12-24-2005, 01:00 PM
(This post was last modified: 05-12-2017, 04:41 AM by DerVVulfman.)
My First Script
by :)smiley_man:)
Dec 24 2005
by :)smiley_man:)
Dec 24 2005
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No support is given. If you are the owner of the thread, please contact administration.
This CMS is pretty cool what it does is show the battler instead of the sprite and the name of the map you are on
Screen
To use this script go into Window_Base and find
Code:
def draw_actor_graphic(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
Underneath that put
Code:
def draw_actor_graphicx(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw = bitmap.width / 1.25
ch = bitmap.height / 2
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
def draw_actor_graphicx2(actor, x, y)
bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
cw = bitmap.width / 1
ch = bitmap.height / 1
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x - cw / 2, y, bitmap, src_rect)
end
Now go into Window_MenuStatus
find
Code:
draw_actor_graphic(actor, x - 40, y + 80)
Code:
draw_actor_graphicx(actor, x - 40, y + 80)
Now make a new script above main and put this in it
Code:
#====================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# This class performs menu screen processing.
#====================================================
class Scene_Menu
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make command window
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Save"
s6 = "End Game"
@command_window = Window_Command.new(155, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
# If number of party members is 0
if $game_party.actors.size == 0
# Disable items, skills, equipment, and status
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
# If save is forbidden
if $game_system.save_disabled
# Disable save
@command_window.disable_item(4)
end
@window2 = Window2.new
@window2.x =0
@window2.y =223
@window2.height = 153 #257
@window2.width = 155
#@window2.z = 200
@window3 = Window3.new
@window3.x =0
@window3.y =375
@window3.height = 105
@window3.width = 155
#@window3.z = 200
@window5 = Window_MenuStatus.new
@window5.x =155
@window5.y =0
@window5.height = 480
@window5.width = 485
#@window5.z = 200
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@window2.dispose
@window3.dispose
@window5.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@window2.update
@window3.update
@window5.update
# If command window is active: call update_command
if @command_window.active
update_command
return
end
# If status window is active: call update_status
if @window5.active
update_status
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # item
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Item.new
when 1 # skill
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@window5.active = true
@window5.index = 0
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@window5.active = true
@window5.index = 0
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
@command_window.active = false
@window5.active = true
@window5.index = 0
when 4 # save
# If saving is forbidden
if $game_system.save_disabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to save screen
$scene = Scene_Save.new
when 5 # end game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to end game screen
$scene = Scene_End.new
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when status window is active)
#--------------------------------------------------------------------------
def update_status
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Make command window active
@command_window.active = true
@window5.active = false
@window5.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 1 # skill
# If this actor's action limit is 2 or more
if $game_party.actors[@window5.index].restriction >= 2
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to skill screen
$scene = Scene_Skill.new(@window5.index)
when 2 # equipment
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to equipment screen
$scene = Scene_Equip.new(@window5.index)
when 3 # status
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to status screen
$scene = Scene_Status.new(@window5.index)
end
return
end
end
end
#===================================================
# - CLASS Window2 Begins
#===================================================
class Window2 < Window_Base
def initialize
super(0, 0, 1, 1)
self.contents = Bitmap.new (width - 32, height - 32)
# self.contents.font.name = $fontface
# self.contents.font.size = $fontsize
refresh
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.color = normal_color
$maps = load_data("Data/MapInfos.rxdata")
@map_id = $game_map.map_id
@currmap = $maps[@map_id].name
self.contents.font.size = 24
self.contents.draw_text(4, 0, 120, 32, @currmap)
#In the parenthesis put what you want
self.contents.font.size = 14
end
end
#===================================================
# - CLASS Window2 Ends
#===================================================
#===================================================
# - CLASS Window3 Begins
#===================================================
class Window3 < Window_Base
#---------------------------------------------------------------------------------
def initialize
super(0, 0, 1, 1)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
self.contents.font.color = text_color(0)
#self.contents.draw_text(0, 0, 33, 33, "4")
self.contents.draw_text(0, 0, 70, 20, "Gold")
self.contents.draw_text(0, 0, 70, 65, $game_party.gold.to_s)
self.contents.draw_text(65, 0, 140, 20, "Steps")
self.contents.draw_text(65, 0, 140, 65, $game_party.steps.to_s)
end
#---------------------------------------------------------------------------------
end
#===================================================
# - CLASS Window3 Ends
#===================================================
#===================================================
# - CLASS Window5 Begins
#===================================================
class Window5 < Window_Base
#---------------------------------------------------------------------------------
def initialize
super(0, 0, 1, 1)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Tahoma"
self.contents.font.size = 22
self.contents.font.color = text_color(0)
#self.contents.draw_text(0, 0, 33, 33, "5")
end
#---------------------------------------------------------------------------------
end
DEMO
CMS.zip (Size: 390.15 KB / Downloads: 2)