Using $game_party.actors[x].alignment += y (x being the actor's position in the party: 0 being 1st, 1 being 2nd, etc) you can add y to the actor's alignment number (100 being good.) and use - instead of + to subtract from the alignment number (-100 being full evil)
Using a conditional branch, and the command:
$game_party.actors[x].alignment > x
you can set x to 0 (or higher) for the actor to be that much good and have the event execute, or do the opposite for evil (using a negative number)
It may seem complex, but it is quite a nice addition ot the game. Please, give me credit for this script. Further, here are screen shots of the bars:


If used credit Leon for the script creation.
If used credit Leon for the script creation.
If used credit Leon for the script creation.
If used credit Leon for the script creation.
CODE
#===================================
# Leon's Good and Evil script
#----------------------------------------------------------------------
# Features:
# Gives an actor the "good", "Neutral" or "evil" alignment, based
# upon their actions.
#
# Instructions:
# Place above main, and below other scripts.
# Use: draw_alignment_bar(actor, x, y) in a script to draw the alignment bar.
# Use: $game_party.actors[0].alignment to update it immediately, if needed, in call_script
# x and y being the position of the bar, and actor being the syntax for the actor's information.
#
# Extra Information:
# This script edits the original Window_Status script to add the good/evil.
#===================================
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Game_Actor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Game_Actor < Game_Battler
attr_accessor :alignment
attr_accessor :alignment_name
alias leon_alignment_bars_ga_setup setup
def setup(actor_id)
@alignment = 0
@alignment_name = "Neutral"
leon_alignment_bars_ga_setup(actor_id)
end
def alignment
if @alignment > 0
if @alignment > 100
@alignment = 100
end
@alignment_name = "Good"
return @alignment
end
if @alignment < 0
if @alignment < -100
@alignment = -100
end
@alignment_name = "Evil"
return @alignment
end
@alignment_name = "Neutral"
return @alignment
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Window_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Base
def draw_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(0, 75, 0, 255), end_color = Color.new(0, 255, 0, 255))
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
for i in 1..( (min.to_f / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
def draw_backward_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(75, 0, 0, 255), end_color = Color.new(255, 0, 0, 255))
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
for i in 1..( (min.to_f / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x - i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
def draw_alignment_bar(actor, x, y)
#x = 320 y = 147
draw_bar(x, y, 0, 200, 200, 6)
if actor.alignment > 0
draw_bar(x + 100, y, actor.alignment, 100, 100, 6)
actor.alignment_name = "Good"
elsif actor.alignment < 0
draw_backward_bar(x + 100, y, -1 * actor.alignment, 100, 100, 6)
actor.alignment_name = "Evil"
elsif actor.alignment == 0
draw_bar(x + 100, y, actor.alignment, 100, 100, 6)
actor.alignment_name = "Neutral"
end
draw_bar(x + 97, y - 2, 2, 2, 2, 10, Color.new(255, 255, 255, 255), Color.new(255, 255, 255,255))
self.contents.font.color = normal_color
self.contents.draw_text(x + 5, y - 13, 120, 32, "E")
self.contents.draw_text(x + 190, y - 13, 120, 32, "G")
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Window_Status
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Status < Window_Base
alias leon_alignment_bars_ws_refresh refresh
def refresh
leon_alignment_bars_ws_refresh
if @actor.alignment > 100
@actor.alignment = 100
elsif @actor.alignment < -100
@actor.alignment = -100
end
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 120, 32, "Alignment")
draw_alignment_bar(@actor, 320, 147)
self.contents.font.color = normal_color
self.contents.draw_text(420, 112, 120, 32, @actor.alignment_name)
end
end
# Leon's Good and Evil script
#----------------------------------------------------------------------
# Features:
# Gives an actor the "good", "Neutral" or "evil" alignment, based
# upon their actions.
#
# Instructions:
# Place above main, and below other scripts.
# Use: draw_alignment_bar(actor, x, y) in a script to draw the alignment bar.
# Use: $game_party.actors[0].alignment to update it immediately, if needed, in call_script
# x and y being the position of the bar, and actor being the syntax for the actor's information.
#
# Extra Information:
# This script edits the original Window_Status script to add the good/evil.
#===================================
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Game_Actor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Game_Actor < Game_Battler
attr_accessor :alignment
attr_accessor :alignment_name
alias leon_alignment_bars_ga_setup setup
def setup(actor_id)
@alignment = 0
@alignment_name = "Neutral"
leon_alignment_bars_ga_setup(actor_id)
end
def alignment
if @alignment > 0
if @alignment > 100
@alignment = 100
end
@alignment_name = "Good"
return @alignment
end
if @alignment < 0
if @alignment < -100
@alignment = -100
end
@alignment_name = "Evil"
return @alignment
end
@alignment_name = "Neutral"
return @alignment
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Window_Base
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Base
def draw_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(0, 75, 0, 255), end_color = Color.new(0, 255, 0, 255))
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
for i in 1..( (min.to_f / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
def draw_backward_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(75, 0, 0, 255), end_color = Color.new(255, 0, 0, 255))
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
for i in 1..( (min.to_f / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x - i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
def draw_alignment_bar(actor, x, y)
#x = 320 y = 147
draw_bar(x, y, 0, 200, 200, 6)
if actor.alignment > 0
draw_bar(x + 100, y, actor.alignment, 100, 100, 6)
actor.alignment_name = "Good"
elsif actor.alignment < 0
draw_backward_bar(x + 100, y, -1 * actor.alignment, 100, 100, 6)
actor.alignment_name = "Evil"
elsif actor.alignment == 0
draw_bar(x + 100, y, actor.alignment, 100, 100, 6)
actor.alignment_name = "Neutral"
end
draw_bar(x + 97, y - 2, 2, 2, 2, 10, Color.new(255, 255, 255, 255), Color.new(255, 255, 255,255))
self.contents.font.color = normal_color
self.contents.draw_text(x + 5, y - 13, 120, 32, "E")
self.contents.draw_text(x + 190, y - 13, 120, 32, "G")
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Window_Status
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class Window_Status < Window_Base
alias leon_alignment_bars_ws_refresh refresh
def refresh
leon_alignment_bars_ws_refresh
if @actor.alignment > 100
@actor.alignment = 100
elsif @actor.alignment < -100
@actor.alignment = -100
end
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 120, 32, "Alignment")
draw_alignment_bar(@actor, 320, 147)
self.contents.font.color = normal_color
self.contents.draw_text(420, 112, 120, 32, @actor.alignment_name)
end
end
Usage:
Place above Main.
Change the alignment by calling
CODE
$game_party.actors[0].alignment += #
to add points for goodCODE
$game_party.actors[0].alignment -= #
to remove points. Alignment becomes a negative the actor leans more to the evil side (Come to the dark side,, we have cookies).If used credit Leon for the script creation.
