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> Adriens Scripts
Adrien.
post Jan 2 2012, 07:46 AM
Post #1


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Group: Banned
Posts: 1,632
Type: Mapper
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ADRIEN'S SCRIPTS!



a set of RGSS3 scripts that are useable. I will post all my scripts in one thread. I am taking requests, but for now keep it simple, I am very new to RGSS3 so the next ATBS is out. I know ruby, basically. with a background in programming I can figure most things out.


Lets get started shall we?

Note: Its better to grab the demo. RRR and the Blog posts seem to mess up my script formatting >_> So I have uploaded a demo which contains all the scripts here. and when I update or post a new script, I will also update the demo.

Blog: RGSS 3
Demo: Demo
Credit?: Adam Balan (Adrien.) and Enterbrain.

Script Listing

  1. Adriens Simple Shop
  2. Battle Add on
  3. Window_Steps
  4. Show_NickName
  5. Show Info Map


Adriens Simple Shop


--> Plug and play
--> Adriens Simple Shop Script
-->Version: 1.0
-->Notes: Plug and Play

CODE
#==============================================================================
# ■ Adrien's Basic Shop
#
# Version 1.0
# Author: Adrien. (A.)
#------------------------------------------------------------------------------
# The worlds most simple shop changer for prices you have ever seen.
# essentially, set the module variables to the variables you want then
# add values to those variables.
#
#  TO DO:
#     It seems with variables, and I could be wrong that: if, elsif and else
#     does not like eachother in terms of dealing with one or more varaibles.
#     Thus the if statements you see bellow cannot be combined or things get
#     broken....
#
#
#==============================================================================

module STORE

  #--------------------------------------------------------------------------
  # ● VAR
  #     --> INC =  Variable you set + Value you set to that variable
  #     --> MULT = Variable you set + Value you set to that variable
  #--------------------------------------------------------------------------
  module VAR
    INC = 1
    MULT = 3
  end
end

class Window_ShopBuy

  #--------------------------------------------------------------------------
  # ● price(item)
  #     item : item
  #       The value willchange based on the variables and their values.
  #--------------------------------------------------------------------------
  alias adrien_price_change price
  def price(item)
    if $game_variables[STORE::VAR::INC]
      adrien_price_change(item) + $game_variables[STORE::VAR::INC]
    else
      adrien_price_change(item)
    end

    if $game_variables[STORE::VAR::MULT]
      adrien_price_change(item) * $game_variables[STORE::VAR::MULT]
    else
      adrien_price_change(item)
    end

    if $game_variables[STORE::VAR::MULT] && $game_variables[STORE::VAR::INC]
      (adrien_price_change(item) + $game_variables[STORE::VAR::INC]) * $game_variables[STORE::VAR::MULT]
    else
      adrien_price_change(item)
    end

  end

end



Battle Add on


--> Plug and play
--> Battle Add On
-->Version: 1.1 -- See Script for notes
-->Notes: Plug and Play

CODE
#==============================================================================
# ■ Battle Extras
#
#
# Author: Adrien. (A.)
# Version: 1.1
# Comptaibility?: No issue?
#
# This script is used to change the out put of some things in battle its a plug
# and play script which is extremly basic and simply by nature. Read each of the
# module descriptions bellow to understand how to use.
#------------------------------------------------------------------------------
# Credit: Regendo - Idea
#------------------------------------------------------------------------------
#
# Version 1.0 Initial Release
# Version 1.1
#   - Added new methods that allow better use and ease of use.
#   - Added reset exp method for after the battle regardless the out come
#
#------------------------------------------------------------------------------
# Instructions:
#
#     Check out the module bellow and set your values accordingly.
#     you can now use $battle.mult_val(val) and $battle.div_val(val)
#     to change the exp out put the way you want it out put, this will then
#     reset after battle regardless of the out come.
#
#------------------------------------------------------------------------------
#  Plug and Play
#==============================================================================

module BATTLE

  #--------------------------------------------------------------------------
  # ● Multiply or Divide (or both) the exp gained from enemies.
  #     --> If Divde and Multiply are given a value then
  #         it will multiply and then divide the final total.
  #--------------------------------------------------------------------------
  module EXP
    MULT = 2.6
    DIV = 0.8
  end

  #--------------------------------------------------------------------------
  # ● Multiply or Divide (or both) the gold gained from enemies.
  #     --> If Divde and Multiply are given a value then
  #         it will multiply and then divide the final total.
  #--------------------------------------------------------------------------
  module GOLD
    MULT = 0
    DIV = 0
  end

  #--------------------------------------------------------------------------
  # ● Set Variables.
  #    this will set all variables
  #--------------------------------------------------------------------------
  module STATS
    MULT = 10
    DIV = 11
  end

end

class Battle

  attr_accessor :exp_mult
  attr_accessor :exp_div

  #--------------------------------------------------------------------------
  # ● initialize
  #    set the variables to be used as the default module varibles
  #--------------------------------------------------------------------------
  def initialize
    @exp_mult = BATTLE::EXP::MULT
    @exp_div = BATTLE::EXP::DIV
  end

  #--------------------------------------------------------------------------
  # ● mult_val(val)
  #    val : val
  #--------------------------------------------------------------------------
  def mult_val(val)
    @exp_mult = mult_priv_val * val
  end

  #--------------------------------------------------------------------------
  # ● div_val(val)
  #    val : val
  #--------------------------------------------------------------------------
  def div_val(val)
    @exp_div = div_priv_val * val
  end

  #--------------------------------------------------------------------------
  # ● core_reset
  #    just call initialize re-init the variables.
  #--------------------------------------------------------------------------
  def core_reset
    initialize
  end

  #--------------------------------------------------------------------------
  # ● mult_priv_val
  #     private method.
  #     sets up the @exp variable for use in exp formula
  #--------------------------------------------------------------------------
  def mult_priv_val
    if @exp_mult
      @exp_mult
    else
      @exp_mult = BATTLE::EXP::MULT
    end
  end

  #--------------------------------------------------------------------------
  # ● div_priv_val
  #    private method.
  #    sets up the @exp variable for use in the exp formula
  #--------------------------------------------------------------------------
  def div_priv_val
    if @exp_div
      @exp_div
    else
      @exp_mult = BATTLE::EXP::DIV
    end
  end

  private :mult_priv_val
  private :div_priv_val

end

module DataManager

  #--------------------------------------------------------------------------
  # ● create_game_objects
  #    $battle is what you will use to call either:
  #       $battle.mult_val(val) or $battle.div_val(val)
  #--------------------------------------------------------------------------
  class<  0
      (enemy.exp * $battle.exp_mult).to_i
    elsif BATTLE::EXP::DIV > 0
      (enemy.exp / $battle.exp_div).to_i
    elsif BATTLE::EXP::DIV > 0 && BATTLE::EXP::MULT > 0
      ((enemy.exp * $battle.exp_mult) / $battle.exp_div).to_i
    else
      adrien_change_enemy_exp
    end
  end

  #--------------------------------------------------------------------------
  # ● gold
  #     Uses module set variables to multiply or divide the
  #     amount of gold given after a battle.
  #--------------------------------------------------------------------------
  alias adrien_change_gold_give gold
  def gold
    if BATTLE::GOLD::MULT > 0
      (enemy.gold * BATTLE::GOLD::MULT).to_i
    elsif BATTLE::GOLD::DIV > 0
      (enemy.gold / BATTLE::GOLD::DIV).to_i
    elsif BATTLE::GOLD::DIV > 0 && BATTLE::GOLD::MULT > 0
      ((enemy.gold * BATTLE::GOLD::MULT) / BATTLE::GOLD::DIV).to_i
    else
      adrien_change_gold_give
    end
  end

  #--------------------------------------------------------------------------
  # ● param_base(param_id)
  #    param_id : id of param
  #     Used to set all the params of a individual enemy based on module
  #     variables.
  #--------------------------------------------------------------------------
  alias adrien_param_base param_base
  def param_base(param_id)
    if BATTLE::STATS::MULT > 0
      (enemy.params[param_id] * $game_variables[BATTLE::STATS::MULT]).to_i
    elsif BATTLE::STATS::DIV > 0
      (enemy.params[param_id] / $game_variables[BATTLE::STATS::DIV]).to_i
    elsif BATTLE::STATS::DIV > 0 && BATTLE::STATS::MULT > 0
      ((enemy.params[param_id] * $game_variables[BATTLE::STATS::MULT]) / $game_vraiables[BATTLE::STATS::DIV]).to_i
    else
      adrien_param_base(param_id)
    end
  end

end



Window_Steps

--> Plug and play
--> Show_NickName Post
-->Version: 1.1 -- cleaned up the script
-->Notes: Plug and Play



CODE
#==============================================================================
# Window Steps Script
#------------------------------------------------------------------------------
#  Allows you to show the current amount of steps in the status menu when you
#  open up the menu via esc on the keyboard.
#
#  Author: Adam Balan (Adrien., A.)
#  Incomptaibility?: Nothing.
#  Notes: plug and play.
#  Version 1.1
#==============================================================================

#==============================================================================
# Module WindowVocab
#------------------------------------------------------------------------------
#   STEPS = name of the steps vocab.
#==============================================================================

module WindowVocab
  STEPS = "steps" #name of the steps
end

#==============================================================================
# Window_Steps
#------------------------------------------------------------------------------
#  Window Steps shows a steps window above the gold in the menu.
#==============================================================================

class Window_Steps < Window_Base
  #--------------------------------------------------------------------------
  #   Initialize the class.
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, fitting_height(1))
    refresh
  end

  #--------------------------------------------------------------------------
  #   Refresh the box.
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    draw_currency_value(value, currency_unit, 4, 0, contents.width - 8)
  end
  #--------------------------------------------------------------------------
  #   Get the value of the steps.
  #--------------------------------------------------------------------------
  def value
    $game_party.steps
  end
  #--------------------------------------------------------------------------
  #   Define the Vocab.
  #--------------------------------------------------------------------------
  def currency_unit
    WindowVocab::STEPS
  end
end

#==============================================================================
# Scene_Menu
#------------------------------------------------------------------------------
#  Create the Menu - we are only editing one method and adding a new.
#
#  Alias: start method to add the steps window.
#==============================================================================

class Scene_Menu < Scene_MenuBase

  #--------------------------------------------------------------------------
  #   Alias: start method.
  #--------------------------------------------------------------------------
  alias start_a start
  def start
    start_a
    create_steps_window
  end

  #--------------------------------------------------------------------------
  #   Create the window.
  #--------------------------------------------------------------------------
  def create_steps_window
    @steps_window = Window_Steps.new
    @steps_window.x = 0
    @steps_window.y = (Graphics.height - @steps_window.height) - 50
  end

end



Show_NickName

--> Plug and play
--> Show_NickName
-->Version: 1.0
-->Notes: Plug and Play



CODE
#==============================================================================                                                                          
#==============================================================================
#   Show_NickName
#
#
#   Author: Adrien. (Adam Balan)
#   Version: 1.0
#
# This script will show the nick name of the character in the status window.
#==============================================================================                                                                          
#==============================================================================


#==============================================================================
# Window_Base
#------------------------------------------------------------------------------
#  We add nick name to the simple status
#==============================================================================
class Window_Base

  #--------------------------------------------------------------------------
  # Alias: Adrien_ShowNickName_draw_actor_simple_status -> Adds Nick Name.
  #--------------------------------------------------------------------------
  alias adrien_shownickname_draw_actor_simple_status draw_actor_simple_status
  def draw_actor_simple_status(actor, x, y, *args)
    adrien_shownickname_draw_actor_simple_status(actor, x, y, *args)
    change_color(system_color) # Draw "Nick:" in the system colour
    draw_text(x, y+50, 50, line_height, "Nick:")
    draw_actor_nickname(actor, x+45, y+50)
  end

end



Info Window

--> Plug and play
--> Show info box
-->Version: 1.0
-->Notes: Plug and Play



I finally have a consistent template for coding. But RRR Breaks some of my formatting for
special characters and apparently the script....For easier reading, until I upload a demo of my scripts.
its best to get it from the blog post.

CODE
#==============================================================================
# Script:         Window_Show_InfoMap
# Version:        1.0
# Notes:          Plug and Play
# Comptabilit?:   None?
# Author:         Adam Balan (Adrien.)
#==============================================================================
#                     ♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦♦â™
¦â™¦â™¦â™¦â™¦                         #
#==============================================================================
# --->  Updates <----
# 0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0
#
#   No Updates
#
#==============================================================================
#                      â™¦â™¦â™¦â™¦â™¦Introduction♦♦♦♦♦
#
#
#     ♦-------Who/What/Why?-----♦
#
#           This script is meant to be a plug and play.
#           it will show a window on screeen that will
#           display level, gold, steps, Hp and Mp along wiht xp.
#
#
#     ♦-------How To Use?-------♦
#
#
#           Plug and play
#
#     ♦-------FAQ?--------------♦
#
#           None
#
#==============================================================================

        #===========================[Begin Code]========================#
        
        
        #---------------------------------------------------------------#
        #                                                               #
        #           Class:     Window_Show_InfoMap                      #
        #           Method:    initialize, refresh, draw_window_content,#
        #                      update                                   #
        #           Alias:     ----------------------------------       #
        #                                                               #
        #           Notes:     This creates, updates and maintains      #
        #                      the box that appears on the map.         #
        #                      This box will show party size, map name, #
        #                      gold and steps and updates in real time. #
        #---------------------------------------------------------------#              
class Window_Show_InfoMap < Window_Base
  
        #=============================[initialize]======================#
        
  def initialize
    super(0, 0, 300, fitting_height(2))
    refresh
  end
        #=============================[refresh]=========================#
        
  def refresh
    self.contents.clear  
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    contents.clear
    draw_window_content
  end
        #=========================[draw_window_content]==================#
        
  def draw_window_content
    cx = text_size(16).width
    change_color(system_color)
    draw_text(x-190, y, 60, line_height, "Map Name: ")
    change_color(normal_color)
    draw_text(x-125, y, 70, line_height, $game_map.display_name, 2)
    change_color(system_color)
    draw_text(x-190, y+20, 70, line_height, "Party Size: ")
    change_color(normal_color)
    draw_text(x-170, y+20, 70, line_height, $game_party.max_battle_members, 2)
    change_color(system_color)
    draw_text(x-25, y, 50, line_height, "Gold: ")
    change_color(normal_color)
    draw_text(x, y, 70, line_height, $game_party.gold, 2)
    change_color(system_color)
    draw_text(x-25, y+20, 50, line_height, "Steps: ")
    change_color(normal_color)
    draw_text(x, y+20, 70, line_height, $game_party.steps, 2)
  end
  
      #==========================[update]==================================#
      
  def update
    super
    sec = (Graphics.frame_count / Graphics.frame_rate) % 1
    if sec > @total_sec % 1 or sec == 0
      refresh
    end
  end

end

        #---------------------------------------------------------------#
        #                                                               #
        #           Class:    Scene_Map                                 #
        #           Method:   create_all_windows, create_show_informap  #
        #           Alias:    adrien_create_all_windows_a1              #
        #                                                               #
        #           Notes:    Adds the information window               #
        #                     to the map the player is on.              #
        #---------------------------------------------------------------#


class Scene_Map
  
        #======================[create_all_windows (Aliased)]===========#
        
  alias adrien_create_all_windows_a1 create_all_windows
  def create_all_windows
    adrien_create_all_windows_a1
    create_show_infomap
  end

        #======================[create_show_infomap]====================#
        
  def create_show_infomap
   @show = Window_Show_InfoMap.new
   @show.x = 200
   @show.y = 0
  end
  
end

          #=====================[End Code]==============================#



This post has been edited by Adrien.: Jan 25 2012, 08:17 PM


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- Adrien.   Adriens Scripts   Jan 2 2012, 07:46 AM
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