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Author: Dark Dragon Verion: 1.0
Download IntroductionThis script allows you to equip your party with scrolls before entering a battle, which allows them to use certain skills. This will make a player think of a strategy before entring a battle and then applying it in the battle ground..
Features- A nicely designed Scene to handle the scrolls..
- You can edit the scroll easily through the "items" slot and a ready made template for you to use on RGSS..
- Additional "Switch trigger" function that will help you include the presence of scrolls in certain events..
Edits:
#========================================================================= ===== # Blizzards "slice_text" add-on to the Window_Base class.. #============================================================================== class Window_Base def slice_text(text, width) result, last_word, current_text = [], 0, '' (0..text.size).each {|i| if text[i, 1] == ' ' || i == text.size word = text[last_word, i-last_word] if self.contents.text_size("#{current_text} #{word}").width > width result.push(current_text) current_text = word else current_text += (current_text == '' ? word : " #{word}") end last_word = i+1 end} result.push("#{current_text} #{text[last_word, text.size-last_word]}") return result end end #============================================================================== # Set extra attributes that the system will need later.. #============================================================================== # Set the extra attribute to relate items to scrolls.. module RPG class Item < UsableItem attr_accessor :scroll end end # Set the extra attributes to manage the party's equipped scrolls.. class Game_Actor < Game_Battler attr_accessor :scroll attr_accessor :scroll2 attr_accessor :scroll3 end #============================================================================== Main_Scroll_Script #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # Magica Scroll System # Version: 1.0 # Type: Custom System # Made by : Dark Dragon #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#============================================================================== #============================================================================== #============================================================================== class Scroll_Scene < Scene_Base #----------------------------------------------------------------------------- # Set classes which will be used later.. #----------------------------------------------------------------------------- def start @window_scroll = Window_Scroll.new @window_charcter = WindowS_Charcter.new @scroll_details = Scroll_Details.new @current_scroll = Window_CurrentScroll.new @current_scroll.active = false @charcter_status = Window_CharcterScrollStatus.new @scroll_array = Scrolls::Scroll_Array.new end #----------------------------------------------------------------------------- #Dispose of the classes whe $scene != self #----------------------------------------------------------------------------- def terminate @window_scroll.dispose @window_charcter.dispose @scroll_details.dispose @current_scroll.dispose @charcter_status.dispose end #----------------------------------------------------------------------------- # Update each class in loops and set the @actor value.. #----------------------------------------------------------------------------- def update @actor = $game_party.members[@window_charcter.index] @window_scroll.update @window_charcter.update @current_scroll.update #----------------------------------------------------------------------------- # Set the details in the Scroll_Details window according to the position of the index #----------------------------------------------------------------------------- if @window_scroll.active @scroll_details.update_details(@window_scroll.item) elsif @current_scroll.active case @current_scroll.index when 0 if @actor.scroll != nil @scroll_details.update_details2(@actor.scroll.item_related) else @scroll_details.update_details2(nil) end when 1 if @actor.scroll2 != nil @scroll_details.update_details2(@actor.scroll2.item_related) else @scroll_details.update_details2(nil) end when 2 if @actor.scroll3 != nil @scroll_details.update_details2(@actor.scroll3.item_related) else @scroll_details.update_details2(nil) end end end @current_scroll.refresh(@actor) @charcter_status.refresh(@actor) #----------------------------------------------------------------------------- # Apply commands when C is pushed according to the active window.. #----------------------------------------------------------------------------- if Input.trigger?(Input::C) if @window_scroll.active @window_scroll.active = false @current_scroll.active = true elsif @current_scroll.active case @current_scroll.index when 0 unless @window_scroll.item == nil @scroll = @scroll_array.data(@window_scroll.item.scroll.id) unless @actor.scroll == nil $game_party.gain_item(@actor.scroll.item_related, 1) end @actor.scroll = @scroll $game_party.consume_item(@window_scroll.item) @window_scroll.refresh @current_scroll.refresh2(@actor) else unless @actor.scroll == nil $game_party.gain_item(@actor.scroll.item_related, 1) @window_scroll.refresh @actor.scroll = nil @current_scroll.refresh2(@actor) end end @current_scroll.active = false @window_scroll.active = true when 1 unless @window_scroll.item == nil @scroll = @scroll_array.data(@window_scroll.item.scroll.id) unless @actor.scroll2 == nil $game_party.gain_item(@actor.scroll2.item_related, 1) end @actor.scroll2 = @scroll $game_party.consume_item(@window_scroll.item) @window_scroll.refresh @current_scroll.refresh2(@actor) else unless @actor.scroll2 == nil $game_party.gain_item(@actor.scroll2.item_related, 1) @window_scroll.refresh @actor.scroll2 = nil @current_scroll.refresh2(@actor) end end @current_scroll.active = false @window_scroll.active = true when 2 unless @window_scroll.item == nil @scroll = @scroll_array.data(@window_scroll.item.scroll.id) unless @actor.scroll3 == nil $game_party.gain_item(@actor.scroll3.item_related, 1) end @actor.scroll3 = @scroll $game_party.consume_item(@window_scroll.item) @window_scroll.refresh @current_scroll.refresh2(@actor) else unless @actor.scroll3 == nil $game_party.gain_item(@actor.scroll3.item_related, 1) @window_scroll.refresh @actor.scroll3 = nil @current_scroll.refresh2(@actor) end end @current_scroll.active = false @window_scroll.active = true end end end #----------------------------------------------------------------------------- # Set the magical skills when aborting..and return to the scroll window if you are not.. #----------------------------------------------------------------------------- if Input.trigger?(Input::B) if @window_scroll.active Magica.new $scene = Scene_Map.new elsif @current_scroll.active @current_scroll.active = false @window_scroll.active = true end end end end
#============================================================================== #============================================================================== #============================================================================== #----------------------------------------------------------------------------- # Set the Scroll Selection Class.. #----------------------------------------------------------------------------- class Window_Scroll < Window_Selectable def initialize super(0,0,250,105) self.contents = Bitmap.new(200,300) self.index = 0 refresh end def refresh self.contents.clear #----------------------------------------------------------------------------- # Push items with the first "Scroll" attribute on into the data array.. #----------------------------------------------------------------------------- y = -1 @data = [] for i in 0 ... $game_party.items.size if $game_party.items[i].is_a?(RPG::Item) and $game_party.items[i].element_set.include?(1) @data.push($game_party.items[i]) y +=1 self.contents.draw_text(35,y*23-2,200,32,$game_party.items[i].name) self.contents.draw_text(190,y*23-2,200,32,$game_party.item_number($game_party.items[i])) draw_icon($game_party.items[i].icon_index, 0, y*23-2) end end @data.push(nil) self.contents.font.color = text_color(6) self.contents.draw_text(5,@data.size*23-24,200,32,"Remove") self.contents.font.color = normal_color @item_max = @data.size end #----------------------------------------------------------------------------- # Return the data array into self.data #----------------------------------------------------------------------------- def item return @data[self.index] end
end
#============================================================================== #============================================================================== #============================================================================== #----------------------------------------------------------------------------- # Set the Details Window.. #----------------------------------------------------------------------------- class Scroll_Details < Window_Base def initialize super(0,250,350,167) end #----------------------------------------------------------------------------- # Fill up the details when @scroll_window.active #----------------------------------------------------------------------------- def update_details(item) unless item == nil self.contents.font.size = 18 if item != @text self.contents.clear self.contents.font.color = text_color(6) self.contents.draw_text(0,0,200,32,item.name) self.contents.font.color = normal_color text = slice_text(item.description, 400) text.each_index {|i| self.contents.draw_text(4, i*32+32, self.width - 35, 32, text[i])} @text = item end
else if item != @text self.contents.clear self.contents.draw_text(4, 0, self.width - 40, 32, "Remove scroll equipped.") @text = item end end end #----------------------------------------------------------------------------- # Fill up the window when @current_scroll.active #----------------------------------------------------------------------------- def update_details2(item) unless item == nil self.contents.font.size = 18 if item != @text self.contents.clear self.contents.font.color = text_color(6) self.contents.draw_text(0,0,200,32,item.name) self.contents.font.color = normal_color text = slice_text(item.description, 400) text.each_index {|i| self.contents.draw_text(4, i*32+32, self.width - 35, 32, text[i])} @text = item end
else if item != @text self.contents.clear self.contents.draw_text(4, 0, self.width - 40, 32, "There is no scroll equipped.") @text = item end end end
end
#============================================================================== #============================================================================== #============================================================================== #----------------------------------------------------------------------------- # Set up the character selection window.. #----------------------------------------------------------------------------- class WindowS_Charcter < Window_Selectable def initialize super(0,105,545,145) for actor in $game_party.members draw_actor_face(actor, actor.index*130+10, 10,96 ) self.contents.font.color = text_color(5) draw_actor_name(actor,actor.index*130 +10, 10) draw_actor_class(actor, actor.index*130+10, 35) draw_actor_level(actor,actor.index*130 +10,60) self.contents.font.color = normal_color draw_actor_state(actor,actor.index*130 +90, 85 ) @column_max = 4 @item_max = $game_party.members.size self.index = 0 end end def update_cursor self.cursor_rect.set(self.index * 130, 0, 120, 120) end end #============================================================================== #============================================================================== #============================================================================== #----------------------------------------------------------------------------- # Set the Current Actor Scroll window.. #----------------------------------------------------------------------------- class Window_CurrentScroll < Window_Selectable def initialize super(250,0,295,105) @item_max = 3 self.index = 0 end #----------------------------------------------------------------------------- # Fill up the window when contents is diffrent.. #----------------------------------------------------------------------------- def refresh(actor) unless actor == nil self.contents.font.size = 18 if actor != @text self.contents.clear self.contents.font.color = text_color(6) self.contents.draw_text(3,0,200,32,"") self.contents.font.color = normal_color if actor.scroll==nil self.contents.draw_text(45,-2,200,32,"No equipped scroll.") end unless actor.scroll==nil draw_icon(actor.scroll.item_related.icon_index, 0, -2) self.contents.draw_text(45,-2,200,32,actor.scroll.name) end
if actor.scroll2==nil self.contents.draw_text(45,21,200,32,"No equipped scroll.") end unless actor.scroll2==nil draw_icon(actor.scroll2.item_related.icon_index, 0, 21) self.contents.draw_text(45,21,200,32,actor.scroll2.name) end if actor.scroll3==nil self.contents.draw_text(45,44,200,32,"No equipped scroll.") end unless actor.scroll3==nil draw_icon(actor.scroll3.item_related.icon_index, 0, 44) self.contents.draw_text(45,44,200,32,actor.scroll3.name) end
@text = actor end end end #----------------------------------------------------------------------------- # Fill up the window when C is pushed.. #----------------------------------------------------------------------------- def refresh2(actor) unless actor == nil self.contents.font.size = 18 self.contents.clear self.contents.font.color = text_color(6) self.contents.draw_text(3,0,200,32,"") self.contents.font.color = normal_color if actor.scroll==nil self.contents.draw_text(45,-2,200,32,"No equipped scroll.") end unless actor.scroll==nil draw_icon(actor.scroll.item_related.icon_index, 0, -2) self.contents.draw_text(45,-2,200,32,actor.scroll.name) end if actor.scroll2==nil self.contents.draw_text(45,21,200,32,"No equipped scroll.") end unless actor.scroll2==nil draw_icon(actor.scroll2.item_related.icon_index, 0, 21) self.contents.draw_text(45,21,200,32,actor.scroll2.name) end if actor.scroll3==nil self.contents.draw_text(45,44,200,32,"No equipped scroll.") end unless actor.scroll3==nil draw_icon(actor.scroll3.item_related.icon_index, 0, 44) self.contents.draw_text(45,44,200,32,actor.scroll3.name) end
@text = actor end end end #============================================================================== #============================================================================== #==============================================================================
class Window_CharcterScrollStatus < Window_Base #----------------------------------------------------------------------------- # Set up the characters window.. #----------------------------------------------------------------------------- def initialize super(350,250,195,167) end #----------------------------------------------------------------------------- # Fill the window with the characters basic statues.. #----------------------------------------------------------------------------- def refresh(actor ) unless actor == nil self.contents.font.size = 18 if actor != @text self.contents.clear x = 0 draw_actor_hp(actor, x, 0) draw_actor_mp(actor, x, 32 ) self.contents.font.size = 15 draw_actor_parameter(actor, x, 60, 0) draw_actor_parameter(actor, x, 60 + 18, 1) draw_actor_parameter(actor, x, 60 + 18*2, 2) draw_actor_parameter(actor, x, 60+18*3, 3) @text = actor end end end end #============================================================================== #============================================================================== #============================================================================== #----------------------------------------------------------------------------- # Set the Scene_Title to set up the scrolls when starting a new game.. #----------------------------------------------------------------------------- class Scene_Title def load_database $data_actors = load_data("Data/Actors.rvdata") $data_classes = load_data("Data/Classes.rvdata") $data_skills = load_data("Data/Skills.rvdata") $data_items = load_data("Data/Items.rvdata") $data_weapons = load_data("Data/Weapons.rvdata") $data_armors = load_data("Data/Armors.rvdata") $data_enemies = load_data("Data/Enemies.rvdata") $data_troops = load_data("Data/Troops.rvdata") $data_states = load_data("Data/States.rvdata") $data_animations = load_data("Data/Animations.rvdata") $data_common_events = load_data("Data/CommonEvents.rvdata") $data_system = load_data("Data/System.rvdata") $data_areas = load_data("Data/Areas.rvdata") Set_Item_Scrolls.new end end Magica_Handling #============================================================================== # ■ Magica #------------------------------------------------------------------------------ # Right, now here is where you can set each scroll's effects. Wether it was it was adding magical # skills, corresponding with other events, it doesn't matter ! # I made the basic commands which are setting a new skill, # # How to use : # # - Add the effects you want using the already setted methods under "def initialize" : # (set_magica or switch_trigger) # the arguments are as follows : # set_magica(scroll_id,skill_id) # set_switch(scroll_id, switch, character) # #==============================================================================
class Magica def initialize #Add the scroll related skills below this line end #This is the method you'll be using for setting magic. def set_magica(scroll_id,skill_id) for i in 0...$game_party.members.size @actor = $game_party.members[i] if @actor.scroll.id == $data_items[scroll_id].scroll.id or @actor.scroll2.id == $data_items[scroll_id].scroll.id or @actor.scroll3.id == $data_items[scroll_id].scroll.id @actor.learn_skill(skill_id) else @actor.forget_skill(skill_id) end end end #This is the method you'll be using for triggering a switch def switch_trigger(scroll_id, switch, character) if $game_party.members[character-1].scroll.id == $data_items[scroll_id].scroll.id or $game_party.members[character-1].scroll2.id == $data_items[scroll_id].scroll.id or $game_party.members[character-1].scroll3.id == $data_items[scroll_id].scroll.id $game_switches[switch] = true else $game_switches[switch] = false end end end Scroll_setting_Up module Scrolls class Scroll_Array def initialize # Don't forget to add the scroll's class name in this array, and don't forget the ".new" @scroll_array = [Fire_Scroll.new, Water_Scroll.new,Blaze_Scroll.new,Ice_Scroll.new] end def data(id) for i in 0...@scroll_array.size if @scroll_array[i].id == id return @scroll_array[i] end end end end #===================================================================== #===================================================================== #===================================================================== #How to set Scrolls : # 1 - Use the template below and follow the instructions # 2 - Add the <class name> with a ".new" sticked to the end of it in the Array above.. # 3 - Add a line in the "Set_Item_Scrolls" class below using this syntax : # $data_items[item_id].scroll = Scrolls::<class name>.new # item_id : The id of the item related to the scroll # <class name> : The name of the class of the scroll, again, don't forget the ".new" #4 - All the items related to scrolls must have the first attribute -name it "Scroll"- setted on.. # If you still have problems with functioning the script please revise the templates in the # demonstration game, if you still experince problems, you can PM in the RRR forums # or through msn live messanger through my e-mail :
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#===================================================================== #=====================================================================
=begin
class <class name> #This can be anything but it should start with a capital letter def initialize end def id return <id> #This is the ID of the item you want the scroll to be related to.. end def item_related return $data_items[id] end def name return <name> #The name of the scroll, you should name it like #the item the scroll is related to although you can change it # don't forget to put BETWEEN 2 QOUTE MARKZ end end =end #===================================================================== #=====================================================================
end class Set_Item_Scrolls def initialize #Set the items related to the scrolls here $data_items[1].scroll = Scrolls::Water_Scroll.new $data_items[2].scroll = Scrolls::Fire_Scroll.new $data_items[5].scroll = Scrolls::Blaze_Scroll.new $data_items[6].scroll = Scrolls::Ice_Scroll.new end end Instructions
Add the first scroll above main and add th other two below it. Follow the instructions in the script. And dont forget to set the Scroll Related items to the first attribute, and you preferably should name it "Scroll".. Credits and Thanks
- Blizzard - For his slice_text add-on to the Window_Base Class
- Zeriab for his.... tipz >_>
Author's NotesIf you experience any problems regarding the script please try the demonstration first, if you STILL have problems feel free to PM or contact me through MSN live messenger ... my e-mail
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