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Mining Script
#1
Mining Script
GoldenShadow
Mar 5, 2006

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Introduction
First off, read the comments in the script! I didn't put them for nothing.
Even if you don't like to read, just do it! I will not help you if
the problem is already described in the comments


What do I need to run it?
These codes in Main:
Code:
$fontface = "Arial"
$fontsize = 26

You can change the name and size, but the variables must be present.


The script
Code:
#==========================
#  <> Mining Script Advanced Ver 1.0
#  ==> You can delete all the comments except the copyright and creator info. Thanks.
#  ==> Do not rip, repost or any other way of reproducing without proper credit. Thanks.
#  ShadowClan Technologies © 2003-2006 - All rights reserved.
#---------------------------------------------------
# * How to use
# Make a new global variable named:
#    $mining = Mining.new
# This is to be put in, say, Main or in a common event you only use once.
# Note that, if you do this in events, it'll reset all data each time
# and that's not what you like, now is it?
#
# * Making Materials
# First off, create a new item in the database.
# Go to an event or whatever it is that gives you Material information.
# For example, going to a blacksmith might get you the "Iron"-material by
# adding this codeline in the event:
#   $mining.add_type("Iron", 1, "Scrapyard")
# The number 1 represents the mining area and the "Scrapyard" represents
# the place where to find the material.
# The syntax is:
#   $mining.add_type("name", Map_ID, "map_name")
#
# * How to mine
# In an event, for example the scrapyard manager, you put:
#   $scene = Scene_Mining.new
# This will load the mining scene. You can now see 2 new windows appear.
# The upper window shows whether you can mine on the place you're standing or not.
# The lower window shows the material in that area and the highscore for mining.
#
# * So, how can I put material to be found?
# Go to the Database and make a new map.
# Put in terrain tags on the places you'd like the material to be found.
# For example, on a rock, you'd probably put Terrain Tag 4/5 to find
# a total of 4/5 Rocks. For example, yah?
#
# * Can I mine multiple materials in one area?
# Theoreticly, yes. But it will mess up the lower window.
# Of course, I will upgrade this script for Multi-Material Support.
#
# * What is the 'highscore'
# It represents the biggest amount of material you've mined in that area.
# It's, litterly, a highscore.
#
# * Features Ver. 1.0
# - Pressing X (cancel) button goes to the Material Database.
# - Events are supported while in the Scene (You can talk to everyone etc)
# - Window showing amount, highscore and another window showing availability.
#
# I'll be upgrading this script so don't bug me for the Multi-Material support.
#---------------------------------------------------
# * Suggestions? ==> PM or post in the topic where this is posted.
# * Created by: GoldenShadow
# * Credits: None
#==========================


class Scene_Mining
  
  def main
    @spriteset = Spriteset_Map.new
    @diamonds_window = Window_Diamonds.new
    @message_window = Window_Message.new
    @db_window = Window_Diamonds_DB.new
    @db_window.active = @db_window.visible = false
    @db_window.z = 9999
    @db_window_info = Window_Diamonds_Info.new
    @db_window_info.active = @db_window_info.visible = false
    @db_window_info.z = 9900
    @info_window = Window_Diamonds_Info2.new
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @spriteset.dispose
    @diamonds_window.dispose
    @message_window.dispose
    @db_window.dispose
    @db_window_info.dispose
    @info_window.dispose
  end
  
  def update
    @spriteset.update
    @diamonds_window.update
    @message_window.update
    @db_window.update
    @db_window_info.update
    @info_window.update
    @info_window.refresh
    if @db_window.active
      update_database
    end
    loop do
      $game_map.update
      $game_player.update
      $game_system.update
      $game_screen.update
      $game_system.map_interpreter.update
      unless $game_temp.player_transferring
        break
      end
      transfer_player
      if $game_temp.transition_processing
        break
      end
    end
    if $game_temp.message_window_showing
      return
    end
    if Input.trigger?(Input::B) and @db_window.active == false
      @db_window.refresh
      @db_window.active = @db_window.visible = true
      @db_window_info.active = @db_window_info.visible = true
      return
    elsif Input.trigger?(Input::A) and @db_window.active == false
      calc_diamonds
      if @diamonds > 0
        $game_party.gain_item($mining.get_id($mining.type($game_map.map_id)), @diamonds)
        @message_waiting = true
        $game_temp.message_proc = Proc.new { @message_waiting = false }
        $game_temp.message_text = "You acquired #{@diamonds} #{$mining.type($game_map.map_id)}"
        @diamonds_window.refresh
        return
      else
        @message_waiting = true
        $game_temp.message_proc = Proc.new { @message_waiting = false }
        $game_temp.message_text = "You acquired no #{$mining.type($game_map.map_id)}s"
        @diamonds_window.refresh
        return
      end
    end
  end
  
def transfer_player
    $game_temp.player_transferring = false
    if $game_map.map_id != $game_temp.player_new_map_id
      $game_map.setup($game_temp.player_new_map_id)
    end
    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
    case $game_temp.player_new_direction
    when 2  # down
      $game_player.turn_down
    when 4  # left
      $game_player.turn_left
    when 6  # right
      $game_player.turn_right
    when 8  # up
      $game_player.turn_up
    when 7  # upright
      $game_player.turn_upright
    end
    $game_player.straighten
    $game_map.update
    @spriteset.dispose
    @spriteset = Spriteset_Map.new
    if $game_temp.transition_processing
      $game_temp.transition_processing = false
      Graphics.transition(20)
    end
    $game_map.autoplay
    Graphics.frame_reset
    Input.update
  end
  
  def update_database
    if Input.trigger?(Input::C) or Input.trigger?(Input::B) or Input.trigger?(Input::Y)
      $scene = Scene_Mining.new
    end
  end
  
  def calc_diamonds
    @diamonds = 0
    if $mining.places[[$game_player.x, $game_player.y, $game_map.map_id]] == nil and $game_map.terrain_tag($game_player.x, $game_player.y) != 0
      $mining.places[[$game_player.x, $game_player.y, $game_map.map_id]] = $game_map.terrain_tag($game_player.x, $game_player.y)
      calc_diamonds
    elsif $mining.places[[$game_player.x, $game_player.y, $game_map.map_id]] != nil and $game_map.terrain_tag($game_player.x, $game_player.y) != 0
      tmp = $mining.places[[$game_player.x, $game_player.y, $game_map.map_id]]
      @diamonds = rand(tmp)
      $mining.places[[$game_player.x, $game_player.y, $game_map.map_id]] -= @diamonds
    else
      return
    end
    if @diamonds > $mining.highscore[$mining.type($game_map.map_id)]
       $mining.highscore[$mining.type($game_map.map_id)] = @diamonds
     end
   end
end

class Window_Diamonds < Window_Base
  
  def initialize
    super(32, 480-128, 240, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    self.opacity = 160
    refresh
  end
  
  def refresh
    self.contents.clear
    self.contents.draw_text(4, 0, self.width-40, 32, "#{$mining.type($game_map.map_id)}: ×#{$game_party.item_number($mining.get_id($mining.type($game_map.map_id)))}")
    self.contents.draw_text(4, 32, self.width-40, 32, "Highscore: ×#{$mining.highscore[$mining.type($game_map.map_id)]}")
  end
end

class Mining
  
  attr_accessor :highscore
  attr_accessor :places
  attr_accessor :type
  attr_accessor :material_db
  attr_accessor :area
  
  def initialize
    @type = {}
    @places = {}
    @highscore = {}
    @area = {}
    @material_db = []
    @material_id = {}
  end
  
  def type(map_id)
    return @type[map_id]
  end
    
  def add_type(type, map_id, map_name)
    @type[map_id] = type
    @material_db.push(type)
    @area[type] = map_name
    @highscore[type] = 0
    for i in 1...$data_items.size
      if $data_items[i].name == type
        @material_id[type] = $data_items[i].id
      end
    end
  end
  
  def get_amount(type)
    for i in 1...$data_items.size
      if $data_items[i].name == type
        return $game_party.item_number(i)
      end
    end
  end
  
  def get_area(type)
    return @area[type]
  end

  def get_name(id)
    return @material_db[id]
  end
  
  def get_id(type)
    return @material_id[type]
  end
end

class Window_Diamonds_DB < Window_Selectable

  def initialize
    super(0, 40, 640, 440)
    self.opacity = 0
    @column_max = 1
    refresh
    self.index = 0
  end
  
  def item
       return @data[self.index]
  end
    
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    @data = $mining.material_db
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      self.contents.font.name = $fontface
      self.contents.font.size = $fontsize
      for i in 0...@item_max
        draw_item(i)
      end
    else
      self.index = -1
    end
  end

  def draw_item(index)
    item = @data[index]
    number = $mining.get_amount(item)
    area = $mining.get_area(item)
    highscore = $mining.highscore[item]
    self.contents.font.color = normal_color
    x = 8
    y = index * 32
    w = self.width-40
    if @data.size > 0
      self.contents.draw_text(x, y, 140, 32, item.to_s, 0)
      self.contents.draw_text(x + 134, y, 64, 32,  number.to_s, 0)
      self.contents.draw_text(x + 232, y, 64, 32,  highscore.to_s, 0)
      self.contents.draw_text(x + 354, y, 240, 32,  area.to_s, 0)
    else
      self.contents.font.color = knockout_color
      self.contents.draw_text(4, 64, self.width-40, 32, "Database empty", 1)
      self.contents.font.color = normal_color
    end
  end
end

class Window_Diamonds_Info < Window_Base
  
  def initialize
    super(0, 0, 640, 480)
    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.draw_text(6, 0, self.width-40, 32, "Material")
    self.contents.draw_text(140, 0, self.width-40, 32, "Quantity")
    self.contents.draw_text(240, 0, self.width-40, 32, "Highscore")
    self.contents.draw_text(360, 0, self.width-40, 32, "Area")
    rect = Rect.new(4, 32, 600, 1)
    self.contents.fill_rect(rect, Color.new(255, 255, 255))
  end
end

class Window_Diamonds_Info2 < Window_Base
  
  def initialize
    super(32, 32, 200, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $fontface
    self.contents.font.size = $fontsize
    self.opacity = 160
    refresh
  end

  def refresh
    self.contents.clear
    if $game_map.terrain_tag($game_player.x, $game_player.y) == 0
      self.contents.draw_text(6, 0, self.width-40, 32, "Cannot mine here")
    else
      self.contents.draw_text(6, 0, self.width-40, 32, "Z-button to mine")
    end
  end
end

Give me feedback, folks.

Peace.
}


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