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Encounter Bar
#1
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okay this took like 5 minutes so, um, you know, somethin
warning message, and now because people can't figure stuff out, i made the
window follow the player, it is right above the player, soo..... ph yea you can toggle the window by pressing "Q"

in Scene_Map right under main paste:

Code:
unless $game_system.encounter_disabled
  @encounter = Encounter.new(0,0,($game_map.encounter_step + 30))
  @encounter.x = ($game_player.real_x - $game_map.display_x) / 4 - 19
  @encounter.y = ($game_player.real_y - $game_map.display_y) / 4 - 60
end


now under Graphics.freeze (line 42) paste

Code:
if @encounter != nil
  @encounter.dispose
end


right under def_update paste

Code:
if $game_system.encounter_disabled
    @encounter.visible = false
  else
  if Input.trigger?(Input::L)
    case @encounter.visible
    when true
      @encounter.visible = false
    when false
      @encounter.visible = true
    end
  else
  if @encounter !=nil
    @encounter.refresh
    @encounter.x = ($game_player.real_x - $game_map.display_x) / 4 - 19
    @encounter.y = ($game_player.real_y - $game_map.display_y) / 4 - 60
  end
  end
  end




and finally make a new script and paste this in there


Code:
#=================================================
# The amazing Battle Warning thing by makeamidget
#=================================================

class Encounter < Window_Base
  def initialize(x=0,y=0,width=200,height=45)
    if width > 640
      width = 640
    end
    super(x, y, width, height)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = $defaultfonttype  # "Help" window font
    self.contents.font.size = $defaultfontsize
    self.opacity = 0#change if you want to see the box
    refresh
  end

  def refresh
    self.contents.clear
    draw_encounter(0,0)
  end

  def draw_encounter( x=200, y=200, width = $game_map.encounter_step, height=20)
    self.contents.font.color = normal_color
    self.contents.font.size = 17
    # if you don't want a warning message take out the next line
    if $game_player.encounter_count > ($game_map.encounter_step/10)
      # stop
      self.contents.fill_rect(x-1, y+1, width+2,11, Color.new(0, 0, 0, 255))
      w = width * $game_player.encounter_count / $game_map.encounter_step
      self.contents.fill_rect(x, y+2, w,1, Color.new(0, 0, 100,255))
      self.contents.fill_rect(x, y+3, w,1, Color.new(4, 4, 106, 255))
      self.contents.fill_rect(x, y+4, w,1, Color.new(8, 8, 112, 255))
      self.contents.fill_rect(x, y+5, w,1, Color.new(12, 12, 118, 255))
      self.contents.fill_rect(x, y+6, w,1, Color.new(16, 16, 124, 255))
      self.contents.fill_rect(x, y+7, w,1, Color.new(20, 20, 130, 255))
      self.contents.fill_rect(x, y+8, w,1, Color.new(24, 24, 136, 255))
      self.contents.fill_rect(x, y+9, w,1, Color.new(28, 28, 142, 255))
      self.contents.fill_rect(x, y+10, w,1, Color.new(32, 32, 148, 255))
    # if you don't want the warning message delete untill i say stop
    else
     #change warn to whatever you want displayed for the warning message
     warn = "Warning"
     cx = contents.text_size(warn).width
     self.contents.draw_text((width/2) - (cx/2) +8,-6 ,width,height, warn)
    end
    # go ahead and stop now
  end
end


theres not a wole lot of stuff here as this was a half assed commitment, the bar will only who up when the encounter rate is less than the encounter step, to take this out i put instructions on what to delete in the comments, the way the encounter rate works makes this hard to keep the bar full all the time, sometimes it will be half full or three quarters full, or somethin, its nothing bad though, so it would probobly be better that way....

any suggestions are welcome
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