game_system.no_guard.include?(@actor_index) (@actor_command_window.draw_item(3, false); @item_no = true) if $game_system.no_items.include?(@actor_index) end def update_actor_command_selection if Input.trigger?(Input::B) Sound.play_cancel prior_actor elsif Input.trigger?(Input::C) case @actor_command_window.index when 0 # Attack if !@attack_no Sound.play_decision @active_battler.action.set_attack start_target_enemy_selection elsif Sound.play_buzzer return end when 1 # Skill if !@skill_no Sound.play_decision start_skill_selection elsif Sound.play_buzzer return end when 2 # Guard if !@guard_no Sound.play_decision @active_battler.action.set_guard next_actor elsif Sound.play_buzzer return end when 3 # Item if !@item_no Sound.play_decision start_item_selection elsif Sound.play_buzzer return end end end end end CODE #=============================================================================== # "If Party Has Equipped" (Eventers tool) Snippet v.2 # By Jet10985 # Help by: Yanfly, Mithran # Inspired By: Sander #=============================================================================== # This snippet will allow you to check if anyone in the current party has an # item equipped. This simplifies the many conditional branches. # This script has: 0 customization options. #=============================================================================== =begin How to Use:
To call the script use:
party_has_equip?(item_id, type, switch)
id = the armor/weapon id in the database. type = 0 or 1. 0 means weapons, 1 means any armor slot. switch = The switch that will be turned on if any of them have it equipped.
If you don't want a switch and are just using this in a conditional branch, only input the item_id. EX: party_has_equip?(60, 0)
=end
#=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Game_Interpreter def party_has_equip?(item_id, type, switch_id = 5001) ary = type == 0 ? $data_weapons : $data_armors $game_switches[switch_id] = !!$game_party.members.find {|m| m.equips.include?(ary[item_id])} end end CODE #=============================================================================== # "If Party Has Skill" (Eventers tool) Snippet v.2 # By Jet10985 # Help by: Yanfly, Mithran # Inspired By: Sander #=============================================================================== # This snippet will allow you to check if anyone in the current party has an # skill learned. This simplifies the many conditional branches. # This script has: 0 customization options. #=============================================================================== =begin How to Use:
To call the script use:
party_has_skill?(skill_id, switch)
skill_id = the skill id in the database. switch = The switch that will be turned on if any of them have it learned.
If you don't want a switch and are just using this in a conditional branch, only input the skill_id. EX: party_has_skill?(60) =end
#=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Game_Interpreter def party_has_skill?(skill_id, switch_id = 5001) $game_switches[switch_id] = !!$game_party.members.find {|m| m.skills.include?($data_skills[skill_id])} end end CODE #=============================================================================== # Set Actor's Max Level Snippet # By Jet10985 #=============================================================================== # This snippet will allow you to set each actor to have an individual maximum # level that they can reach in-game. # This script has: 1 customization options. #=============================================================================== =begin How to Use:
Below these instructions is the area to choose actor maximum levels. The format is stated next to the example. If you want more actors on these, add a comma then follow the format of
actor id => max level
PLEASE NOTE: Character MAYBE able to over-step the limit if the EXP gained at 1 time is enough to level them up twice. =end
module ActorMaxLevel
MAX_LEVELS = { 1 => 2, # actor id => max level 2 => 20, # actor id => max level 3 => 30 # actor id => max level } MAX_LEVELS.default = 99 # The max level for any undefined actor. end
#=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Game_Actor include ActorMaxLevel alias jet8888_make_exp_list make_exp_list def make_exp_list jet8888_make_exp_list @exp_list[MAX_LEVELS[@actor_id] + 1] = 0 if MAX_LEVELS[@actor_id] != nil end end CODE #=============================================================================== # Break States Snippet # By Jet10985 # Original Code by: gsxiii #=============================================================================== # This snippet will allow you designate states to be "break" states. This means # that while the character is inflicted with the state, the next hit will kill, # or drain the character's mp to 0. # This script has: 2 customization options. #===============================================================================
module BreakStates # Database id's of states that will be HP break states. HP_BREAK_STATE_IDS = [17, 18, 19] # Database id's of states that will be MP break states. MP_BREAK_STATE_IDS = [20, 21, 22] end
#=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Game_Battler include BreakStates alias jet0088_execute_damage execute_damage unless $@ def execute_damage(user) jet0088_execute_damage(user) for i in 0..HP_BREAK_STATE_IDS.size if @states.include?(HP_BREAK_STATE_IDS[i]) self.hp = 0 end end for i in 0..MP_BREAK_STATE_IDS.size if @states.include?(MP_BREAK_STATE_IDS[i]) self.mp = 0 end end end end CODE #=============================================================================== # Immortal States Snippet # By Jet10985 #=============================================================================== # This snippet will allow you designate states to be "immortal" states. This # means that while the character is inflicted with the state, they will not die. # This script has: 1 customization options. #===============================================================================
module ImmortalStates STATE_IMMORTAL = [17, 18, 19] end
#=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Game_Battler include ImmortalStates
alias jet3290_newhp hp= unless $@ def hp=(*args) for i in 0..STATE_IMMORTAL.size if @states.include?(STATE_IMMORTAL[i]) @immortal = true end end self.jet3290_newhp(*args) end end CODE #=============================================================================== # Diagonal Map Scroll Snippet # By Jet10985 # Help by: Yanfly # Inspired by: Scherzo #=============================================================================== # This snippet will allow you scroll the map diagonally during events. # This script has: 0 customization options. #=============================================================================== =begin How To Use:
to call the diagonal map scroll, use:
diagonal_map_scroll(direction, distance, speed)
direction corresponds here:
7 = upper-left 9 = upper-right 3 = lower-left 1 = lower-right
distance = how many squares you want to go.
speed = how fast the scroll will occur
=end
class Game_Map
def update_scroll if @scroll_rest > 0 distance = 2 ** @scroll_speed case @scroll_direction when 7 scroll_up(distance) and scroll_left(distance) when 2 # Down scroll_down(distance) when 9 scroll_up(distance) and scroll_right(distance) when 4 # Left scroll_left(distance) when 1 scroll_down(distance) and scroll_left(distance) when 6 # Right scroll_right(distance) when 3 scroll_down(distance) and scroll_right(distance) when 8 # Up scroll_up(distance) end @scroll_rest -= distance end end end
class Game_Interpreter
def diagonal_map_scroll(direction, distance, speed) $game_map.start_scroll(direction, distance, speed) end end
CREDIT IF USED!
This post has been edited by jet10985: Feb 13 2010, 09:13 AM
__________________________
My Scripts posted here are outdated, as well as my blog posts. I only update at http://www.rpgmakervx.net/ so find my topics there. All my scripts are made under this license: 
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Nov 26 2009, 07:09 AM
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Gotta catch 'em all!

Group: Revolutionary
Posts: 633
Type: Event Designer
RM Skill: Skilled

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Cool! I may use some of these.  Does that ATB Guard/Run snippet work with Tankentai SBS?
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Nov 26 2009, 07:49 AM
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Level 3

Group: Member
Posts: 44
Type: Scripter
RM Skill: Skilled

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It depends on what version you grab. The regular one works with everything except the ATB battle system. The ATB works only with the ATB battle system.
So the ATB version does work with Tankentai if your using both ATB and Tankentai.
This post has been edited by jet10985: Nov 26 2009, 07:50 AM
__________________________
My Scripts posted here are outdated, as well as my blog posts. I only update at http://www.rpgmakervx.net/ so find my topics there. All my scripts are made under this license: 
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Nov 26 2009, 08:01 AM
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Gotta catch 'em all!

Group: Revolutionary
Posts: 633
Type: Event Designer
RM Skill: Skilled

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All right. I'll try it out.  Wait... It doesn't work when you can't escape, right?
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CONGRATULATIONS!You have been selected out of OVER 9000 for a -FREE- spamwich!! Just click this link to claim your prize!
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Nov 26 2009, 08:18 AM
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Level 3

Group: Member
Posts: 44
Type: Scripter
RM Skill: Skilled

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I'm pretty sure, i'll check
EDIT: Yes, it checks whether they can escape or not. So, if you say no escape, they shouldn't be able to.
This post has been edited by jet10985: Nov 26 2009, 08:19 AM
__________________________
My Scripts posted here are outdated, as well as my blog posts. I only update at http://www.rpgmakervx.net/ so find my topics there. All my scripts are made under this license: 
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Nov 26 2009, 08:28 AM
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Gotta catch 'em all!

Group: Revolutionary
Posts: 633
Type: Event Designer
RM Skill: Skilled

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It's so awesome! I'll try out some of your others.
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CONGRATULATIONS!You have been selected out of OVER 9000 for a -FREE- spamwich!! Just click this link to claim your prize!
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Nov 26 2009, 09:05 AM
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Comic Saaaaaaaans!

Group: Revolutionary
Posts: 140
Type: Developer
RM Skill: Advanced

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I'm guessing you signed up here to post these  , nah j/k. I'll be using the Extra Windows snippet  , hope to see some more soon.
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Nov 26 2009, 12:02 PM
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Level 3

Group: Member
Posts: 44
Type: Scripter
RM Skill: Skilled

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Thanks, and i un-centered the codes just for you  Oh, and if you finish translating any of my scripts into rpg maker xp, go ahead and redistribute. Just make sure to credit me.
__________________________
My Scripts posted here are outdated, as well as my blog posts. I only update at http://www.rpgmakervx.net/ so find my topics there. All my scripts are made under this license: 
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Nov 27 2009, 04:07 PM
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Level 3

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Posts: 44
Type: Scripter
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Update: Added 2 new snippets, and updated every single snippet to enhance them and make them cleaner.
This post has been edited by jet10985: Nov 27 2009, 09:37 PM
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My Scripts posted here are outdated, as well as my blog posts. I only update at http://www.rpgmakervx.net/ so find my topics there. All my scripts are made under this license: 
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Nov 28 2009, 02:49 PM
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Level 3

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Posts: 44
Type: Scripter
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Announcing: Snippet #9: Success Bar Snippet CODE #=============================================================================== # This snippet allows you to call a success bar, a bar with an area of success # you have to hit by pressing the designated button. # This script has: 4 customization options. #=============================================================================== # To create a success bar., you should use the command 'call script' with # Following code ==>> $scene = $Scene_Bar.new(F, S, B, X, W) # F = How fast the targeter takes to go across the entire bar. # S = This is what switch wll be turned on/off if they succeed. # B = This is what switch will be turn on/off if they fail. Set to 0 if not wanted. # X = Where the success area is located. # W = How wide the success area is. #=============================================================================== Post if you have questions on how to set up the scene.
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My Scripts posted here are outdated, as well as my blog posts. I only update at http://www.rpgmakervx.net/ so find my topics there. All my scripts are made under this license: 
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Nov 28 2009, 06:58 PM
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Level 3

Group: Member
Posts: 44
Type: Scripter
RM Skill: Skilled

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Thanks. That means a lot coming from someone obviously experienced. I make these to help of course.
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My Scripts posted here are outdated, as well as my blog posts. I only update at http://www.rpgmakervx.net/ so find my topics there. All my scripts are made under this license: 
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Nov 28 2009, 07:04 PM
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Public memberTitle(String n)

Group: Revolutionary
Posts: 683
Type: Developer
RM Skill: Skilled

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Just got an error on Line 74. Turns out you got a  face on there, but I changed it to b ) (no space of course) and it ran... But then I got an error in game trying to test out an event : NoMethodError occurred while running script. undefined method `new' for nil:NilClass.
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Nov 28 2009, 07:07 PM
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Level 3

Group: Member
Posts: 44
Type: Scripter
RM Skill: Skilled

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That's for the heads-up on the smiley. Mind posting the exact command you tried to use? Or is it an event completely unrelated?
__________________________
My Scripts posted here are outdated, as well as my blog posts. I only update at http://www.rpgmakervx.net/ so find my topics there. All my scripts are made under this license: 
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Nov 28 2009, 07:34 PM
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Level 3

Group: Member
Posts: 44
Type: Scripter
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0 should be ok with everything. Remove the $ at $Scene_Bar.
EX: $scene = Scene_Bar.new(360, 3, 0, 0, 50)
__________________________
My Scripts posted here are outdated, as well as my blog posts. I only update at http://www.rpgmakervx.net/ so find my topics there. All my scripts are made under this license: 
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Nov 28 2009, 08:27 PM
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Level 3

Group: Member
Posts: 44
Type: Scripter
RM Skill: Skilled

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I was thinking about that. It's a great idea, but for a later version. I've got some other snippets i want to finish first. If you want multiple areas of success, check out "Boneless RIBS" by OriginalWij on rpgmakervx.net
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My Scripts posted here are outdated, as well as my blog posts. I only update at http://www.rpgmakervx.net/ so find my topics there. All my scripts are made under this license: 
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Nov 30 2009, 02:25 PM
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Level 3

Group: Member
Posts: 44
Type: Scripter
RM Skill: Skilled

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Announcing: Snippet #10: Change actor options snippet CODE #=============================================================================== # This snippet allows you to change the options of an actor such as auto battle, # super guard, and two swords style. # This script has: No customization options. #=============================================================================== # To change the option use this line of code:# $game_actors[id].change_trait(option) # id = The acto id to change. Please remember this starts at 0, not 1. # trait = the option you want to change. this can be replaced by: # two_swords_style, auto_battle, super_guard, fix_equipment, parmacology # MAKE SURE that you include the "_" in the ones that show it. # option = true or false. True give the actor the trait, false takes it away. #=============================================================================== Post if you have questions on how to set up the script
This post has been edited by jet10985: Nov 30 2009, 06:16 PM
__________________________
My Scripts posted here are outdated, as well as my blog posts. I only update at http://www.rpgmakervx.net/ so find my topics there. All my scripts are made under this license: 
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