Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

5 Pages V   1 2 3 > »   
Reply to this topicStart new topic
> + [ Monster Book ] +, Advance bestiary with easy settings~!!
woratana
post Jan 2 2009, 12:30 AM
Post #1


Looking for scripter to hire? PM me *O*
Group Icon

Group: +Gold Member
Posts: 1,038
Type: Scripter
RM Skill: Undisclosed




Monster Book II
Version 2.0
by Woratana
Release Date: 02/01/2009


Introduction
This is the first script I release in 2009~!
Actually, I have released the first version in my Christmas Giftbox.
I added more features, such as the switch to stop adding data in Monster Book temporarily.

All the texts in Monster Book is editable, so you can make one original Monster Book for your game. >w</
The monster book interface I used the one in XP by momomo~

By the way, the hardest part of this script is to make a snippet that will insert 'Monster Book' in menu command.
And I'm sure not many bestiary scripts come with this feature. biggrin.gif

Enjoy~^^


Features
Version 2.0
- Built-in snippet to add 'Monster Book' in the menu's command
- Show enemies' data in Monster Book after player fight with them
- All the texts are editable in setup part
- Call script to clear/complete Monster Book's data
- Call script to show/hide monster's data in Monster Book
- Compare monster's status with the highest level actors in party
- Turn ON switch to stop adding data into Monster Book temporarily
- Choose the monsters you don't want to show their name and data


Screenshots





* For the 2nd and 3rd screenies, the monster's status is compared to the highest level actor in the party.
That's why demon's HP is in red (higher HP than actor) and bat's HP is in green (lower HP than actor).


Script
Place it above main, and below other menu scripts
Attached File  VX_Monbook20.txt ( 19.13K ) Number of downloads: 1277



Instruction
- Setup script in the SETUP part

- This is an instruction from the script:
QUOTE
#--------------------------------------------------------------
# ** HOW TO USE
#--------------------------------------------------------------
# * Call Scene Monster Book by call script:
# $scene = Scene_MonsterBook.new

# * Complete all enemies' information by call script:
# $game_system.set_monbook_complete

# * Clear all enemies' information by call script:
# $game_system.reset_monbook
#--------------------------------------------------------------
# * Show enemy's information by call script:
# $game_system.monbook[enemy_id] = true

# * Hide enemy's information by call script:
# $game_system.monbook[enemy_id] = false

# ^ Change 'enemy_id' to ID of enemy you want
# ** e.g. $game_system.monbook[10] = true
#===============================================================



Author's Notes
Free for use in your work if credit is included.
If you want to post it on any forum, please link to this topic.


Bug Report?
Please give me these informations:
QUOTE
- What is it says in error window?
- When is it get error? (Right after run game, when you choose something, etc.)
- What have you changed in setting part?
- Do you have any other scripts running in your game that may crash with this script?


__________________________
Check out my NEW blog!!!



MVP (Most Valuable Poster) Award 2008


Go to the top of the page
 
+Quote Post
   
KAZRCRW_ME
post Jan 2 2009, 01:29 AM
Post #2


new stuff, I'll play around with it later...
Group Icon

Group: Revolutionary
Posts: 132
Type: None
RM Skill: Undisclosed




With name of God who he is Loving and Compassionate..

Great...

This is my suggestion...

1)How about we add monster description
2) Add Monster (element) (description)(And it image)ex:
1) Wind
2) Fire
3) Water

After we click button Z(use commonly) or with left mouse click(If use mouse system)

What a great script...

Thank you because share with us...

May peace upon you..


Attached File(s)
Attached File  My_Suggestion.bmp ( 1.87MB ) Number of downloads: 118
 


__________________________
Looking for the one with the glass slipper



[Show/Hide] Click me If you dare..




[Show/Hide] My Name



[Show/Hide] Avatars

Diligent Ying and Yang OMG_RAWR!

[Show/Hide] Vincent



Go to the top of the page
 
+Quote Post
   
scream of death
post Jan 2 2009, 07:08 AM
Post #3


Level 1
Group Icon

Group: Member
Posts: 12
Type: Developer
RM Skill: Beginner




U alway make scrips that just seem to fit in every rpg game.
I like it.

Good job thumbsup.gif


__________________________

beat that omegas :D
Go to the top of the page
 
+Quote Post
   
Vorpal-darkness
post Jan 2 2009, 07:50 AM
Post #4


Level 2
Group Icon

Group: Member
Posts: 25
Type: None
RM Skill: Intermediate




[Show/Hide] Long Quote
QUOTE (woratana @ Jan 2 2009, 08:30 AM) *
Monster Book II
Version 2.0
by Woratana
Release Date: 02/01/2009


Introduction
This is the first script I release in 2009~!
Actually, I have released the first version in my Christmas Giftbox.
I added more features, such as the switch to stop adding data in Monster Book temporarily.

All the texts in Monster Book is editable, so you can make one original Monster Book for your game. >w</
The monster book interface I used the one in XP by momomo~

By the way, the hardest part of this script is to make a snippet that will insert 'Monster Book' in menu command.
And I'm sure not many bestiary scripts come with this feature. biggrin.gif

Enjoy~^^


Features
Version 2.0
- Built-in snippet to add 'Monster Book' in the menu's command
- Show enemies' data in Monster Book after player fight with them
- All the texts are editable in setup part
- Call script to clear/complete Monster Book's data
- Call script to show/hide monster's data in Monster Book
- Compare monster's status with the highest level actors in party
- Turn ON switch to stop adding data into Monster Book temporarily
- Choose the monsters you don't want to show their name and data


Screenshots





* For the 2nd and 3rd screenies, the monster's status is compared to the highest level actor in the party.
That's why demon's HP is in red (higher HP than actor) and bat's HP is in green (lower HP than actor).


Script
Place it above main, and below other menu scripts
Attached File  VX_Monbook20.txt ( 19.13K ) Number of downloads: 1277



Instruction
- Setup script in the SETUP part

- This is an instruction from the script:
QUOTE
#--------------------------------------------------------------
# ** HOW TO USE
#--------------------------------------------------------------
# * Call Scene Monster Book by call script:
# $scene = Scene_MonsterBook.new

# * Complete all enemies' information by call script:
# $game_system.set_monbook_complete

# * Clear all enemies' information by call script:
# $game_system.reset_monbook
#--------------------------------------------------------------
# * Show enemy's information by call script:
# $game_system.monbook[enemy_id] = true

# * Hide enemy's information by call script:
# $game_system.monbook[enemy_id] = false

# ^ Change 'enemy_id' to ID of enemy you want
# ** e.g. $game_system.monbook[10] = true
#===============================================================



Author's Notes
Free for use in your work if credit is included.
If you want to post it on any forum, please link to this topic.


Bug Report?
Please give me these informations:
QUOTE
- What is it says in error window?
- When is it get error? (Right after run game, when you choose something, etc.)
- What have you changed in setting part?
- Do you have any other scripts running in your game that may crash with this script?





How did you get the Hp numbers not overlapping the Hp word.
Reason for edit: This really doesn't need quotes, please keep that in mind.


__________________________
[Show/Hide] My Game
Go to the top of the page
 
+Quote Post
   
woratana
post Jan 2 2009, 08:27 AM
Post #5


Looking for scripter to hire? PM me *O*
Group Icon

Group: +Gold Member
Posts: 1,038
Type: Scripter
RM Skill: Undisclosed




@Kaz
Monster description would be nice.
Though, about the element, how will the game developer set monster's element in database? ^^

@Scream of Death
Thanks ^^

@Vorpal
Does HP number overlapped 'HP'?



__________________________
Check out my NEW blog!!!



MVP (Most Valuable Poster) Award 2008


Go to the top of the page
 
+Quote Post
   
magicmace3
post Jan 2 2009, 10:19 AM
Post #6


Level 4
Group Icon

Group: Member
Posts: 50
Type: None
RM Skill: Intermediate




how about somthing that sets a boss. i mean some of my monsters in the book are bosses and i would liek it so the player can tell if it is a boss. maybe a picture with teh word boss on it...
........................./\
......................./....\
...................../Boss.\
.................../........... \
...................-----------
this is an example.. it dont hafta look like that. maybe it just say boss above or below the monster... its just a suggestion.


__________________________
current project: Millenium

%done: N/A%
-------------------
maps:0%
script: 0%
skills: 0%
items: 0%
weapon and armors:0%
monsters and mobs :0%
Plot: 1%


-------------------

Help my dragons/dinosaurs/furry things grow up. to help just click on them. It will take your to their page, where you can view their info.

and and
Go to the top of the page
 
+Quote Post
   
trizty
post Jan 2 2009, 01:53 PM
Post #7


Level 6
Group Icon

Group: Member
Posts: 77
Type: Event Designer
RM Skill: Advanced




I've been looking for one of these for quite a while! This is perfect, but there are 2 things I've noticed when I was testing it:

1. When you go back to the menu from the monster book, it will always move the cursor one space down.
e.g. I press X to go back from the monster book [menu index = 4] to the menu and the cursor ends up on top of Save.
It's not huge, I know, and I can deal with it, but it was kind of annoying when I set the index to 6 and it created a blank menu item underneath it [it goes away when its not visible, of course].

2. I kinda don't like that if you escape from monsters without attacking them or anything, it will record all of their information. I'd prefer it to just show their name and the rest was just ?'s when you don't actually defeat them.

As for the elements thing, how about it finds if certain elements and states are more or less effective than normal against a monster based on the information in the database?


__________________________
~Trizty~

[Show/Hide] Bored...
[Show/Hide] Mapping Fail

In a contest for the world's biggest failure, I placed 2nd.
[Show/Hide] Personality quiz
Here is the results of some personality quiz I have no idea about:

"You are helium. After hydrogen, helium is the most abundant element in the universe. Helium is stable. Chemically speaking, it tends to keep to itself, with no real inclination to react with other elements. Helium is a gas that is lighter than air. Helium has the lowest melting point of any element. The melting point is so low that it would not solidify even at absolute zero under ordinary pressure."

After doing this personality quiz, it became apparent that I need a life....
[Show/Hide] VX Mini Tutorial: How to check the leader of the party
Create a condition branch. Go to page 4 of this condition branch and select script. Type in this:
CODE
$game_party.members[#] == $game_actors[#]

Change the # in $game_party.members[#] to whichever party member you want to check (0 = leader, 3 = 4th member).
Change the # in $game_actors[#] to whatever actor you want to check (from the database. (according to the actor id number) 1 = first person in database)
If I'm not being helpful, don't shoot me. I'm still Canadian.
Go to the top of the page
 
+Quote Post
   
Midnight Assassi...
post Jan 2 2009, 04:37 PM
Post #8



Group Icon

Group: Banned
Posts: 0
Type: None
RM Skill: Undisclosed




Pretty damn good, Woratana! I just love it when you release a new script. It makes me jump in joy!

Again, freaking great job on the script!


__________________________
Banned for attempting to hack the site - The Admin Team
Go to the top of the page
 
+Quote Post
   
Senreichi
post Jan 2 2009, 05:47 PM
Post #9


There's always another choice, you just have to find it.
Group Icon

Group: Revolutionary
Posts: 357
Type: None
RM Skill: Undisclosed




If you have more than 682 enemies created, you'll receive this error. I just thought I should tell you.
By the way great script Woratana.
Attached File(s)
Attached File  error.jpg ( 10.75K ) Number of downloads: 63
 


__________________________

[Show/Hide] Gamer Card


[Show/Hide] Quotes, Can you read this?
QUOTE
For every action, there is an equal and opposite reaction. Thus if humanity is born humanity shall die and be reborn anew. If the universe is born, the universe shall die and be reborn anew thus we live in a never ending cycle of despair and happiness.


QUOTE
"Rely on your on strength of body & soul. Take for your star self-reliance, faith, honesty, & industry. Don't take too much advice- keep at the helm and stear your own ship, and remember that the great art of commanding is to take a fair share of the work. Fire above the mark you intend to hit. Energy, invincible determination with the right motive, are the levers that move the world."
-Noah Porter

QUOTE
It's not the INTENT that matters but the IMPACT that does.

[Show/Hide] Can you read this
Cna yuo raed tihs? Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.

[Show/Hide] Price My Name



Go to the top of the page
 
+Quote Post
   
eugenio456
post Jan 2 2009, 07:41 PM
Post #10



Group Icon

Group: Member
Posts: 1
Type: Event Designer
RM Skill: Beginner




I like the Script, but anyone know how i can open de MonstersBook just pressing a button on the keyboard?
I will appreciate any comments.
Thanks.

Me gusta el Scrip, pero alguien sabe como puedo abrir el MonsterBook solo presionando una tecla?
Apreciaria cualquier comentario.
Gracias.
Go to the top of the page
 
+Quote Post
   
miget man12
post Jan 2 2009, 07:54 PM
Post #11


Making a Comeback
Group Icon

Group: Revolutionary
Posts: 393
Type: Musician
RM Skill: Intermediate




you could make a common event that is a parallel process so that
if Input.trigger?(Input::X)
$scene = Scene_MonsterBook.new
end


__________________________
By the way:


I'm bored because it's summer so I decided to drop by for a bit.
Go to the top of the page
 
+Quote Post
   
woratana
post Jan 3 2009, 06:57 AM
Post #12


Looking for scripter to hire? PM me *O*
Group Icon

Group: +Gold Member
Posts: 1,038
Type: Scripter
RM Skill: Undisclosed




I'll deal with all the questions/bugs after I finished preparing for college. Please hold on til 10th January. ^^


__________________________
Check out my NEW blog!!!



MVP (Most Valuable Poster) Award 2008


Go to the top of the page
 
+Quote Post
   
TalesOf_Fantasy
post Jan 4 2009, 12:07 AM
Post #13


Level 3
Group Icon

Group: Member
Posts: 42
Type: Artist
RM Skill: Skilled




once again... woratana proves himself to be the best scripter again... yes.gif


__________________________



MZ Multimedia Studios current projcts:

Divine Fantasy
Entusia 'The Unlimited Sky'
Go to the top of the page
 
+Quote Post
   
EvilEagles
post Jan 4 2009, 12:40 AM
Post #14


Level 3
Group Icon

Group: Member
Posts: 39
Type: Developer
RM Skill: Beginner




How about float'ed monsters?.


__________________________
Go to the top of the page
 
+Quote Post
   
KAZRCRW_ME
post Jan 4 2009, 11:13 AM
Post #15


new stuff, I'll play around with it later...
Group Icon

Group: Revolutionary
Posts: 132
Type: None
RM Skill: Undisclosed




With name of God who He is Loving and Compassionate..



QUOTE
- What is it says in error window?
- When is it get error? (Right after run game, when you choose something, etc.)
- What have you changed in setting part?
- Do you have any other scripts running in your game that may crash with this script?



This script may crash with my script,

Sorry. I am not very well for scripter





[Show/Hide] Custom Commands Script

#==============================================================================
# ** Custom Commands
#------------------------------------------------------------------------------
# © Dargor, 2008
# 05/09/08
# Version 1.10
#------------------------------------------------------------------------------
# VERSION HISTORY:
# - 1.0 (09/03/08), Initial release
# - 1.1 (15/03/08), Added support for Party Commands
# - 1.2 (15/03/08), Added support for Actor Commands
# - 1.2.1 (15/03/08), Bug fixed with Selectable Window's contents
# - 1.3 (24/03/08), Added the 'Selection' method to Window_Selectable
# - 1.4 (08/05/08), Works with the 'Selection' method
# - 1.5 (08/06/08), Added support for command substitution based
# on an actor's class ID
# - 1.6 (13/06/08), Added support for Title Screen Commands
# - 1.7 (13/06/08), Bug fixed when disabling default commands
# - 1.7.1 (16/06/08), Increased compatibility
# - 1.8 (18/06/08), Menu Index has been corrected when comming back of
# default scenes (Item/Skill/Equip/Status/Save/End).
# - 1.9 (18/06/08), Added support for enabling/disabling commands.
# - 1.9.1 (05/09/08), Minor revisions
# - 1.10 (07/09/08), Added support for command icons
#------------------------------------------------------------------------------
# INSTRUCTIONS:
# 1) Place this script above all custom scripts and below all
# default scripts
# 2) To change the default menu commands, use:
# - $game_system.menu_commands = [string1, string2...]
# or
# - $game_system.add_menu_command(index, command)
# or
# - $game_system.remove_menu_command(command)
# 3) To change the default party commands, use:
# - $game_system.party_commands = [string1, string2...]
# or
# - $game_system.add_party_command(index, command)
# or
# - $game_system.remove_party_command(command)
# 4) To change an actor's battle commands, use:
# - $game_actors[id].commands = [string1, string2...]
# or
# - $game_actors[id].add_command(index, command)
# or
# - $game_actors[id].remove_command(command)
#------------------------------------------------------------------------------
# NOTES:
# 1) When using the following methods:
# > $game_system.add_menu_command(index, command)
# > $game_system.remove_menu_command(command)
# > $game_system.add_party_command(index, command)
# > $game_system.remove_party_command(command)
# > $game_actors[id].add_command(index, command)
# > $game_actors[id].remove_command(command)
# 'command' can be a String or an Array
# 2) This script overides the following methods:
# > Window_PartyCommand
# <> initialize
# > Window_ActorCommand
# <> initialize
# <> setup
# > Scene_Menu
# <> create_command_window
# <> update_command_selection
# <> update_actor_selection
# > Scene_Battle
# <> update_party_command_selection
# <> update_actor_command_selection
# This script will be incompatible with any other scripts
# modifying these methodsunless they are based on the
# Custom Commands script methods.
#==============================================================================

module Custom_Commands
# Temporary System Data
$data_system = load_data('Data/System.rvdata')
# Maximum number of commands visible at the same time in the
# command windows
Menu_Item_Max = 7
Party_Item_Max = 4
Actor_Item_Max = 4
Title_Item_Max = 4
# Icon index based on command names
Icons = {
# title screen
Vocab::new_game => 141,
Vocab::continue => 133,
Vocab::shutdown => 112,
# main menu
Vocab::item => 144,
Vocab::skill => 119,
Vocab::equip => 41,
Vocab::status => 149,
Vocab::save => 159,
Vocab::game_end => 112,
# battle
Vocab::attack => 2,
Vocab::guard => 52,
Vocab::fight => 2,
Vocab::escape => 48,
# game end
Vocab::to_title => 141,
Vocab::cancel => 143
}
end

#==============================================================================
# ** RPG::Class
#------------------------------------------------------------------------------
# This class handles actors classes.
#==============================================================================

class RPG::Class
#--------------------------------------------------------------------------
# * Command Name
# Returns a substitute to command_name.
# Returns the original command name if no substitues are found.
# command_name : command name
#--------------------------------------------------------------------------
def command_name(command)
# Commands Substitution Array
@commands = []
# SYNTAX: @commands[class_ID] = { original_command => substitute }
@commands[1] = {
Vocab::attack => 'Strike',
Vocab::item => 'Things',
}
@commands[2] = {
Vocab::guard => 'Protect',
Vocab::item => 'Stuff',
}
# Get command substitute
if @commands[@id].nil? or @commands[@id][command].nil?
return command
end
return @commands[@id][command]
end
end

#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles system-related data. Also manages vehicles and BGM, etc.
# The instance of this class is referenced by $game_system.
#==============================================================================

class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :menu_commands
attr_accessor :party_commands
attr_accessor :title_commands
attr_accessor :disabled_menu_commands
attr_accessor :disabled_party_commands
attr_accessor :disabled_title_commands
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias dargor_vx_cmc_system_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
dargor_vx_cmc_system_initialize
@disabled_menu_commands = {}
@disabled_party_commands = {}
@disabled_title_commands = {}
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@menu_commands = []
add_menu_command(0,[s1, s2, s3, s4, s5, s6])
s1 = Vocab::fight
s2 = Vocab::escape
@party_commands = []
add_party_command(0,[s1, s2])
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::shutdown
@title_commands = []
add_title_command(0,[s1, s2, s3])
end
#--------------------------------------------------------------------------
# * Add Menu Command
#--------------------------------------------------------------------------
def add_menu_command(index, command)
return if @menu_commands.include?(command)
if command.is_a?(String)
@menu_commands.insert(index, command)
@disabled_menu_commands[command] = false
elsif command.is_a?(Array)
for i in 0...command.size
@menu_commands.insert(index+i, command[i])
@disabled_menu_commands[command[i]] = false
end
end
end
#--------------------------------------------------------------------------
# * Add Party Command
#--------------------------------------------------------------------------
def add_party_command(index, command)
return if @party_commands.include?(command)
if command.is_a?(String)
@party_commands.insert(index, command)
@disabled_party_commands[command] = false
elsif command.is_a?(Array)
for i in 0...command.size
@party_commands.insert(index+i, command[i])
@disabled_party_commands[command[i]] = false
end
end
end
#--------------------------------------------------------------------------
# * Add Title Command
#--------------------------------------------------------------------------
def add_title_command(index, command)
return if @title_commands.include?(command)
if command.is_a?(String)
@title_commands.insert(index, command)
@disabled_party_commands[command] = false
elsif command.is_a?(Array)
for i in 0...command.size
@title_commands.insert(index+i, command[i])
@disabled_title_commands[command[i]] = false
end
end
end
#--------------------------------------------------------------------------
# * Remove Menu Command
#--------------------------------------------------------------------------
def remove_menu_command(command)
if command.is_a?(String)
@menu_commands.delete(command)
elsif command.is_a?(Array)
for i in command
@menu_commands.delete(i)
end
end
end
#--------------------------------------------------------------------------
# * Remove Party Command
#--------------------------------------------------------------------------
def remove_party_command(command)
if command.is_a?(String)
@party_commands.delete(command)
elsif command.is_a?(Array)
for i in command
@party_commands.delete(i)
end
end
end
#--------------------------------------------------------------------------
# * Remove Title Command
#--------------------------------------------------------------------------
def remove_title_command(command)
if command.is_a?(String)
@title_commands.delete(command)
elsif command.is_a?(Array)
for i in command
@party_commands.delete(i)
end
end
end
#--------------------------------------------------------------------------
# * Add Menu Command
#--------------------------------------------------------------------------
def enable_menu_command(command)
@disabled_menu_commands[command] = false
end
#--------------------------------------------------------------------------
# * Add Party Command
#--------------------------------------------------------------------------
def enable_party_command(command)
@disabled_party_commands[command] = false
end
#--------------------------------------------------------------------------
# * Add Title Command
#--------------------------------------------------------------------------
def enable_title_command(command)
@disabled_title_commands[command] = false
end
#--------------------------------------------------------------------------
# * Add Menu Command
#--------------------------------------------------------------------------
def disable_menu_command(command)
@disabled_menu_commands[command] = true
end
#--------------------------------------------------------------------------
# * Add Party Command
#--------------------------------------------------------------------------
def disable_party_command(command)
@disabled_party_commands[command] = true
end
#--------------------------------------------------------------------------
# * Add Title Command
#--------------------------------------------------------------------------
def disable_title_command(command)
@disabled_title_commands[command] = true
end
#--------------------------------------------------------------------------
# * Add Menu Command
#--------------------------------------------------------------------------
def menu_command_disabled?(command)
return @disabled_menu_commands[command]
end
#--------------------------------------------------------------------------
# * Add Party Command
#--------------------------------------------------------------------------
def party_command_disabled?(command)
return @disabled_party_commands[command]
end
#--------------------------------------------------------------------------
# * Add Title Command
#--------------------------------------------------------------------------
def title_command_disabled?(command)
return @disabled_title_commands[command]
end
end

#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
# An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================

class Game_Interpreter
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias dargor_vc_cmc_interpreter_command_134 command_134
alias dargor_vc_cmc_interpreter_command_301 command_301
#--------------------------------------------------------------------------
# * Change Save Access
#--------------------------------------------------------------------------
def command_134
if @params[0] == 0
$game_system.disable_party_command(Vocab::save)
else
$game_system.enable_party_command(Vocab::save)
end
# The usual
dargor_vc_cmc_interpreter_command_134
end
#--------------------------------------------------------------------------
# * Battle Processing
#--------------------------------------------------------------------------
def command_301
return true if $game_temp.in_battle
if @params[2]
$game_system.enable_party_command(Vocab::escape)
else
$game_system.disable_party_command(Vocab::escape)
end
# The usual
dargor_vc_cmc_interpreter_command_301
end
end

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :commands # battle commands
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias dargor_vx_battle_commands_actor_setup setup
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
def setup(actor_id)
dargor_vx_battle_commands_actor_setup(actor_id)
actor = $data_actors[actor_id]
s1 = self.class.command_name(Vocab::attack)
s2 = self.class.command_name(Vocab::skill)
s3 = self.class.command_name(Vocab::guard)
s4 = self.class.command_name(Vocab::item)
if self.class.skill_name_valid # Skill command name is valid?
s2 = self.class.skill_name # Replace command name
end
@commands = [s1, s2, s3, s4]
end
#--------------------------------------------------------------------------
# * Add Command
#--------------------------------------------------------------------------
def add_command(index, command)
return if @commands.include?(command)
if command.is_a?(String)
@commands.insert(index, command)
elsif command.is_a?(Array)
for i in 0...command.size
@commands.insert(index+i, command[i])
end
end
end
#--------------------------------------------------------------------------
# * Remove Command
#--------------------------------------------------------------------------
def remove_command(command)
if command.is_a?(String)
@commands.delete(command)
elsif command.is_a?(Array)
for i in command
@commands.delete(i)
end
end
end
end

#==============================================================================
# ** Window_Selectable
#------------------------------------------------------------------------------
# This window contains cursor movement and scroll functions.
#==============================================================================

class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * Selection
#--------------------------------------------------------------------------
def selection
return @commands[self.index]
end
end

#==============================================================================
# ** Window_Command
#------------------------------------------------------------------------------
# This window deals with general command choices.
#==============================================================================

class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias dargor_vx_cmc_window_command_draw_item draw_item
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# enabled : enabled flag. When false, draw semi-transparently.
#--------------------------------------------------------------------------
def draw_item(index, enabled = true)
return if index.nil?
rect = item_rect(index)
rect.x += 4
icon_index = Custom_Commands::Icons[@commands[index]]
rect.x += 20 unless icon_index.nil?
rect.width -= 8
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(rect, @commands[index])
draw_icon(icon_index,0,rect.y, enabled) unless icon_index.nil?
end
end

#==============================================================================
# ** Window_PartyCommand
#------------------------------------------------------------------------------
# This window is used to select whether to fight or escape on the battle
# screen.
#==============================================================================

class Window_PartyCommand < Window_Command
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@commands = $game_system.party_commands
super(128, @commands, 1, 0)
self.height = 32 + Custom_Commands::Party_Item_Max * WLH
for i in 0...@commands.size
draw_item(i, !$game_system.party_command_disabled?(@commands[i]))
end
self.active = false
end
end

#==============================================================================
# ** Window_ActorCommand
#------------------------------------------------------------------------------
# This window is used to select actor commands, such as "Attack" or "Skill".
#==============================================================================

class Window_ActorCommand < Window_Command
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(128, [], 1, 4)
self.active = false
end
#--------------------------------------------------------------------------
# * Setup
# actor : actor
#--------------------------------------------------------------------------
def setup(actor)
@commands = actor.commands
@item_max = @commands.size
height = 32 + Custom_Commands::Actor_Item_Max * WLH
self.contents = Bitmap.new(width - 32, (@item_max * WLH))
refresh
self.index = 0
end
end

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_Command.new(160, $game_system.menu_commands)
@command_window.index = @menu_index
@command_window.height = 8 + Custom_Commands::Menu_Item_Max * 24
if $game_party.members.size == 0 # If number of party members is 0
index = $game_system.menu_commands.index(Vocab::item)
@command_window.draw_item(index, false) # Disable item
index = $game_system.menu_commands.index(Vocab::skill)
@command_window.draw_item(index, false) # Disable skill
index = $game_system.menu_commands.index(Vocab::equip)
@command_window.draw_item(index, false) # Disable equipment
index = $game_system.menu_commands.index(Vocab::status)
@command_window.draw_item(index, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
index = $game_system.menu_commands.index(Vocab::save)
@command_window.draw_item(index, false) # Disable save
end
for command in $game_system.menu_commands
index = $game_system.menu_commands.index(command)
if $game_system.menu_command_disabled?(command)
@command_window.draw_item(index, false) # Disable command
end
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
command = @command_window.selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and (command == Vocab::item or
command == Vocab::skill or
command == Vocab::equip or
command == Vocab::status)
Sound.play_buzzer
return
elsif $game_system.save_disabled and command == Vocab::save
Sound.play_buzzer
return
elsif $game_system.menu_command_disabled?(command)
Sound.play_buzzer
return
end
Sound.play_decision if !$game_system.menu_command_disabled?(command)
case command
when Vocab::item
$scene = Scene_Item.new
when Vocab::skill,Vocab::equip,Vocab::status
start_actor_selection
when Vocab::save
$scene = Scene_File.new(true, false, false)
when Vocab::game_end
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Update Actor Selection
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::cool.gif
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.selection
when Vocab::skill # skill
$scene = Scene_Skill.new(@status_window.index)
when Vocab::equip # equipment
$scene = Scene_Equip.new(@status_window.index)
when Vocab::status # status
$scene = Scene_Status.new(@status_window.index)
end
end
end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias dargor_vx_custom_commands_battle_create_info_viewport create_info_viewport
#--------------------------------------------------------------------------
# * Create Information Display Viewport
#--------------------------------------------------------------------------
def create_info_viewport
dargor_vx_custom_commands_battle_create_info_viewport
for command in $game_system.party_commands
index = $game_system.party_commands.index(command)
if $game_system.party_command_disabled?(command)
@party_command_window.draw_item(index, false) # Disable command
end
end
end
#--------------------------------------------------------------------------
# * Update Party Command Selection
#--------------------------------------------------------------------------
def update_party_command_selection
if Input.trigger?(Input::C)
case @party_command_window.selection
when Vocab::fight # Fight
Sound.play_decision
@status_window.index = @actor_index = -1
next_actor
when Vocab::escape # Escape
if $game_troop.can_escape == false
Sound.play_buzzer
return
end
Sound.play_decision
process_escape
end
end
end
#--------------------------------------------------------------------------
# * Update Actor Command Selection
#--------------------------------------------------------------------------
def update_actor_command_selection
skill = Vocab::skill
if @active_battler.class.skill_name_valid
skill = @active_battler.class.skill_name
end
if Input.trigger?(Input::cool.gif
Sound.play_cancel
prior_actor
elsif Input.trigger?(Input::C)
case @actor_command_window.selection
when @active_battler.class.command_name(Vocab::attack) # Attack
Sound.play_decision
@active_battler.action.set_attack
start_target_enemy_selection
when skill # Skill
Sound.play_decision
start_skill_selection
when @active_battler.class.command_name(Vocab::guard) # Guard
Sound.play_decision
@active_battler.action.set_guard
next_actor
when @active_battler.class.command_name(Vocab::item) # Item
Sound.play_decision
start_item_selection
end
end
end
end

#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs the title screen processing.
#==============================================================================

class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
alias dargor_vx_cmc_title_check_continue check_continue
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_Command.new(172, $game_system.title_commands)
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = 288
@command_window.height = 8 + Custom_Commands::Title_Item_Max * 24
continue_index = $game_system.title_commands.index(Vocab::continue)
if @continue_enabled # If continue is enabled
@command_window.index = continue_index # Move cursor over command
else # If disabled
@command_window.draw_item(continue_index, false) # Make command semi-transparent
end
for command in $game_system.title_commands
index = $game_system.title_commands.index(command)
if $game_system.title_command_disabled?(command)
@command_window.draw_item(index, false) # Disable command
end
end
@command_window.openness = 0
@command_window.open
end
#--------------------------------------------------------------------------
# * Determine if Continue is Enabled
#--------------------------------------------------------------------------
def check_continue
# The usual
dargor_vx_cmc_title_check_continue
if @continue_enabled
$game_system.enable_title_command(Vocab::continue)
else
$game_system.disable_title_command(Vocab::continue)
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
@command_window.update
if Input.trigger?(Input::C)
case @command_window.selection
when Vocab::new_game #New game
command_new_game
when Vocab::continue # Continue
command_continue
when Vocab::shutdown # Shutdown
command_shutdown
end
end
end
end

#==============================================================================
# ** Scene_Item
#------------------------------------------------------------------------------
# This class performs the item screen processing.
#==============================================================================

class Scene_Item < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
index = $game_system.menu_commands.index(Vocab::item)
$scene = Scene_Menu.new(index)
end
end

#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
# This class performs the skill screen processing.
#==============================================================================

class Scene_Skill < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
index = $game_system.menu_commands.index(Vocab::skill)
$scene = Scene_Menu.new(index)
end
end

#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
# This class performs the equipment screen processing.
#==============================================================================

class Scene_Equip < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
index = $game_system.menu_commands.index(Vocab::equip)
$scene = Scene_Menu.new(index)
end
end

#==============================================================================
# ** Scene_Status
#------------------------------------------------------------------------------
# This class performs the status screen processing.
#==============================================================================

class Scene_Status < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
index = $game_system.menu_commands.index(Vocab::status)
$scene = Scene_Menu.new(index)
end
end

#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# This class performs the save and load screen processing.
#==============================================================================

class Scene_File < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
alias dargor_vx_custom_commands_return_scene return_scene
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
if !@from_title && !@from_event
index = $game_system.menu_commands.index(Vocab::save)
$scene = Scene_Menu.new(index)
else
dargor_vx_custom_commands_return_scene
end
end
end

#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
# This class performs game end screen processing.
#==============================================================================

class Scene_End < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
index = $game_system.menu_commands.index(Vocab::game_end)
$scene = Scene_Menu.new(index)
end
end




The Custom Commands script also crash with my script(Quest Journal)

This post has been edited by KAZRCRW_ME: Jan 9 2009, 10:57 PM


__________________________
Looking for the one with the glass slipper



[Show/Hide] Click me If you dare..




[Show/Hide] My Name



[Show/Hide] Avatars

Diligent Ying and Yang OMG_RAWR!

[Show/Hide] Vincent



Go to the top of the page
 
+Quote Post
   
KAZRCRW_ME
post Jan 4 2009, 11:22 AM
Post #16


new stuff, I'll play around with it later...
Group Icon

Group: Revolutionary
Posts: 132
Type: None
RM Skill: Undisclosed




Sorry because double post


The Custom Commands script also crash with my script(
Quest Journal

)

Sorry because I cannot post quest journal to you because..
I has received this messages

"You have posted a message with more emoticons that this board allows. Please reduce the number of emoticons you've added to the message"



There has an error after push the button X in monster book(Monster book + Custom Commands)

The menu look like this

-Item
-Skill
-Equip
-Status
-Status
-Monsters book
-Monsters book

-blblab
-balbab

1)That is error after combined with Custom Commands Script(Monster book + Custom Commands)


QUOTE
- What is it says in error window?
- When is it get error? (Right after run game, when you choose something, etc.)


2)This script has an error after combined with Quest Journal Script(Monster book + Quest Journal)

This error occur after we press 'start game'

"Script'line182'NomethodError occurred
Underfine method 'quest_keyacess for
# game_system:0x18749287"


i hope you know that error..


May God Bless us... yes.gif

This post has been edited by KAZRCRW_ME: Jan 11 2009, 08:48 PM
Attached File(s)
Attached File  Quest_jurnal__Custom_Command___Bestaairy.bmp ( 708.75K ) Number of downloads: 32
 


__________________________
Looking for the one with the glass slipper



[Show/Hide] Click me If you dare..




[Show/Hide] My Name



[Show/Hide] Avatars

Diligent Ying and Yang OMG_RAWR!

[Show/Hide] Vincent



Go to the top of the page
 
+Quote Post
   
lahandi
post Jan 6 2009, 06:51 AM
Post #17


Level 8
Group Icon

Group: Revolutionary
Posts: 111
Type: Artist
RM Skill: Skilled




Nice one Wora.

My suggestion is, maybe it better to make the HP value stated as the max HP value. So it wont be repetitive (like HP 4000/4000 which should be HP 4000) and so do the MP.

Hmm, I also have question. If the monster have 2 drop. But on the first fight we only get the 1st drop, will it be displayed 2 drops or 1 drop known and other will 'unkown' ?


__________________________
Go to the top of the page
 
+Quote Post
   
trizty
post Jan 6 2009, 03:40 PM
Post #18


Level 6
Group Icon

Group: Member
Posts: 77
Type: Event Designer
RM Skill: Advanced




QUOTE (lahandi @ Jan 6 2009, 07:51 AM) *
My suggestion is, maybe it better to make the HP value stated as the max HP value. So it wont be repetitive (like HP 4000/4000 which should be HP 4000) and so do the MP.

You can disable this effect by going to lines 242 and 247 and changing 'slash' to false
Go to the top of the page
 
+Quote Post
   
Bobbery
post Jan 7 2009, 12:05 AM
Post #19



Group Icon

Group: Member
Posts: 3
Type: Event Designer
RM Skill: Advanced




Great Script!

I need to know if you can change this:

On my game the enemy has a skill in which they summon a creature. but if they don't it still shows it in the monster guide.

Can you change it so it doesn't!
Go to the top of the page
 
+Quote Post
   
SowS
post Jan 7 2009, 06:04 AM
Post #20


The Lazy Guy
Group Icon

Group: Revolutionary
Posts: 292
Type: Scripter
RM Skill: Undisclosed




QUOTE (KAZRCRW_ME @ Jan 5 2009, 03:22 AM) *
Sorry because double post


The Custom Commands script also crash with my script(
Quest Journal

)

Sorry because I cannot post quest journal to you because..
I has received this messages

"You have posted a message with more emoticons that this board allows. Please reduce the number of emoticons you've added to the message"



There has an error after push the button X in monster book(Monster book + Custom Commands)

The menu look like this

-Item
-Skill
-Equip
-Status
-Status
-Monsters book
-Monsters book

-blblab
-balbab

1)That is error after combined with Custom Commands Script(Monster book + Custom Commands)


QUOTE
- What is it says in error window?
- When is it get error? (Right after run game, when you choose something, etc.)


2)This script has an error after combined with Quest Journal Script(Monster book + Quest Journal)

This error occur after we press 'start game'

"Script'line182'NomethodError occurred
Underfine method 'quest_keyacess for
# game_system:0x18749287"


i hope you know that error..


May God Bless us... yes.gif


I'm also using Dargor's CMC and tried combining the scripts you said. I didn't get any error...... Oh, I forgot i'm using Dargor's Bestiary script. tongue.gif

ok... im done fixing your problem no. 1..... delete all lines within the class Scene_Menu.... then add this script below Woratana's...
CODE
#======================================================================
========
# ** Custom Commands - Woratana's Monster Book Script
#------------------------------------------------------------------------------
# © SowS, 2009
# 01/08/09
#------------------------------------------------------------------------------
# Instructions:
# As usual, paste this above main but BELOW Woratana's Monster Book Script...
#==============================================================================

# Vocabulary
Vocab::MonsterBook = 'Bestiary' #You can edit this with any name you want

#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Alias Listing
#--------------------------------------------------------------------------
alias sows_vx_cmcmonsterbook_menu_create_command_window create_command_window
alias sows_vx_cmcmonsterbook_menu_update_command_selection update_command_selection
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
commands = $game_system.menu_commands
index = commands.index(Vocab::game_end)
$game_system.add_menu_command(index, Vocab::MonsterBook)
sows_vx_cmcmonsterbook_menu_create_command_window
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
def update_command_selection
sows_vx_cmcmonsterbook_menu_update_command_selection
command = @command_window.selection
if Input.trigger?(Input::C)
Sound.play_decision
case @command_window.selection
when Vocab::MonsterBook
$scene = Scene_MonsterBook.new
end
end
end
end


reply if you found bugs.... about problem no.2, im still working on it.... wink.gif

This post has been edited by SowS: Jan 7 2009, 08:30 AM


__________________________

QUOTE
Better off lazy, at least I'm not exhausted.
Go to the top of the page
 
+Quote Post
   

5 Pages V   1 2 3 > » 
Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 18th June 2013 - 05:01 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker