Chapters Script v2., An updated version. |
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Jan 14 2009, 01:38 AM
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Level 8

Group: Revolutionary
Posts: 118
Type: Scripter
RM Skill: Intermediate

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Chapter window v2.Updates:Added new percentage window. Screenshots: Script:CODE =begin Script made from Genshyu. Instructions: Use variables 40, 41, 42, and 43. The names of the variables are in this demo. =end
class Window_Chapter1 < Window_Base def initialize(actor) super(0, 104, 544, 208) refresh end def refresh self.contents.clear end def update self.contents.clear self.contents.draw_text(0, 0, 544, 49, "Chapter Complete.") end end class Window_Chapter2 < Window_Base def initialize(actor) super(0, 104, 544, 208) @items = $game_variables[41] @items2 = $game_variables[42] @chapter = $game_variables[40] refresh end def refresh self.contents.clear end def update self.contents.clear self.contents.draw_text(0, 0, 544, 49, "Results:") self.contents.draw_text(0, 49, 544, 49, "Items Collected:" + " " + @items.to_s + " " + "/" + " " + @items2.to_s) self.contents.draw_text(0, 65, 544, 49, "Next Chapter:" + " " + @chapter.to_s) if @items == @items2 self.contents.draw_text(0, 96, 544, 49, "All Items Collected!") end end end class Window_ChapterIntro < Window_Base def initialize super(0, 104, 544, 208) @items2 = $game_variables[42] @chapter = $game_variables[40] refresh end def refresh self.contents.clear end def update self.contents.clear self.contents.draw_text(0, 0, 544, 49, "Chapter" + " " + @chapter.to_s + ".") self.contents.draw_text(0, 49, 544, 49, "Items:" + " " + @items2.to_s) end end class Scene_Chapter < Scene_Base def initialize(actor_index = 0) @actor_index = actor_index end def start super create_menu_background @Window_Loading = Window_Chapter1.new(@actor) end def terminate super @Window_Loading.dispose dispose_menu_background end def update update_menu_background @Window_Loading.update if Input.trigger?(Input::C) Sound.play_decision $scene = Scene_Chapter2.new end super end end class Scene_Chapter2 < Scene_Base def initialize(actor_index = 0) @actor_index = actor_index end def start super create_menu_background @Window_Loading = Window_Chapter2.new(@actor) end def terminate super @Window_Loading.dispose dispose_menu_background end def update update_menu_background @Window_Loading.update if Input.trigger?(Input::C) Sound.play_decision $scene = Scene_Map.new end super end end class Scene_ChapterIntro < Scene_Base def initialize(actor_index = 0) @actor_index = actor_index end def start super create_menu_background @Window_Loading = Window_ChapterIntro.new end def terminate super @Window_Loading.dispose dispose_menu_background end def update update_menu_background @Window_Loading.update if Input.trigger?(Input::C) Sound.play_decision $scene = Scene_Map.new end super end end class WindowChaperHud < Window_Base def initialize super(188, 134, 189, 149) @items = $game_variables[41] @maxitems = $game_variables[42] @percent = $game_variables[43] refresh end def refresh end def update self.contents.clear self.contents.draw_text(0, 16, 544, 49, "Items:" + " " + @items.to_s + "/ " + @maxitems.to_s) self.contents.draw_text(0, 32, 544, 49, @percent.to_s + "%" + " " + "complete.") end end class Scenechapterstatus < Scene_Base def initialize @chaptermessage = WindowChapermessage.new @chapterstatus = WindowChaperHud.new end def terminate @chaptermessage.dispose @chapterstatus.dispose end def update @chaptermessage.update @chapterstatus.update if Input.trigger?(Input::C) Sound.play_decision $scene = Scene_Map.new end end end class WindowChapermessage < Window_Base def initialize super(188, 283, 189, 96) refresh end def refresh end def update self.contents.draw_text(0, 0, 149, 49, "Press enter to continue.") end end class Scene_Map < Scene_Base def update_call_capterwindow if Input.trigger?(Input::L) Sound.play_decision return if $game_map.interpreter.running? # Event being executed? return if $game_system.menu_disabled # Menu forbidden? $game_temp.menu_beep = true # Set SE play flag $scene = Scenechapterstatus.new end end def update super $game_map.interpreter.update # Update interpreter $game_map.update # Update map $game_player.update # Update player $game_system.update # Update timer @spriteset.update # Update sprite set @message_window.update # Update message window unless $game_message.visible # Unless displaying a message update_transfer_player update_encounter update_call_menu update_call_debug update_scene_change update_call_capterwindow end end end Demo:http://www.mediafire.com/download.php?y4tdjnzzoxc
This post has been edited by Genshyu: Apr 27 2009, 09:14 AM
__________________________
My current Scripts. Things I am currently Learning:RGSS2. If you use a script you don't have to give credit :D I'm nice like that. However, if you wan't to give credit then Give Credit to Craig Ramsey. 
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Replies
(1 - 9)
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Jan 14 2009, 02:54 AM
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Level 8

Group: Revolutionary
Posts: 118
Type: Scripter
RM Skill: Intermediate

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QUOTE (l33tpie 6 @ Jan 14 2009, 02:40 AM)  Hey, this looks like a pretty nice script! I'll use this in my side project on VX. Cool ^^.
__________________________
My current Scripts. Things I am currently Learning:RGSS2. If you use a script you don't have to give credit :D I'm nice like that. However, if you wan't to give credit then Give Credit to Craig Ramsey. 
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Feb 16 2009, 12:11 PM
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Group: Member
Posts: 2
Type: None
RM Skill: Undisclosed

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Quick question, do the items in the shops interfere with this at all? Lets say i have a Red Leaff in my shop [a restorative item], but its not anywhere outside the shop. Does the script count that as an item?
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Mar 18 2009, 11:21 AM
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Level 8

Group: Revolutionary
Posts: 118
Type: Scripter
RM Skill: Intermediate

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QUOTE (Leaff-kun~desu @ Feb 16 2009, 01:11 PM)  Quick question, do the items in the shops interfere with this at all? Lets say i have a Red Leaff in my shop [a restorative item], but its not anywhere outside the shop. Does the script count that as an item? No, the items in the shops dont have anything to do with this script. The variables are only increased when you tell them to be.
__________________________
My current Scripts. Things I am currently Learning:RGSS2. If you use a script you don't have to give credit :D I'm nice like that. However, if you wan't to give credit then Give Credit to Craig Ramsey. 
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Apr 27 2009, 09:13 AM
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Level 8

Group: Revolutionary
Posts: 118
Type: Scripter
RM Skill: Intermediate

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Updated.
__________________________
My current Scripts. Things I am currently Learning:RGSS2. If you use a script you don't have to give credit :D I'm nice like that. However, if you wan't to give credit then Give Credit to Craig Ramsey. 
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Sep 19 2009, 07:17 AM
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Level 8

Group: Revolutionary
Posts: 118
Type: Scripter
RM Skill: Intermediate

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QUOTE (rgangsta @ Aug 19 2009, 05:49 PM)  can you please repost the demo. or add the instructions in the script? Sorry I dont have that comp anymore, hmm.. I assume the link is dead. Darn, I forgot how to use this too  Sorry guys
__________________________
My current Scripts. Things I am currently Learning:RGSS2. If you use a script you don't have to give credit :D I'm nice like that. However, if you wan't to give credit then Give Credit to Craig Ramsey. 
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Jan 9 2012, 10:40 AM
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Level 3

Group: Member
Posts: 36
Type: Writer
RM Skill: Intermediate

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CODE =begin Script made from Genshyu. Instructions: Use variables 40, 41, 42, and 43. The names of the variables are in this demo. =end What are the names?
This post has been edited by Fonstw: Jan 9 2012, 10:45 AM
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Haven't you ever noticed that "four" is the only number with the same amount of letters as it's definition in the entire English language?
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