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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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Posts in this topic
- jet10985   Jet10985's Code Snippets   Nov 25 2009, 09:08 PM
- - Paper PokéMaster   Cool! I may use some of these. Does that ATB ...   Nov 26 2009, 07:09 AM
- - jet10985   It depends on what version you grab. The regular o...   Nov 26 2009, 07:49 AM
- - Paper PokéMaster   All right. I'll try it out. Wait... It doesn...   Nov 26 2009, 08:01 AM
- - jet10985   I'm pretty sure, i'll check EDIT: Yes, it...   Nov 26 2009, 08:18 AM
- - Paper PokéMaster   It's so awesome! I'll try out some of ...   Nov 26 2009, 08:28 AM
- - runefreak   I'm guessing you signed up here to post these ...   Nov 26 2009, 09:05 AM
- - LegacyX   Nice work, these will defenitly come in handy. al...   Nov 26 2009, 10:08 AM
- - jet10985   Thanks, and i un-centered the codes just for you ...   Nov 26 2009, 12:02 PM
- - jet10985   Update: Added 2 new snippets, and updated every si...   Nov 27 2009, 04:07 PM
- - jet10985   Announcing: Snippet #9: Success Bar Snippet CODE#...   Nov 28 2009, 02:49 PM
|- - jet10985   Announcing: Snippet #10: Change actor options snip...   Nov 30 2009, 02:25 PM
- - SuperMega   The success bar is something I've been searchi...   Nov 28 2009, 06:52 PM
- - jet10985   Thanks. That means a lot coming from someone obvio...   Nov 28 2009, 06:58 PM
- - SuperMega   Just got an error on Line 74. Turns out you got a...   Nov 28 2009, 07:04 PM
- - jet10985   That's for the heads-up on the smiley. Mind po...   Nov 28 2009, 07:07 PM
- - SuperMega   $scene = $Scene_Bar.new(360, 3, 0, 0, 50...   Nov 28 2009, 07:24 PM
- - jet10985   0 should be ok with everything. Remove the $ ...   Nov 28 2009, 07:34 PM
- - SuperMega   I got it to work! Would it be possible to add...   Nov 28 2009, 08:03 PM
- - jet10985   I was thinking about that. It's a great idea, ...   Nov 28 2009, 08:27 PM
- - jet10985   Update: Change actor options, updated to v.2 I me...   Dec 1 2009, 06:11 PM
- - runefreak   Looks good Jet, I will be trying it out later.   Dec 1 2009, 06:22 PM
- - Paper PokéMaster   WOOT Auto battle! *Goes to try it out* Would ...   Dec 12 2009, 06:54 AM
- - jet10985   For the multiple actors, just call the script more...   Dec 12 2009, 10:57 AM
- - Paper PokéMaster   All right. Thanks.   Dec 12 2009, 01:08 PM
- - jet10985   UPDATE: I updated ALL my snippets and added 3 more...   Jan 12 2010, 09:45 AM
- - jet10985   UPDATE: Added a new snippet, updated some others. ...   Jan 26 2010, 05:18 PM
- - jet10985   It's been a while since i updated my snippets ...   Feb 13 2010, 09:18 AM
- - LegacyX   Been awhile since i last seen this topic. (thanks...   Feb 13 2010, 09:34 AM
- - Digioso   Sorry for necroing this thread. Just wanted to s...   Oct 6 2011, 12:23 PM


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