over the weekend i've been working on trying to get Dubealex's Map Stats R1 script to work with Blizz-ABS
this is Dubealex's script
so far i'm almost there however i'm having trouble trying to get rid of the entire HUD, so far, the cloests i have been able to get to removing it is a comment event with it's trigger set to Parallel doing this
what this code does is it utrns off every part of the hud, turn off my Environment DNS, wait a frame then erase the 2 pictures that show the time of day (if i don't wait for that frame, there's a chnace that the DNS will update and change the images just as the images are erased since it constenly uses the Add Picture command, now this works only to a certian point as the ABS Hud is removed sometimes, othertimes it's not and because i wait that frame, the images don't get erased until after i exit the map stats, and i've tried adding a $scene = Scene_Map_Stats.new like the one that's used in the script however it says there's no interperter, or something like that.
what i'm asking is help on this, can someone point out where in the Map Stats script i could add at least the Call Scripts i have above to make the Blizz-ABS Hud go away or could someone create a script plug-in that will remove the Blizz-ABs Hud before Scene_Map_Stats shows up
NOTE: if your thinking about making the script plug-in, tell me first cause there's another script that you need to run the above one
NOTE: don't worry about the Control Switches: [0002..0005] = OFF and the stuff bellow that, i have a theory on how to do those in a script however if the HUD Comes first
this is Dubealex's script
#===============================================================================
# ■ Map Stats and Info System (MSS) - R1 - Created by Dubealex
# Last updated: October 29, 2007
#
# ● This script REQUIERES the Keyboard V4 script from CyberSam
# ● This script uses a class "Draw Circle" coded by Deke.
# ● You need to add the color code for black in Windows_Base (read manual)
# ● def main in Scene_Map is used within this script, keep that in mind
#
#===============================================================================
# For more infos and update, visit:
# www.creationasylum.net
#
# ● Release 1 - October 29, 2007:
# - Initial release of the script
#
#===============================================================================
#===============================================================================
# ▼ CLASS Map_Stats Begins
# This class defines all stats for all the maps in the game
# This is also here that you define all the config settings for the script
#===============================================================================
class Map_Stats
def initialize
$map_stats=[]
$mss_settings=[]
=begin -------------------------------------------------------------------------
■ MAP STATS MAIN SETTINGS:
-------------------------------------------------------------------------
It is here that you defines all the stuff for each map.
The first set of configuration you can edit are all the $mss_settings
lines. Just read the comments to the right of each line to know what
each line is for.
Here's the order of the stats and settings you have to write for each
map that will have stats compiled:
$map_stats[MAP_ID] = Set_Map_Stats.new(1, 2, 3, 4, 5, 6, etc)
(MAP_ID) You write the map ID of the map you set the stats for
(01) Total treasures to find
(02) Total EX (secrets/extras) to find
(03) Total puzzles to solve
(04) Total monsters/enemies to kill
(05) Connections leading to another section or map
(06) Number of peoples (NPC and such) to see or talk to
(07) Is the map image currently available to see:
0=No map ever available / 1=Map available / 2=Map not yet available
(08) Map image file, specified as the filename stored in the
pictures folder. Must be in quotation marks. Include the extention.
(09) Width of the map image file
(10) Height of the map image file
(11) Map Story available, as a TRUE or FALSE value
(12) Map Story filename, your text should be in a raw text file (.TXT)
and must be in a sub-folder named Text. Must be in quotation marks.
You must specify the extention as such: "story.txt"
Read the instruction manual for more information.
the number between brackets in $map_stats[x] refer to the Map ID.
So if you want to set stats for your map ID# 5, you will add a line
like so: $map_stats[5] = Set_Map_Stats.new(10, 10, 10, 10, etc)
=end #--------------------------------------------------------------------------
$mss_settings[0] = 6 #Switch ID to toggle access to stats
$mss_settings[1] = "mss_map.png" #Map logo to show in top-left of scene
$mss_settings[2] = "Tahoma" #Font name for the map indicator
$mss_settings[3] = 30 #Font size for the map indicator
$mss_settings[4] = 6 #Font color for the map indicator
$mss_settings[5] = "Tahoma" #Percentage Font name, in quotes
$mss_settings[6] = 24 #Percentage Font size, default is 24
$mss_settings[7] = "black" #Percentage Font color
$mss_settings[8] = "Tahoma" #Font name for the stats title list
$mss_settings[9] = 24 #Font size for the stats title list
$mss_settings[10]= 3 #Font color for the stats title list
$mss_settings[11]= "Tahoma" #Font name for the stats themselves
$mss_settings[12]= 24 #Font size for the stats themselves
$mss_settings[13]= 0 #Font color for the stats themselves
$mss_settings[14]= "Tahoma" #Font name for the map name
$mss_settings[15]= 24 #Font size for the map name
$mss_settings[16]= 0 #Font color for the map name
$mss_settings[17]= Color.new(255, 255, 0, 255) #Line color
$mss_settings[18]= Color.new(255, 255, 0, 255) #Circle for % color
$mss_settings[19]= 180 # Opacity of background window
$mss_settings[20]= true # Use default windowskin for bg window
$mss_settings[21]= "no_border.png" # Windowskin to use if not default
$mss_settings[22]= 7 # Color for un-available stats
$mss_settings[23]= "Treasures" # Word to use for treasures
$mss_settings[24]= "Ex" # Word to use for Secret/Extras
$mss_settings[25]= "Puzzles" # Word to use for puzzles/riddles
$mss_settings[26]= "Monsters" # Word to use for monsters/ennemies
$mss_settings[27]= "Connections" # Word to use for connections/links
$mss_settings[28]= "People" # Word to use for people/npc
$mss_settings[29]= "Map" # Word to use for map
$mss_settings[30]= "Tahoma" # Font name for the tooltip
$mss_settings[31]= 15 # Font size for the tooltip
$mss_settings[32]= 0 # Font color for the tooltip
$mss_settings[33]= "Area Map" # Word for Area Map, current map
$mss_settings[34]= "Map Available" # Word for Map is available
$mss_settings[35]= "Map not found" # Word for Map isnt found yet
$mss_settings[36]= "No map exist" # Word for No map exist for this area
$mss_settings[37]= "Tahoma" # Font name for the map story text
$mss_settings[38]= 19 # Font size for the map story text
$mss_settings[39]= 0 # Font color for the default story text
#List of stats for each map below:
$map_stats[4] = Set_Map_Stats.new(1, 1, 1, 1, 1, 1, 0, "", 0, 0, false, "")
#--- ■ END OF SETTINGS----------------------------------------------------------
end
def [](mapID)
$map_stats[mapID]
end
end
#===============================================================================
# ▲ CLASS Map_Stats Ends
#===============================================================================
#===============================================================================
# ▼ CLASS Set_Map_Stats Begins
# Here we create the objective array with info, and manage different commands
#===============================================================================
class Set_Map_Stats
attr_accessor :max_treasures
attr_accessor :treasures
attr_accessor :max_ex
attr_accessor :ex
attr_accessor :max_puzzles
attr_accessor :puzzles
attr_accessor :max_monsters
attr_accessor :monsters
attr_accessor :max_connections
attr_accessor :connections
attr_accessor :max_people
attr_accessor :people
attr_accessor :map_access
attr_accessor :map_file
attr_accessor :map_x
attr_accessor :map_y
attr_accessor :story_access
attr_accessor :story_file
#-------------------------------------------------------------------------------
def initialize(max_treasures, max_ex, max_puzzles, max_monsters, max_connections, max_people, map_access, map_file, map_x, map_y, story_access, story_file)
@max_treasures=max_treasures
@treasures=treasures=0
@max_ex= max_ex
@ex= ex=0
@max_puzzles= max_puzzles
@puzzles= puzzles=0
@total= total = 0
@max_monsters=max_monsters
@monsters=monsters=0
@max_connections=max_connections
@connections=connections=0
@max_people=max_people
@people=people=0
@map_access=map_access
@map_file=map_file
@map_x=map_x
@map_y=map_y
@story_access=story_access
@story_file=story_file
end
#-------------------------------------------------------------------------------
def total
stats=$map_stats[$game_map.map_id]
progress=stats.treasures + stats.puzzles + stats.ex + stats.monsters + stats.connections + stats.people
max=stats.max_treasures + stats.max_puzzles + stats.max_ex + stats.max_monsters + stats.max_connections + stats.max_people
if max == 0
total = max
return total
else
total=(progress*100)/max
return total
end
end
#-------------------------------------------------------------------------------
def percent
return total.to_s + "%"
end
#-------------------------------------------------------------------------------
def treasures_left
stats=$map_stats[$game_map.map_id]
progress=stats.max_treasures - stats.treasures
return progress
end
#-------------------------------------------------------------------------------
def puzzles_left
stats=$map_stats[$game_map.map_id]
progress=stats.max_puzzles - stats.puzzles
return progress
end
#-------------------------------------------------------------------------------
def monsters_left
stats=$map_stats[$game_map.map_id]
progress=stats.max_monsters - stats.monsters
return progress
end
#-------------------------------------------------------------------------------
def ex_left
stats=$map_stats[$game_map.map_id]
progress=stats.max_ex - stats.ex
return progress
end
#-------------------------------------------------------------------------------
def links_left
stats=$map_stats[$game_map.map_id]
progress=stats.max_connections - stats.connections
return progress
end
#-------------------------------------------------------------------------------
def people_left
stats=$map_stats[$game_map.map_id]
progress=stats.max_people - stats.people
return progress
end
#-------------------------------------------------------------------------------
def map_id
id=$game_map.map_id
return id
end
#-------------------------------------------------------------------------------
def security_check
stats=$map_stats[$game_map.map_id]
max=stats.max_treasures + stats.max_puzzles + stats.max_ex + stats.max_monsters
if max == 0
check = false
else
check = true
end
return check
end
end
#===============================================================================
# ▲ CLASS Set_Map_Stats Ends
#===============================================================================
#===============================================================================
# ▼ CLASS Scene_Map_Stats Begins
# This scene is used to show the main map stats
#===============================================================================
class Scene_Map_Stats
def main
pass=0
map = $map_stats[$game_map.map_id]
@show_map = false
@window_stats= Window_Stats.new
@window_stats.back_opacity=$mss_settings[19]
@window_percent= Window_Percent.new
@window_percent.z=150
@window_percent.back_opacity=0
if map.story_access
@window_story = Window_Story.new(map.story_file)
end
@window_tooltip = Window_Tooltip.new
@window_tooltip.z=450
@window_tooltip.back_opacity=255
@circle=Circle.new
@circle.x =605
@circle.y = 48
@circle.radius = 0
@circle.intervals= 500
@circle.color=$mss_settings[18]
@circle.width=30
@circle.z=100
@map_image = Sprite.new
@map_image.bitmap = RPG::Cache.picture($mss_settings[1])
@map_image.x = 0
@map_image.y = 10
@map_image.z = 100
@map_image.opacity = 0
@map_show_bg = Sprite.new
@map_show_bg.bitmap = RPG::Cache.picture("grey_bg.png")
@map_show_bg.x = 0
@map_show_bg.y = 0
@map_show_bg.z = 400
@map_show_bg.opacity = 0
@current_map = Sprite.new
if map.map_access >= 1
@current_map.bitmap = RPG::Cache.picture(map.map_file)
@current_map.x = (640 - map.map_x) - 5
@current_map.y = (480 - map.map_y) - 5
@current_map.z = 500
@current_map.opacity = 0
end
Graphics.transition
loop do
$game_system.minimap = 0
$game_system.hotkeys = false
$game_system.hud = false
Graphics.update
Input.update
update
if pass == 0
@circle.draw
@map_image.opacity = 255
pass=1
end
if $scene != self
break
end
end
Graphics.freeze
@window_percent.dispose
@map_image.dispose
@circle.dispose
@window_tooltip.dispose
@current_map.dispose
@map_show_bg.dispose
@window_stats.dispose
if map.story_access
@window_story.dispose
end
end
#-------------------------------------------------------------------------------
def update
@window_stats.update
map = $map_stats[$game_map.map_id]
#Show MAP MODE toggle with SPACEBAR/ENTER
if @show_map == false
if map.map_access == 1
if Input.trigger?(Input::C) #Activate show map mode
$game_system.se_play($data_system.decision_se)
@show_map = true
@current_map.opacity = 255
@map_show_bg.opacity = 150
end
elsif map.map_access == 0 or map.map_access == 2 #No map available
if Input.trigger?(Input::C)
$game_system.se_play($data_system.buzzer_se)
end
end
else
if Input.trigger?(Input::C) #Disable show map mode
$game_system.se_play($data_system.cancel_se)
@current_map.opacity = 0
@map_show_bg.opacity = 0
@show_map = false
end
if Input.repeat?(Input::RIGHT) #Move map right
@current_map.x +=10
end
if Input.repeat?(Input::LEFT) #Move map left
@current_map.x -=10
end
if Input.repeat?(Input::UP) #Move map up
@current_map.y -=10
end
if Input.repeat?(Input::DOWN) #Move map down
@current_map.y +=10
end
end
#EXIT mode if TAB / ESC is pressed
if Kboard.keyboard($R_Key_TAB) or Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
if $scene2 != nil
$scene = $scene2
else
@show_map = false
$scene = Scene_Map.new
end
$game_system.minimap = 1
$game_system.hotkeys = true
$game_system.hud = true
return
end
end
end
#===============================================================================
# ▲ CLASS Scene_Map_Stats Ends
#===============================================================================
#===============================================================================
# ▼ CLASS Window_Stats Begins
# This is the main map stats windows where the stats are shown
#===============================================================================
class Window_Stats < Window_Base
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
unless $mss_settings[20]
self.windowskin = RPG::Cache.windowskin($mss_settings[21])
end
end
#-------------------------------------------------------------------------------
def update
stats=$map_stats[$game_map.map_id]
self.contents.clear
self.contents.font.name = $mss_settings[2]
self.contents.font.size = $mss_settings[3]
self.contents.font.color = text_color($mss_settings[4])
self.contents.draw_text(45, 0, 640, 32, $mss_settings[29] + ":")
self.contents.font.name = $mss_settings[14]
self.contents.font.size = $mss_settings[15]
self.contents.font.color = text_color($mss_settings[16])
self.contents.draw_text(115, 0, 640, 32, $game_map.name)
#LINE BELOW MAP NAME
color=$mss_settings[17]
self.contents.fill_rect(45, 30, 700, 3, color)
#TREASURES -----------------------------------------------------------------
self.contents.font.name = $mss_settings[8]
self.contents.font.size = $mss_settings[9]
if stats.max_treasures == nil or stats.max_treasures == 0
self.contents.font.color = text_color($mss_settings[22])
else
self.contents.font.color = text_color($mss_settings[10])
end
self.contents.draw_text(10, 70, 640, 32, $mss_settings[23] + ":")
self.contents.font.name = $mss_settings[11]
self.contents.font.size = $mss_settings[12]
if stats.max_treasures == nil or stats.max_treasures == 0
self.contents.font.color = text_color($mss_settings[22])
else
self.contents.font.color = text_color($mss_settings[13])
end
treasures = stats.treasures.to_s + "/" + stats.max_treasures.to_s
self.contents.draw_text(145, 70, 640, 32, treasures)
#PUZZLES -------------------------------------------------------------------
self.contents.font.name = $mss_settings[8]
self.contents.font.size = $mss_settings[9]
if stats.max_puzzles == nil or stats.max_puzzles == 0
self.contents.font.color = text_color($mss_settings[22])
else
self.contents.font.color = text_color($mss_settings[10])
end
self.contents.draw_text(10, 102, 640, 32, $mss_settings[25] + ":")
self.contents.font.name = $mss_settings[11]
self.contents.font.size = $mss_settings[12]
if stats.max_puzzles == nil or stats.max_puzzles == 0
self.contents.font.color = text_color($mss_settings[22])
else
self.contents.font.color = text_color($mss_settings[13])
end
puzzles = stats.puzzles.to_s + "/" + stats.max_puzzles.to_s
self.contents.draw_text(145, 102, 640, 32, puzzles)
#PEOPLE --------------------------------------------------------------------
self.contents.font.name = $mss_settings[8]
self.contents.font.size = $mss_settings[9]
if stats.max_people == nil or stats.max_people == 0
self.contents.font.color = text_color($mss_settings[22])
else
self.contents.font.color = text_color($mss_settings[10])
end
self.contents.draw_text(10, 134, 640, 32, $mss_settings[28] + ":")
self.contents.font.name = $mss_settings[11]
self.contents.font.size = $mss_settings[12]
if stats.max_people == nil or stats.max_people == 0
self.contents.font.color = text_color($mss_settings[22])
else
self.contents.font.color = text_color($mss_settings[13])
end
people = stats.people.to_s + "/" + stats.max_people.to_s
self.contents.draw_text(145, 134, 640, 32, people)
#MONSTERS ------------------------------------------------------------------
self.contents.font.name = $mss_settings[8]
self.contents.font.size = $mss_settings[9]
if stats.max_monsters == nil or stats.max_monsters == 0
self.contents.font.color = text_color($mss_settings[22])
else
self.contents.font.color = text_color($mss_settings[10])
end
self.contents.draw_text(10, 166, 640, 32, $mss_settings[26] + ":")
self.contents.font.name = $mss_settings[11]
self.contents.font.size = $mss_settings[12]
if stats.max_monsters == nil or stats.max_monsters == 0
self.contents.font.color = text_color($mss_settings[22])
else
self.contents.font.color = text_color($mss_settings[13])
end
monsters = stats.monsters.to_s + "/" + stats.max_monsters.to_s
self.contents.draw_text(145, 166, 640, 32, monsters)
#CONNECTIONS ---------------------------------------------------------------
self.contents.font.name = $mss_settings[8]
self.contents.font.size = $mss_settings[9]
if stats.max_connections == nil or stats.max_connections == 0
self.contents.font.color = text_color($mss_settings[22])
else
self.contents.font.color = text_color($mss_settings[10])
end
self.contents.draw_text(10, 198, 640, 32, $mss_settings[27] + ":")
self.contents.font.name = $mss_settings[11]
self.contents.font.size = $mss_settings[12]
if stats.max_connections == nil or stats.max_connections == 0
self.contents.font.color = text_color($mss_settings[22])
else
self.contents.font.color = text_color($mss_settings[13])
end
connections = stats.connections.to_s + "/" + stats.max_connections.to_s
self.contents.draw_text(145, 198, 640, 32, connections)
#EX (Secrets / Extras) -----------------------------------------------------
self.contents.font.name = $mss_settings[8]
self.contents.font.size = $mss_settings[9]
if stats.max_ex == nil or stats.max_ex == 0
self.contents.font.color = text_color($mss_settings[22])
else
self.contents.font.color = text_color($mss_settings[10])
end
self.contents.draw_text(10, 230, 640, 32, $mss_settings[24] + ":")
self.contents.font.name = $mss_settings[11]
self.contents.font.size = $mss_settings[12]
if stats.max_ex == nil or stats.max_ex == 0
self.contents.font.color = text_color($mss_settings[22])
else
self.contents.font.color = text_color($mss_settings[13])
end
ex = stats.ex.to_s + "/" + stats.max_ex.to_s
self.contents.draw_text(145, 230, 640, 32, ex)
#MAP INFO (Available ?)-----------------------------------------------------
self.contents.font.name = $mss_settings[8]
self.contents.font.size = $mss_settings[9]
self.contents.font.color = text_color($mss_settings[10])
self.contents.draw_text(10, 262, 640, 32, $mss_settings[33] + ":")
self.contents.font.name = $mss_settings[11]
self.contents.font.size = $mss_settings[12]
if stats.map_access == nil or stats.map_access == 0
self.contents.font.color = text_color($mss_settings[22])
self.contents.draw_text(145, 262, 640, 32, $mss_settings[36])
elsif stats.map_access == 1
self.contents.font.color = text_color($mss_settings[13])
self.contents.draw_text(145, 262, 640, 32, $mss_settings[34])
elsif stats.map_access == 2
self.contents.font.color = text_color($mss_settings[22])
self.contents.draw_text(145, 262, 640, 32, $mss_settings[35])
end
end
end
#===============================================================================
# ▲ CLASS Window_Stats Ends
#===============================================================================
#===============================================================================
# ▼ CLASS Window_Story Begins
# This window will fetch the map story from a text file and import it into
# the system. This code was taken in my Text Scroll Script.
#===============================================================================
class Window_Story < Window_Base
def initialize (file)
super(350, 15, 350, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("invisible.png")
self.contents.font.name = $mss_settings[37]
self.contents.font.size = $mss_settings[38]
@text=IO.readlines("Text/#{file}")
@text_color=$mss_settings[39]
update
end
#-------------------------------------------------------------------------------
def update
y = 0
for i in 0...@text.size
y += 24
if @text[i].index('/') == 0
@text_color=@text[i].slice! (0..2)
@text_color.slice!(0)
end
if @text[i].index('*') == 0
line_color=@text[i].slice! (0..2)
line_color.slice!(0)
self.contents.font.color = text_color(line_color.to_i)
else
self.contents.font.color = text_color(@text_color.to_i)
end
self.contents.draw_text(0, y, 350, 32, @text[i])
end
end
end
#===============================================================================
# ▲ CLASS Window_Story Ends
#===============================================================================
#===============================================================================
# ▼ CLASS Window_Percent Begins
# This is the window where the completion percentage is written
#===============================================================================
class Window_Percent < Window_Base
def initialize
super(560, 17, 96, 96)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("invisible.png")
self.contents.font.name = $mss_settings[5]
self.contents.font.size = $mss_settings[6]
self.contents.font.color = text_color($mss_settings[7])
stats=$map_stats[$game_map.map_id]
if stats.percent.to_i < 100
self.contents.draw_text(10, 0, 640, 32, stats.percent)
else
self.contents.draw_text(0, 0, 640, 32, stats.percent)
end
end
end
#===============================================================================
# ▲ CLASS Window_Percent Ends
#===============================================================================
#===============================================================================
# ▼ CLASS Window_Tooltip Begins
# This is the window where the tooltip for the map stats scene are written
#===============================================================================
class Window_Tooltip < Window_Base
def initialize
super(0, 350, 640, 132)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin("invisible.png")
self.contents.font.name = $mss_settings[30]
self.contents.font.size = $mss_settings[31]
self.contents.font.color = text_color($mss_settings[32])
self.contents.draw_text(0, 50, 640, 32, "ENTER/SPACE: Show Current Map")
self.contents.draw_text(0, 70, 640, 32, "TAB/ESC: Exit")
self.contents.draw_text(115, 70, 640, 32, "Arrow Keys: Move Map")
end
end
#===============================================================================
# ▲ CLASS Window_Tooltip Ends
#===============================================================================
#===============================================================================
# ▼ CLASS Scene_Title Additional Code Begins
# Here we initialize everything needed to work with map stats at game start
#===============================================================================
class Scene_Title
Map_Stats.new
#Dubealex Addition (from XRXS) to show Map Name on screen
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end
#===============================================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===============================================================================
#===============================================================================
# ▼ CLASS Game_Map Additional Code Begins
# This will add the map information we need in the script
#===============================================================================
class Game_Map
#Dubealex Addition (from XRXS) to show Map Name on screen
def name
$map_infos[@map_id]
end
end
#===============================================================================
# ▲ CLASS Game_Map Additional Code Ends
#===============================================================================
#===============================================================================
# ▼ CLASS Scene_Map Additional Code Begins
# This code will make the stats scene appears above the map scene
# It also manage the key input recognition to open the map stats scene
#===============================================================================
class Scene_Map
def main
@spriteset = Spriteset_Map.new
@message_window = Window_Message.new
Graphics.transition
loop do
#Check for TAB button (Map Stats Button)
if $game_switches[$mss_settings[0]]==true #Access Switch Security Check
if $map_stats[$game_map.map_id] != nil #Making sure that map has stats
if $map_stats[$game_map.map_id].security_check #Making sure stats has values
if Kboard.keyboard($R_Key_TAB) and $scene2 != self
$game_system.se_play($data_system.decision_se)
Graphics.freeze
$scene2 = self
$scene = Scene_Map_Stats.new
while $scene != self and $scene != nil
$scene.main
end #of while
Graphics.transition
end #of keyboard check for TAB
elsif Kboard.keyboard($R_Key_TAB) and $scene2 != self #else security check
$game_system.se_play($data_system.buzzer_se)
end #of game stats security check
elsif Kboard.keyboard($R_Key_TAB) and $scene2 != self #else stats exist
$game_system.se_play($data_system.buzzer_se)
end #of checking if the map has stats
elsif Kboard.keyboard($R_Key_TAB) and $scene2 != self #else switch ON
$game_system.se_play($data_system.buzzer_se)
end #of checking the switch
#End checking for TAB button
Graphics.update
Input.update
update
$scene2 = nil
if $scene != self
break
end
end #of loop
Graphics.freeze
@spriteset.dispose
@message_window.dispose
if $scene.is_a?(Scene_Title)
Graphics.transition
Graphics.freeze
end
end
end
#===============================================================================
# ▲ CLASS Scene_Map Additional Code Ends
#===============================================================================
#===============================================================================
# ▼ CLASS Scene_Save Additional Code Begins
# Here we save map stats info when the game is saved
#===============================================================================
class Scene_Save < Scene_File
alias mapstats_original_write_save_data write_save_data
def write_save_data(file)
mapstats_original_write_save_data(file)
Marshal.dump($map_stats, file)
end
end
#===============================================================================
# ▲ CLASS Scene_Save Additional Code Ends
#===============================================================================
#===============================================================================
# ▼ CLASS Scene_Load Additional Code Begins
# Here we load map stats info when the game is loaded
#===============================================================================
class Scene_Load < Scene_File
alias mapstats_original_read_save_data read_save_data
def read_save_data(file)
mapstats_original_read_save_data(file)
$map_stats = Marshal.load(file)
end
end
#===============================================================================
# ▲ CLASS Scene_Load Additional Code Ends
#===============================================================================
#===============================================================================
# ▼ CLASS Circle Begins
# This class was coded by Deke. It allow us to draw a circle with ease.
#===============================================================================
class Circle
attr_accessor :x
attr_accessor :y
attr_accessor :z
attr_accessor :color
attr_accessor :radius
attr_accessor :width
attr_accessor :intervals
#-------------------------------------------------------------------------------
def initialize(x =0, y=0, radius=10.0, width = 2,color=Color.new(0,0,0,255), intervals=360.0, z = 3000)
@x=x
@y=y
@z=z
@radius=radius
@color=color
@intervals=intervals
@width=width
end
#-------------------------------------------------------------------------------
def draw
@radius += @width
@win=Window_Base.new(@x - @radius - 16, @y - @radius - 16,@radius *2 +32, @radius *2 +32)
@win.contents=Bitmap.new(@win.width-32,@win.height-32)
@win.opacity=0
@win.z = @z
each = 360.0 / @intervals
for j in 0...@width
rad = @radius - j
for i in 0...@intervals
angle = (i * each) / (2.0 * Math::PI)
x_pos = Math.cos(angle) * rad + @radius
y_pos = Math.sin(angle) * rad + @radius
@win.contents.fill_rect(x_pos, y_pos, 1,1, @color)
end
end
end
#-------------------------------------------------------------------------------
def dispose
@win.dispose
end
end
#===============================================================================
# ▲ CLASS Circle Ends
#===============================================================================
so far i'm almost there however i'm having trouble trying to get rid of the entire HUD, so far, the cloests i have been able to get to removing it is a comment event with it's trigger set to Parallel doing this
Condition Branch: Script: Input.trigger?(Input::Key['Tab'])
Script: $game_system.minimap = 0
$game_system.hotkeys = false
$game_system.hud = false
Control Switches: [0002..0005] = OFF
Wait: 1 frame(s)
Erase Picture: 5
Erase Picture: 6
Branch End
what this code does is it utrns off every part of the hud, turn off my Environment DNS, wait a frame then erase the 2 pictures that show the time of day (if i don't wait for that frame, there's a chnace that the DNS will update and change the images just as the images are erased since it constenly uses the Add Picture command, now this works only to a certian point as the ABS Hud is removed sometimes, othertimes it's not and because i wait that frame, the images don't get erased until after i exit the map stats, and i've tried adding a $scene = Scene_Map_Stats.new like the one that's used in the script however it says there's no interperter, or something like that.
what i'm asking is help on this, can someone point out where in the Map Stats script i could add at least the Call Scripts i have above to make the Blizz-ABS Hud go away or could someone create a script plug-in that will remove the Blizz-ABs Hud before Scene_Map_Stats shows up
NOTE: if your thinking about making the script plug-in, tell me first cause there's another script that you need to run the above one
NOTE: don't worry about the Control Switches: [0002..0005] = OFF and the stuff bellow that, i have a theory on how to do those in a script however if the HUD Comes first