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Location Scrpt V.2
#1
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Hey if you like seeing where you are your giong to like this.
It's just a fix of Prexus's Domain script but now it shows a map's name.
Here it is.

Code:
#-------------------------------------------------------------------------------
# Location Script V.2
#-------------------------------------------------------------------------------
#  Made By Tony&Prexus
#-------------------------------------------------------------------------------
$character_change = true
$window_show = true
$window_thickness = 0

class Game_Player < Game_Character
alias domeff_g_player_refresh refresh
def refresh
   domeff_g_player_refresh
   if $character_change == true
     for i in 0...$game_party.actors.size
       if $game_party.actors[i] != nil
         actor = $game_party.actors[i]
         if actor.hp > 0
           @character_name = actor.character_name
           @character_hue = actor.character_hue
           @opacity = 255
           @blend_type = 0
           return
         end
       end
     end
   end
end
end

class String # By Astro_Mech
def find(s1, s2)
   return "outline" unless self.include?(s1)
   sz = s1.length
   a = []
   str = ""
   index = 0
   for i in self.split(//)
     index += 1
     a.push(i)
     if a.join[index-sz, sz] == s1
       break
     end
   end
   a.clear
   sz = s2.length
   newindex = 0
   for i in self.split(//)[index, self.size-1]
     newindex += 1
     a.push(i)
     if a.join[newindex-sz, sz] == s2
       for i in 0...sz
         a.pop
       end
       str = a.join
       break
     end
   end
   return str
end
end

class Game_Map # By Astro_Mech
alias domeff_g_map_refresh refresh
def refresh
   domeff_g_map_refresh
   if $scene.is_a?(Scene_Map)
     if $scene.domain_window != nil
       $scene.domain_window.refresh
     end
   end
end
def get_info
   map_data = load_data("Data/MapInfos.rxdata")[@map_id]
   return map_data.name.find("[", "]").to_s
end
end

class Interpreter
   def command_355
   script = @list[@index].parameters[0] + "\n"
   loop do
     if @list[@index+1].code == 655
       script += @list[@index+1].parameters[0] + "\n"
     else
       break
     end
     @index += 1
   end
   script += "return"
   result = toto(script)
   if result == false
     return false
   end
   return true
end
end

class Window_Domain < Window_Base
attr_accessor :old_chance
def initialize
   super(-16, -16, 240, 112)
   self.contents = Bitmap.new(width-32, height-32)
   self.opacity = 0
   @old_chance = 0
   refresh
end
def refresh
   self.contents.clear
   if $window_text ==
     self.contents.font.color = Color.new(0,0,0,255)
     self.contents.draw_text(7 + $window_thickness, 7 + $window_thickness, self.contents.width-8, 32, "Location: " + $game_map.get_info.to_s)
   elsif $window_text == "outline"
  
   end
   self.contents.font.color = normal_color
   self.contents.draw_text(7, 7, self.contents.width-8, 32, "Location: " + � $game_map.get_info.to_s)
   case $game_map.get_info.upcase
   when "POISON"
     if $scene.is_a?(Scene_Map)
       chance = $scene.chance.to_s
     else
       chance = "Unknown"
     end
     if $window_text == "outline"
       self.contents.font.color = Color.new(0,0,0,255)
       self.contents.draw_text(7 + $window_thickness, 39 + $window_thickness, self.contents.width-8, 32, "Affliction Rate: " + chance.to_s + "%")
     elsif $window_text == "outline"
       self.contents.font.color = Color.new(0,0,0,255)
       self.contents.draw_text(7 + $window_thickness, 39 + $window_thickness, self.contents.width-8, 32, "Affliction Rate: " + chance.to_s + "%")
       self.contents.draw_text(7 + $window_thickness, 39 - $window_thickness, self.contents.width-8, 32, "Affliction Rate: " + chance.to_s + "%")
       self.contents.draw_text(7 - $window_thickness, 39 + $window_thickness, self.contents.width-8, 32, "Affliction Rate: " + chance.to_s + "%")
       self.contents.draw_text(7 - $window_thickness, 39 - $window_thickness, self.contents.width-8, 32, "Affliction Rate: " + chance.to_s + "%")
     end
     self.contents.font.color = normal_color
     self.contents.draw_text(7, 39, self.contents.width-8, 32, "Affliction Rate: " + chance.to_s + "%")
   end
end
def update
   if $scene.is_a?(Scene_Map)
     if $scene.chance.to_i != @old_chance.to_i and $game_map.get_info.upcase == "POISON"
       refresh
       @old_chance = $scene.chance
     end
   end
end
end

class Scene_Map
alias domeff_s_map_transfer_player transfer_player
def transfer_player
   domeff_s_map_transfer_player
   if @domain_window != nil
     @domain_window.refresh
   end
end
end

#===================================================
# - CLASS Your_Scene Begins
#===================================================
class Your_Scene
  
#---------------------------------------------------------------------------------
  def initialize
  end
#---------------------------------------------------------------------------------

def main
    @window1 = Window1.new
    @window1.x =0
    @window1.y =0
    @window1.height = 55
    @window1.width = 182
   #@window1.z = 200    
     Graphics.transition
    loop do
      Graphics.update
      Input.update
     #update
      if $scene != self
        break
      end
    end

    Graphics.freeze
  
  end
#---------------------------------------------------------------------------------

#---------------------------------------------------------------------------------
  def update
  @window1.update
  end
#---------------------------------------------------------------------------------

end
#===================================================
# - CLASS Your_Scene Ends
#===================================================



#===================================================
# - CLASS Window1 Begins
#===================================================

class Window1 < Window_Base

#---------------------------------------------------------------------------------
  def initialize
    super(0, 0, 182,55)
    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, "1")
  end
#---------------------------------------------------------------------------------

end
#===================================================
# - CLASS Window1 Ends
#===================================================
# -- For [FIRE] --
# Info:
# Fire is a damage over time effect. It can be changed to mean other things, but
# as it is, it synthesizes a situation where extreme heat is taking its toll on
# the party's bodies. This causes the skin and such to bubble and burst, harming
# the members of the party. Fire resistant armor will defend against this.
#
# Option can be set to direct or percentage.
# - Direct will decrease the amount of HP by the value in Damage
# - Percentage will decrease the HP by the percentage in damage.
# Lethal will decide whether or not the damage can kill.
# - true will make it able to kill
# - false will make sure the HP is set to 1 rather than kill
# Damage can be set to a value that corresponds with Direct
# Protection can be set to the element ID of Fire.
#
# Definables::

$fire_option = "none" # Set to either "direct" or "percentage".
$fire_lethal = true # Set to true if you want it to be able to kill and false if not.
$fire_damage = 10 # Set to the value of damage.
$fire_protection = 0 # Set to the element ID of Fire.

# ::End

# -- For [CURE] --
# Info:
# Sometimes the Gods intervene and create a holy place where one has his wounds
# tended to by invisible angels. Over time, one can recover all his strength.
#
# Definables::

$cure_option = "direct" # Set to either "direct" or "percentage"
$cure_heal = 10 # Set to the value of healing
$cure_states = true # Set to true if you want cure domains to recover status effects including death.

# ::End

# -- For [POISON] --
# Info:
# Toxic gases can inflict a bad state of being through a variety of means. One
# such method is being through inhaling the toxic gas. This synthesizes this
# situation by checking a certain range around the player for tiles with an ID,
# these tiles representing tiles where toxic gases would be emitted from.
# In a situation where one is pretty distant from the source, the chance of
# being afflicted with a bad state of being is minimal however when one is close
# to the source, or close to many sources, the chances are much greater.
#
# Definables::

$poison_range = 2 # Set to the amount of squares from which one can inhale toxins.
$poison_tileID = 1 # Set to the Terrain Tag ID of toxic sources.
$poison_id = 3 # Set to the ID of Poison in the Status tab of the database.
$poison_chance = 5 # Set this to the percentage chance of inflicting..

# Note about Chance, make it lower if the range is higher.
# ::End

# -- For [COLD] --
# Info:
# Cold is a slowing effect. When matter becomes cold, the molecules slow down.
# This causes a lapse in reaction time and speed.
#
# Protection can be set to the element ID of Ice/Cold.
#
# Definables::

$cold_protection = 2 # Set to the element ID of Ice/Cold.

# ::End

class Scene_Map
attr_accessor :domain_window
attr_accessor :chance
alias domeff_s_map_main main
alias domeff_s_map_update update
def main
   @domain_window = Window_Domain.new
   @map_counter = 0
   @chance = 0
   domeff_s_map_main
   @domain_window.dispose
end
def update
   domeff_s_map_update
   if @domain_window.visible
     @domain_window.update
   end
   @domain_window.visible = $window_show
   map_type = $game_map.get_info.upcase
   case map_type
   when "FIRE"
     if @map_counter > 20
       @map_counter = 0
       $game_screen.start_flash(Color.new(0,0,0,0), 10)
       for i in 0...$game_party.actors.size
         actor = $game_party.actors[i]
         # Shield Protection
         armor = $data_armors[actor.armor1_id]
         if armor != nil
           next if armor.guard_element_set.include?($fire_protection)
         end
         # Head Protection
         armor = $data_armors[actor.armor2_id]
         if armor != nil
           next if armor.guard_element_set.include?($fire_protection)
         end
         # Armor Protection
         armor = $data_armors[actor.armor3_id]
         if armor != nil
           next if armor.guard_element_set.include?($fire_protection)
         end
         # Accessory Protection
         armor = $data_armors[actor.armor4_id]
         if armor != nil
           next if armor.guard_element_set.include?($fire_protection)
         end
         if $fire_option.upcase == "DIRECT"
           if $fire_lethal == true
             next if actor.hp == 0
             actor.hp -= $fire_damage
             if actor.hp == 0
               $game_system.se_play($data_system.actor_collapse_se)
               $game_temp.gameover = $game_party.all_dead?
             end
           else
             if (actor.hp - $fire_damage) <= 0
               actor.hp = 1
             end
           end
         elsif $fire_option.upcase == "PERCENTAGE"
           if $fire_lethal == true
             next if actor.hp == 0
             actor.hp -= (actor.maxhp / $fire_damage).floor
             if actor.hp == 0
               $game_system.se_play($data_system.actor_collapse_se)
               $game_temp.gameover = $game_party.all_dead?
             end
           else
             if (actor.hp -= (actor.maxhp / $fire_damage).floor) <= 0
               actor.hp = 1
             end
           end
         end
       end
       $game_map.need_refresh
       $game_player.refresh
     else
       @map_counter += 1
     end
   when "CURE"
     if @map_counter > 20
       @map_counter = 0
       $game_screen.start_flash(Color.new(0,0,0,0), 5)
       for i in 0...$game_party.actors.size
         actor = $game_party.actors[i]
         if $cure_option.upcase == "DIRECT"
           actor.hp += $cure_heal
         elsif $cure_option.upcase == "PERCENTAGE"
           actor.hp += (actor.maxhp / $cure_heal).floor
         end
         if $cure_states
           for k in actor.states.clone
             actor.remove_state(k)
           end
         end
       end
       $game_map.need_refresh
       $game_player.refresh
     else
       @map_counter += 1
     end
when "POISON"
     if @map_counter > 20
       @map_counter = 0
       check_poison
     else
       @map_counter += 1
     end
   end
end
def check_poison
   @chance = 0
   range = $poison_range
   if $game_map.terrain_tag($game_player.x, $game_player.y) == $poison_tileID
     @chance += 0
   end
   for i in 1..range
     if $game_map.terrain_tag($game_player.x + i, $game_player.y) == $poison_tileID
       @chance += $poison_chance * (range + 1 - i)
     end
     if $game_map.terrain_tag($game_player.x - i, $game_player.y) == $poison_tileID
       @chance += $poison_chance * (range + 1 - i)
     end
     if $game_map.terrain_tag($game_player.x, $game_player.y + i) == $poison_tileID
       @chance += $poison_chance * (range + 1 - i)
     end
     if $game_map.terrain_tag($game_player.x, $game_player.y - i) == $poison_tileID
       @chance += $poison_chance * (range + 1 - i)
     end
     if $game_map.terrain_tag($game_player.x + i, $game_player.y + i) == $poison_tileID
       @chance += $poison_chance * (range + 1 - i)
     end
     if $game_map.terrain_tag($game_player.x - i, $game_player.y - i) == $poison_tileID
       @chance += $poison_chance * (range + 1 - i)
     end
     if $game_map.terrain_tag($game_player.x - i, $game_player.y + i) == $poison_tileID
       @chance += $poison_chance * (range + 1 - i)
     end
     if $game_map.terrain_tag($game_player.x + i, $game_player.y - i) == $poison_tileID
       @chance += $poison_chance * (range + 1 - i)
     end
   end
   if @chance > (rand(100) + 1)
     for i in 0..$game_party.actors.size
       if $game_party.actors[i] != nil
         $game_party.actors[i].add_state($poison_id)
       end
     end
   end
end
end
class Game_Character
alias domeff_g_character_initialize initialize
alias domeff_g_character_update update
def initialize
   domeff_g_character_initialize
   @default_speed = 4
   @default_frequency = 6
end
def update
   if self.is_a?(Game_Player)
     @move_speed = @default_speed
     @move_frequency = @default_frequency
     map_type = $game_map.get_info.upcase
     case map_type
     when "COLD"
       for i in 0..$game_party.actors.size
         actor = $game_party.actors[i]
         if actor != nil
           # Shield Protection
           armor = $data_armors[actor.armor1_id]
           if armor != nil
             next if armor.guard_element_set.include?($cold_protection)
           end
           # Head Protection
           armor = $data_armors[actor.armor2_id]
           if armor != nil
             next if armor.guard_element_set.include?($cold_protection)
           end
           # Armor Protection
           armor = $data_armors[actor.armor3_id]
           if armor != nil
             next if armor.guard_element_set.include?($cold_protection)
           end
           # Accessory Protection
           armor = $data_armors[actor.armor4_id]
           if armor != nil
             next if armor.guard_element_set.include?($cold_protection)
           end
         end
       end
     end
   end
   domeff_g_character_update
end
end

Don't forget to put your maps name in these []

Credit to Prexus and Tony
}


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