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> Jet10985's Code Snippets, Last update: 2-13. Total: 25.
jet10985
post Nov 25 2009, 09:08 PM
Post #1


Level 3
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Group: Member
Posts: 44
Type: Scripter
RM Skill: Skilled




Jet10985's code snippets

Introduction

[Show/Hide] “Introduction”
This 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.


List

[Show/Hide] “List”
Here 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


[Show/Hide] “WindowSkin Snippet”
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


[Show/Hide] “Hide Text Box”
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


[Show/Hide] “Run/Guard Hotkey”
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


[Show/Hide] “Run/Guard Hotkey ATB”
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


[Show/Hide] “Aliased Load Menu”
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


[Show/Hide] “Speed Save”
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


[Show/Hide] “Extra Windows”
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


[Show/Hide] “Parameter Icons”
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


[Show/Hide] “Success Bar”
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


[Show/Hide] “Change Actor Options”
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


[Show/Hide] “No Actor EXP”
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


[Show/Hide] “Change Windowskin”
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


[Show/Hide] “Cheat System”
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


[Show/Hide] “Records Window”
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


[Show/Hide] “Level Up Effects”
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


[Show/Hide] “Disable Battle Commands”
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


[Show/Hide] “If Party Has Equipped”
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


[Show/Hide] “If Party Has Skill”
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


[Show/Hide] “Set Actor’s Max Level”
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


[Show/Hide] “Break States”
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


[Show/Hide] “Immortal States”
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


[Show/Hide] “Diagonal Map Scroll”
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


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Paper PokéMaste...
post Nov 26 2009, 07:09 AM
Post #2


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Cool! I may use some of these. biggrin.gif
Does that ATB Guard/Run snippet work with Tankentai SBS?


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jet10985
post Nov 26 2009, 07:49 AM
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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


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Paper PokéMaste...
post Nov 26 2009, 08:01 AM
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All right. I'll try it out. biggrin.gif
Wait... It doesn't work when you can't escape, right?


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jet10985
post Nov 26 2009, 08:18 AM
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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


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Paper PokéMaste...
post Nov 26 2009, 08:28 AM
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It's so awesome! I'll try out some of your others. tongue.gif


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Runefreak
post Nov 26 2009, 09:05 AM
Post #7


Comic Saaaaaaaans!
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I'm guessing you signed up here to post these tongue.gif, nah j/k. I'll be using the Extra Windows snippet wink.gif, hope to see some more soon.


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Legacy
post Nov 26 2009, 10:08 AM
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Nice work, these will defenitly come in handy.

also, i think you chould change the fact that the code is centered... its just anoyying to delete all the white space (Sorry i just like to have the code nice and tidy, buy hey thats just me i guess).

But in any case Really good job, im going to try and change the speed save to be compatible with XP.


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jet10985
post Nov 26 2009, 12:02 PM
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Thanks, and i un-centered the codes just for you wink.gif

Oh, and if you finish translating any of my scripts into rpg maker xp, go ahead and redistribute. Just make sure to credit me.


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jet10985
post Nov 27 2009, 04:07 PM
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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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jet10985
post Nov 28 2009, 02:49 PM
Post #11


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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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SuperMega
post Nov 28 2009, 06:52 PM
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The success bar is something I've been searching for myself for months, and I cannot believe someone finally did it. These snippets are great jet10985! biggrin.gif

About the success bar: Do you have to specify an area for it to work, or can it just be activated? If so, just set it to "0?"


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Translated Scripts:
Diagonal Movement (Eight Direction) and Smooth Jumping
Attack Party, Heal Enemies
Display Party Status On Map (DQ Style)
Display Maps Under Maps
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Subtitled Menus

If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE.
Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes.
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jet10985
post Nov 28 2009, 06:58 PM
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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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SuperMega
post Nov 28 2009, 07:04 PM
Post #14


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Just got an error on Line 74. Turns out you got a cool.gif 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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Translated Scripts:
Diagonal Movement (Eight Direction) and Smooth Jumping
Attack Party, Heal Enemies
Display Party Status On Map (DQ Style)
Display Maps Under Maps
Save Screen Customization
Subtitled Menus

If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE.
Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes.
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jet10985
post Nov 28 2009, 07:07 PM
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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?


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SuperMega
post Nov 28 2009, 07:24 PM
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$scene = $Scene_Bar.new(360, 3, 0, 0, 50) Though I don't know if I should have really put a 0 for the area. Is that the culprit?


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Translated Scripts:
Diagonal Movement (Eight Direction) and Smooth Jumping
Attack Party, Heal Enemies
Display Party Status On Map (DQ Style)
Display Maps Under Maps
Save Screen Customization
Subtitled Menus

If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE.
Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes.
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jet10985
post Nov 28 2009, 07:34 PM
Post #17


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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)


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SuperMega
post Nov 28 2009, 08:03 PM
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I got it to work! Would it be possible to add multiple areas of success spaced out on the bar?


__________________________
Translated Scripts:
Diagonal Movement (Eight Direction) and Smooth Jumping
Attack Party, Heal Enemies
Display Party Status On Map (DQ Style)
Display Maps Under Maps
Save Screen Customization
Subtitled Menus

If you want to suggest a translation for something, PM me, and I'll take a look. I AM TRYING TO GIVE AWAY LOCKERZ.com INVITES, SO PLEASE LET ME KNOW IF YOU WANT ONE.
Currently Working on 2 RPG Maker VX Projects. They are very unique, and have a different kind of style then the usual RPGs. So don't think of them as just another RPG. Did that sound rude? :D Not sure if I want them to go public yet, but we'll see how it goes.
Need a script translated? Come talk to me, and I'll see what I can do.
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jet10985
post Nov 28 2009, 08:27 PM
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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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jet10985
post Nov 30 2009, 02:25 PM
Post #20


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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


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