12-30-2022, 01:00 AM
(This post was last modified: 01-06-2023, 09:18 AM by kyonides.
Edit Reason: Triple Update + MV
)
Map Safety Level
XP + VX + ACE + MV
by Kyonides Arkanthes
Introduction
I have come up with a very simple scriptlet that will allow the game developers to show a simple map name window plus a brand new label telling the player how safe that map actually is. This window will be shown on the menu screen only.
Screenshots
XP Script
Code:
# * Map Safety Level XP * #
# Scripter : Kyonides Arkanthes
# 2022-12-30
# This scriptlet lets you set some texts as Safety Level Labels, and then you
# can call a method to set a new level at any given time.
# Valid Levels: 0 up to your safety maximum level.
# * Get or Set Current Map's Safety Level * #
# $game_map.safety_level
# $game_map.safety_level = NewLevel
# * Preset a given Map's Safety Level * #
# SAFETY_LEVELS = { MapIDa => Level, MapIDb => Level, etc. }
# * Define a given Map's Safety Level Color * #
# - Alpha is optional. Valid Values: 0 through 255
# SAFETY_LEVELS[0] = [Red, Green, Blue, Alpha]
module MapData
DEFAULT_SAFETY_LEVEL = 0
SAFETY_LEVELS = { 1 => 3 }
SAFETY_LABELS = [] # Just leave it alone.
SAFETY_COLORS = [] # Just leave it alone.
SAFETY_LABELS[0] = "A Nightmare"
SAFETY_LABELS[1] = "Dangerous"
SAFETY_LABELS[2] = "Unsafe"
SAFETY_LABELS[3] = "Normal Place"
SAFETY_LABELS[4] = "Great Place"
SAFETY_LABELS[5] = "The Utopia"
SAFETY_COLORS[0] = [255, 0, 0]
SAFETY_COLORS[1] = [255, 165, 0]
SAFETY_COLORS[2] = [255, 255, 0]
SAFETY_COLORS[3] = [255, 255, 255]
SAFETY_COLORS[4] = [90, 205, 90]
SAFETY_COLORS[5] = [0, 255, 0]
end
class Game_Map
alias :kyon_map_safety_lvl_gm_map_init :initialize
alias :kyon_map_safety_lvl_gm_map_setup :setup
def initialize
kyon_map_safety_lvl_gm_map_init
@safety_levels = MapData::SAFETY_LEVELS.dup
@safety_levels.default = MapData::DEFAULT_SAFETY_LEVEL
end
def get_mapinfos_name
load_data("Data/MapInfos.rxdata")[@map_id].name
end
def display_name
@display_name ||= get_mapinfos_name
end
def safety_level
@safety_levels[@map_id]
end
def safety_level=(new_level)
@safety_levels[@map_id] = new_level
end
def safety_level_text
MapData::SAFETY_LABELS[@safety_levels[@map_id]]
end
attr_reader :safety_levels
attr_writer :display_name
end
class MapNameSafeWindow < Window_Base
def initialize(wx, wy, w)
super(wx, wy, w, 96)
self.contents = Bitmap.new(w - 32, 64)
map = $game_map
contents.draw_text(0, 0, 128, 28, map.display_name, 1)
safety_color = MapData::SAFETY_COLORS[map.safety_level]
contents.font.color.set(*safety_color)
contents.draw_text(0, 32, 128, 28, map.safety_level_text, 1)
end
end
class Scene_Menu
alias :kyon_map_safety_lvl_scn_menu_main :main
alias :kyon_map_safety_lvl_scn_menu_up :update
def main
@show_map_name = true
@map_name_safe = MapNameSafeWindow.new(0, 320, 160)
@map_name_safe.z += 100
kyon_map_safety_lvl_scn_menu_main
@map_name_safe.dispose
end
def update
if Input.trigger?(Input::L) or Input.trigger?(Input::R)
if @command_window.active
@show_map_name = !@show_map_name
@map_name_safe.z = @show_map_name ? 100 : 0
@steps_window.z = @show_map_name ? 0 : 100
end
return
end
kyon_map_safety_lvl_scn_menu_up
end
end
VX Script
Code:
# * Map Safety Level VX * #
# Scripter : Kyonides Arkanthes
# 2022-12-30
# This scriptlet lets you set some texts as Safety Level Labels, and then you
# can call a method to set a new level at any given time.
# Valid Levels: 0 up to your safety maximum level.
# * Get or Set Current Map's Safety Level * #
# $game_map.safety_level
# $game_map.safety_level = NewLevel
# * Preset a given Map's Safety Level * #
# SAFETY_LEVELS = { MapIDa => Level, MapIDb => Level, etc. }
# * Define a given Map's Safety Level Color * #
# - Alpha is optional. Valid Values: 0 through 255
# SAFETY_LEVELS[0] = [Red, Green, Blue, Alpha]
module MapData
DEFAULT_SAFETY_LEVEL = 0
SAFETY_LEVELS = { 1 => 3 }
SAFETY_LABELS = [] # Just leave it alone.
SAFETY_COLORS = [] # Just leave it alone.
SAFETY_LABELS[0] = "A Nightmare"
SAFETY_LABELS[1] = "Dangerous"
SAFETY_LABELS[2] = "Unsafe"
SAFETY_LABELS[3] = "Normal Place"
SAFETY_LABELS[4] = "Great Place"
SAFETY_LABELS[5] = "The Utopia"
SAFETY_COLORS[0] = [255, 0, 0]
SAFETY_COLORS[1] = [255, 165, 0]
SAFETY_COLORS[2] = [255, 255, 0]
SAFETY_COLORS[3] = [255, 255, 255]
SAFETY_COLORS[4] = [90, 205, 90]
SAFETY_COLORS[5] = [0, 255, 0]
end
class Game_Map
alias :kyon_map_safety_lvl_gm_map_init :initialize
alias :kyon_map_safety_lvl_gm_map_setup :setup
def initialize
kyon_map_safety_lvl_gm_map_init
@safety_levels = MapData::SAFETY_LEVELS.dup
@safety_levels.default = MapData::DEFAULT_SAFETY_LEVEL
end
def get_mapinfos_name
load_data("Data/MapInfos.rvdata")[@map_id].name
end
def display_name
@display_name ||= get_mapinfos_name
end
def safety_level
@safety_levels[@map_id]
end
def safety_level=(new_level)
@safety_levels[@map_id] = new_level
end
def safety_level_text
MapData::SAFETY_LABELS[@safety_levels[@map_id]]
end
attr_reader :safety_levels
attr_writer :display_name
end
class MapNameSafeWindow < Window_Base
def initialize(wx, wy, w)
super(wx, wy, w, WLH * 2 + 32)
self.contents = Bitmap.new(w - 32, WLH * 2)
map = $game_map
contents.draw_text(0, 0, 128, 24, map.display_name, 1)
safety_color = MapData::SAFETY_COLORS[map.safety_level]
contents.font.color.set(*safety_color)
contents.draw_text(0, 24, 128, 24, map.safety_level_text, 1)
end
end
class Scene_Menu
alias :kyon_map_safety_lvl_scn_menu_start :start
alias :kyon_map_safety_lvl_scn_menu_term :terminate
def start
kyon_map_safety_lvl_scn_menu_start
create_map_safety_window
end
def create_map_safety_window
@map_name_safe = MapNameSafeWindow.new(0, Graphics.height - 80 - 56, 160)
end
def terminate
kyon_map_safety_lvl_scn_menu_term
@map_name_safe.dispose
end
end
ACE Script
Code:
# * Map Safety Level ACE * #
# Scripter : Kyonides Arkanthes
# 2022-12-30
# This scriptlet lets you set some texts as Safety Level Labels, and then you
# can leave a map note to set its initial safety level.
# <map safety 1>
# Valid Levels: 0 up to your safety maximum level.
# * Get or Set Current Map's Safety Level * #
# $game_map.safety_level
# $game_map.safety_level = NewLevel
# * Define a given Map's Safety Level Color * #
# - Alpha is optional. Valid Values: 0 through 255
# SAFETY_LEVELS[0] = [Red, Green, Blue, Alpha]
module MapData
SAFETY_REGEX = /map safety (\d+)/i
SAFETY_LABELS = [] # Just leave it alone.
SAFETY_COLORS = [] # Just leave it alone.
SAFETY_LABELS[0] = "A Nightmare"
SAFETY_LABELS[1] = "Dangerous"
SAFETY_LABELS[2] = "Unsafe"
SAFETY_LABELS[3] = "Normal Place"
SAFETY_LABELS[4] = "Great Place"
SAFETY_LABELS[5] = "The Utopia"
SAFETY_COLORS[0] = [255, 0, 0]
SAFETY_COLORS[1] = [255, 165, 0]
SAFETY_COLORS[2] = [255, 255, 0]
SAFETY_COLORS[3] = [255, 255, 255]
SAFETY_COLORS[4] = [90, 205, 90]
SAFETY_COLORS[5] = [0, 255, 0]
end
class Game_Map
alias :kyon_map_safety_lvl_gm_map_init :initialize
alias :kyon_map_safety_lvl_gm_map_setup :setup
def initialize
kyon_map_safety_lvl_gm_map_init
@safety_levels ||= {}
end
def setup(map_id)
kyon_map_safety_lvl_gm_map_setup(map_id)
reset_safety_level unless @safety_levels[@map_id]
end
def reset_safety_level
@map.note[MapData::SAFETY_REGEX]
@safety_levels[@map_id] = $1.to_i
end
def safety_level
@safety_levels[@map_id]
end
def safety_level=(new_level)
@safety_levels[@map_id] = new_level
end
def safety_level_text
MapData::SAFETY_LABELS[@safety_levels[@map_id]]
end
attr_reader :safety_levels
end
class MapNameSafeWindow < Window_Base
def initialize(wx, wy, w)
super(wx, wy, w, 72)
self.contents = Bitmap.new(w - 32, 48)
map = $game_map
contents.draw_text(0, 0, 128, 24, map.display_name, 1)
safety_color = MapData::SAFETY_COLORS[map.safety_level]
contents.font.color.set(*safety_color)
contents.draw_text(0, 24, 128, 24, map.safety_level_text, 1)
end
end
class Scene_Menu
alias :kyon_map_safety_lvl_scn_menu_start :start
def start
kyon_map_safety_lvl_scn_menu_start
create_map_safety_window
end
def create_map_safety_window
@map_name_safe = MapNameSafeWindow.new(0, Graphics.height - 120, 160)
end
end
MV Plugin
Code:
//========================================================================================
// Map Safety Level MV.js
//========================================================================================
/*:
* @plugindesc This script allows you to display the current map's name and safety level.
* @version 2023-01-06
* @author Kyonides Arkanthes
*
* @param None
*
* @help
* Aliased Functions:
* Game_Map#setup
* Overwritten Functions:
* Scene_Menu#create
*
* Map Note: <safety N>
* where N is a number. Valid Options: 0 through Maximum.
*
* Plugin Calls:
*
* $gameMap.getSafetyLevel();
* $gameMap.setSafetyLevel(Number);
* $gameMap.getSafetyLevelByMapId(Number);
* $gameMap.safetyLevels();
*/
function MapSafetyWindow() {
this.initialize.apply(this, arguments);
}
MapSafetyWindow.prototype = Object.create(Window_Base.prototype);
MapSafetyWindow.prototype.constructor = MapSafetyWindow;
MapSafetyWindow.prototype.initialize = function(x, y, width, height) {
Window_Base.prototype.initialize.call(this, x, y, width, height);
let w = this.contentsWidth();
this.drawText($gameMap.displayName(), 0, 0, w, "center");
this.changeTextColor(this.currentColor());
this.drawText(this.currentLevel(), 0, 36, w, "center");
};
MapSafetyWindow.prototype.currentColor = function() {
let level = $gameMap.getSafetyLevel();
if (level == 0) {
return "rgb(255, 0, 0)";
} else if (level == 1) {
return "rgb(255, 165, 0)";
} else if (level == 2) {
return "rgb(255, 255, 0)";
} else if (level == 3) {
return "rgb(255, 255, 255)";
} else if (level == 4) {
return "rgb(90, 205, 90)";
} else if (level == 5) {
return "rgb(0, 255, 0)";
}
return "rgb(255, 255, 255)";
}
MapSafetyWindow.prototype.currentLevel = function() {
let level = $gameMap.getSafetyLevel();
if (level == 0) {
return "A Nightmare";
} else if (level == 1) {
return "Dangerous";
} else if (level == 2) {
return "Unsafe";
} else if (level == 3) {
return "Normal Place";
} else if (level == 4) {
return "Great Place";
} else if (level == 5) {
return "The Utopia";
}
return "Error!";
}
const Game_Map_safety_init = Game_Map.prototype.initialize;
const Game_Map_safety_setup = Game_Map.prototype.setup;
Game_Map.prototype.initialize = function() {
Game_Map_safety_init.call(this);
this._safetyLevels = [];
}
Game_Map.prototype.setup = function(mapId) {
Game_Map_safety_setup.call(this, mapId);
if (this._safetyLevels[mapId] == null) {
let slvl = $dataMap.meta.safety || 0;
this.setSafetyLevel(slvl);
}
}
Game_Map.prototype.getSafetyLevel = function() {
return this._safetyLevels[this._mapId];
}
Game_Map.prototype.setSafetyLevel = function(level) {
return this._safetyLevels[this._mapId] = level;
}
Game_Map.prototype.getSafetyLevelByMapId = function(mapId) {
return this._safetyLevels[mapId];
}
Game_Map.prototype.safetyLevels = function() {
return this._safetyLevels;
}
Scene_Menu.prototype.create = function() {
Scene_MenuBase.prototype.create.call(this);
this.createCommandWindow();
this.createMapSafetyWindow();
this.createGoldWindow();
this.createStatusWindow();
};
Scene_Menu.prototype.createMapSafetyWindow = function() {
let w = this._commandWindow.width;
let h = this._commandWindow.height;
this._mapSafetyWindow = new MapSafetyWindow(0, h, w, 108);
this.addWindow(this._mapSafetyWindow);
}
Terms & Conditions
Free for use in commercial and non commercial games unless you have pissed me off.
Please include my nickname in your game credits.
I seriously hope this will not be the only script of mine that you will include in your games.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!
Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!
Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE