Sup' guys!
So a while ago, KK20 helped me with a script that allowed the player to see some basic performance info ingame.
Recently i got into RMVX and although i am know some coding, i am still not used to most of the new stuff in RGSS2.
So i was wondering if someone could adapt this RMXP script into RMVX (Mostly because i want to learn how would you guys do it).
I just need the "Game Stats" screen, and not the "Special Abilities" stuff, so it should be quite simple.
Thanks in advance!
So a while ago, KK20 helped me with a script that allowed the player to see some basic performance info ingame.
Recently i got into RMVX and although i am know some coding, i am still not used to most of the new stuff in RGSS2.
So i was wondering if someone could adapt this RMXP script into RMVX (Mostly because i want to learn how would you guys do it).
I just need the "Game Stats" screen, and not the "Special Abilities" stuff, so it should be quite simple.
=begin
/////////////////////////////////////////////////////////////////////////////
Special Abilities and Stats Scenes May 2, 2013
By KK20
/////////////////////////////////////////////////////////////////////////////
[ Instructions ]
Configure the script below. Make your special abilities in the Skill tab of the
database. The script only requires that the skill have a name, icon, and
description--all other values do not matter.
To process an event after using a special ability, use the script call:
used_ability(id)
where 'id' is the ID of the skill in the database. It works much in the same
way as G_G's Key Items script.
To add/remove special abilities to the party:
$game_party.add_ability(id)
$game_party.remove_ability(id)
To call upon the 'Jobs' scene, use
$scene = Scene_SpecialAbilities.new
To call upon the 'Statistics' scene, use
$scene = Scene_Statistics.new
You will have to manually add these lines to your Scene_Menu class if you wish
to access them in the game menu.
=end
#=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# C O N F I G U R A T I O N
#=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Input key to bring up the Special Abilities window on map
USE_SPECIAL_ABILITY_KEY = Input::X
# Return index to Menu screen when exiting 'Jobs'
JOBS_MENU_INDEX = 2
# Return index to Menu screen when exiting 'Statistics'
STATS_MENU_INDEX = 3
# The names of the five traits drawn in the 'Statistics' window. The names
# should be the same as the graphic files located in the \Pictures folder.
FIVE_MASTERIES = ['Alignment','Discretion','Conjuration','Alteration','Inquisition']
# Input the variables used to store the player's mastery levels.
# Please put them in quotes to prevent startup errors
MASTERY_VAR = ['$game_party.alignment','$game_party.discretion','$game_party.conjuration','$game_party.alteration','$game_party.inquisition']
STAT_RECORDS = [
# Used in 'Statistics'. Draws the player's records.
# Configure setup:
# [Description of record, Variable called to display, (optional) Total Number]
# If 'Total Number' is specified, draws a '/' in between the two values.
# If 'Total Number' is a decimal value, the game will create a percentage.
# If using game variables, please put them in quotes to prevent startup errors.
['Enemies defeated:', "$game_party.actors.size"],
['Bosses killed:', '$game_variables[20]'],
['Total party deaths:', '$game_party.death_count'],
['Quests completed:', '$game_party.completed_quests', 200],
['Number of saves:', '$game_system.save_count'],
['Percent complete:', '$game_system.percent_complete', 100.0]
#=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# E N D O F C O N F I G U R A T I O N
#=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
]
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# Creates a special abilities array and defines methods for adding/removing
#==============================================================================
class Game_Party
attr_reader :special_abilities
alias init_special_abilities initialize
def initialize
@special_abilities = []
init_special_abilities
end
def add_ability(id)
@special_abilities.push(id) unless @special_abilities.include?(id)
end
def remove_ability(id)
@special_abilities.delete(id)
end
end
#==============================================================================
# Interpreter (Edit)
#------------------------------------------------------------------------------
# Added the method "used_ability(id)"
#==============================================================================
class Interpreter
def used_ability(id)
flag = id == $game_temp.ability_id
$game_temp.ability_id = 0
return flag
end
end
#==============================================================================
# Scene_Map (Edit)
#------------------------------------------------------------------------------
# Modified to add Window_SpecialAbility_Map
#==============================================================================
class Scene_Map
#----------------------------------------------------------------------------
# Initializes Map
#----------------------------------------------------------------------------
alias create_special_abilities_win main
def main
@spcabl_window = Window_SpecialAbility_Map.new
create_special_abilities_win
@spcabl_window.dispose
end
#----------------------------------------------------------------------------
# Updates Map
#----------------------------------------------------------------------------
alias update_special_abilities_win update
def update
@spcabl_window.update
update_special_abilities_win
end
end
#==============================================================================
# Game_Temp
#------------------------------------------------------------------------------
# Added @ability_id to keep track of used special ability
#==============================================================================
class Game_Temp
attr_accessor :ability_id
end
#==============================================================================
# Window_SpecialAbility_Map
#------------------------------------------------------------------------------
# On map window to display "special abilities" that can be used with events
#==============================================================================
class Window_SpecialAbility_Map < Window_Selectable
#----------------------------------------------------------------------------
# Creates Window
#----------------------------------------------------------------------------
def initialize
super(220, 304, 200, 160)
@column_max = 1
self.back_opacity = 160
self.active = false
self.visible = false
refresh
@menu_disabled = $game_system.menu_disabled
end
#----------------------------------------------------------------------------
# Updates Window
#----------------------------------------------------------------------------
def update
super
$game_system.menu_disabled = @menu_disabled
if Input.trigger?(Input::C) && self.active
$game_system.se_play($data_system.decision_se)
self.active = false
self.visible = false
$game_temp.ability_id = selected_item.id
$game_temp.message_window_showing = false
return
elsif Input.trigger?(USE_SPECIAL_ABILITY_KEY) &&
!$game_temp.message_window_showing &&
!$game_system.map_interpreter.running?
$game_system.se_play($data_system.decision_se)
refresh
self.index = 0
self.active = true
self.visible = true
$game_temp.message_window_showing = true
return
elsif Input.trigger?(Input::B) && self.active
$game_system.se_play($data_system.cancel_se)
self.active = false
self.visible = false
$game_temp.message_window_showing = false
@menu_disabled = $game_system.menu_disabled
$game_system.menu_disabled = true
end
end
#----------------------------------------------------------------------------
# Refreshes Window
#----------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@items = []
$game_party.special_abilities.each{|ability|
@items.push($data_skills[ability])
}
@item_max = @items.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#----------------------------------------------------------------------------
# Draws Item
#----------------------------------------------------------------------------
def draw_item(index)
skill = @items[index]
x = 4
y = index * 32
rect = Rect.new(x, y, self.width, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(x + 28, y, 200, 32, skill.name, 0)
end
#----------------------------------------------------------------------------
# Returns Selected Item
#----------------------------------------------------------------------------
def selected_item
return @items[self.index]
end
end
#==============================================================================
# ** Window_SpecialAbility_Menu
#------------------------------------------------------------------------------
# This window displays party's special abilities
#==============================================================================
class Window_SpecialAbility_Menu < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize
super(0, 64, 640, 416)
@column_max = 2
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Acquiring Skill
#--------------------------------------------------------------------------
def skill
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
$game_party.special_abilities.each{|ability|
@data.push($data_skills[ability])
}
# If item count is not 0, make a bit map and draw all items
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
end
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
#==============================================================================
# ** Scene_SpecialAbilities
#------------------------------------------------------------------------------
# This class processes the special abilities scene
#==============================================================================
class Scene_SpecialAbilities
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make help window, status window, and skill window
@help_window = Window_Help.new
@skill_window = Window_SpecialAbility_Menu.new
# Associate help window
@skill_window.help_window = @help_window
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@help_window.dispose
@skill_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@help_window.update
@skill_window.update
# call update_skill
update_skill
end
#--------------------------------------------------------------------------
# * Frame Update (if skill window is active)
#--------------------------------------------------------------------------
def update_skill
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(JOBS_MENU_INDEX)
return
end
end
end
#==============================================================================
# ** Window_Statistics
#------------------------------------------------------------------------------
# This window displays party's accomplishments and traits
#==============================================================================
class Window_Statistics < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# Draw title
self.contents.font.size = 50
self.contents.draw_text(0,0,640,60,"Game Stats",1)
# Draw accomplishments/statistics
self.contents.font.size = 18
index = 0
x,y = 0,40
STAT_RECORDS.each{|data|
record = data[0]
value = data[1].is_a?(String) ? eval(data[1]) : data[1]
total = data[2].is_a?(String) ? eval(data[2]) : data[2]
# If display percentage
value /= total if total != nil and total.is_a?(Float)
string = record + ' ' + value.to_s
string += '%' if total.is_a?(Float)
string += ' / ' + total.to_s if total.is_a?(Integer)
a = index % 2 == 0 ? 0 : 2
self.contents.draw_text(x + 320*(index%2),y + 24*(index/2),320-32,32,string,a)
index += 1
}
# Draw Alignment
self.contents.font.size = 28
img = RPG::Cache.picture(FIVE_MASTERIES[0])
self.contents.blt(170,30+40,img,Rect.new(0,0,img.width,img.height))
self.contents.draw_text(245, 160+40, 150, 40, FIVE_MASTERIES[0], 1)
c1,c2,c3= Color.new(255,55,0),Color.new(185,25,0),Color.new(0, 0, 0)
rate = (eval(MASTERY_VAR[0]) / 100.0).abs
self.contents.gradient_bar(220, 185+40, 200, c1, c2, c3, rate)
case eval(MASTERY_VAR[0]) <=> 0
when -1 then str = 'Evil'
when 0 then str = 'Neutral'
when 1 then str = 'Good'
end
self.contents.draw_text(220,265,200,40,str, 1)
self.contents.draw_text(220,295,200,40,'Lv. ' + eval(MASTERY_VAR[0]).to_s, 1)
# Draw the 4 mastery symbols
x = 4
y = 300 #260
FIVE_MASTERIES.each{|trait|
# Skip the first mastery (which should be alignment)
next if FIVE_MASTERIES.index(trait) == 0
self.contents.font.size = 18
img = RPG::Cache.picture(trait)
dest_rect = Rect.new(x,y,img.width/2,img.height/2)
self.contents.stretch_blt(dest_rect,img,Rect.new(0,0,img.width,img.height))
self.contents.draw_text(x+25, y+110, 100, 32, trait, 1)
# Determine gradient bar colors
case x/150
when 0 # Discretion
c1 = Color.new(0, 240, 0)
c2 = Color.new(0, 70, 0)
when 1 # Conjuration
c1 = Color.new(0, 240, 0)
c2 = Color.new(0, 70, 0)
when 2 # Alteration
c1 = Color.new(0, 240, 0)
c2 = Color.new(0, 70, 0)
when 3 # Inquisition
c1 = Color.new(0, 240, 0)
c2 = Color.new(0, 70, 0)
end
rate = (eval(MASTERY_VAR[x/150+1]) / 100.0)
self.contents.gradient_bar(x+25, y+78, 100, c1, c2, c3, rate)
self.contents.font.size = 22
self.contents.draw_text(x+25,y+88,100,28,eval(MASTERY_VAR[x/150+1]).to_s,1)
x += 150
}
end
end
#==============================================================================
# ** Scene_Statistics
#------------------------------------------------------------------------------
# This class performs statistics processing.
#==============================================================================
class Scene_Statistics
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make statistics window
@status_window = Window_Statistics.new
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@status_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(STATS_MENU_INDEX)
return
end
end
end
Thanks in advance!