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Good/Evil actors with bar
#1
Good/Evil actors with bar
by Leon Westbrooke
Mar 21 2007

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Basically, this script allows your character to be good or evil based upon their actions, which you can set. The instructions are included in the script below.

NOTE: The screenshots are of an older version. the location of the words 'Good' and 'Evil' have been moved to where they are supposed to be.

Screenshots:
[Image: Goodss.jpg]
[Image: Evilss.jpg]

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.
#             x and y being the position of the bar, and actor being the syntax for the actor's information.
#
#  To use:
#    To add or subtract from their alignment, use: $game_actors[actor_id].alignment += x
#    To see if the actor's alignment is good, evil or neutral, use:
#       * Conditional Branch, tab 4, Script.
#       * For good, use $game_actors[actor_id].alignment  > 0
#       * For evil, use $game_actors[actor_id].alignment  < 0
#       * For neutral, use $game_actors[actor_id].alignment  == 0
#
#  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
}




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