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
- Adriens Simple Shop
- Battle Add on
- Window_Steps
- Show_NickName
- Show Info Map
Adriens Simple Shop
--> Plug and play
--> Adriens Simple Shop Script
-->Version: 1.0
-->Notes: Plug and Play
--> 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
# ■ 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
--> 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
# ■ 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

--> 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
# 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

--> 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
#==============================================================================
# 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.
--> 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
#
#==============================================================================
# ♦♦♦♦♦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]==============================#
# 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
#
#==============================================================================
# ♦♦♦♦♦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]==============================#