#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#Persona Style Personality Status (P.S.P.S) Module by ShiningRiku
#Version: 1.0
#Type: Status/Menu Addon
#Date v1.0: 6.5.2014
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#BLAHBLAHBLAHBLAH
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#==============================================================================
# module Personality
#==============================================================================
module Personality
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# basic config
COURAGE = 12
KNOWLEDGE = 13
UNDERSTANDING = 14
DILIGENCE = 15
EXPRESSION = 16
ORDERCHAOS = 17
GOODEVIL = 18
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#==============================================================================
# Game_System
#==============================================================================
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base
def draw_actor_status(x, y)
bitmap = RPG::Cache.picture("#{$game_actors[1].character_name}_person", hue)
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
def draw_stat_background(x, y)
bitmap = RPG::Cache.picture("1PersonBG")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap1, src_rect)
end
def draw_stat_knowledge(x, y)
if $game_variables[KNOWLEDGE] = 0
bitmap = RPG::Cache.picture("Knowledge1")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[KNOWLEDGE] = 1
bitmap = RPG::Cache.picture("Knowledge2")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[KNOWLEDGE] = 2
bitmap = RPG::Cache.picture("Knowledge3")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[KNOWLEDGE] = 3
bitmap = RPG::Cache.picture("Knowledge4")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[KNOWLEDGE] = 4
bitmap = RPG::Cache.picture("Knowledge5")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
def draw_stat_courage(x, y)
if $game_variables[COURAGE] = 0
bitmap = RPG::Cache.picture("Courage1")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[COURAGE] = 1
bitmap = RPG::Cache.picture("Courage2")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[COURAGE] = 2
bitmap = RPG::Cache.picture("Courage3")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[COURAGE] = 3
bitmap = RPG::Cache.picture("Courage4")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[COURAGE] = 4
bitmap = RPG::Cache.picture("Courage5")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
def draw_stat_diligence(x, y)
if $game_variables[DILIGENCE] = 0
bitmap = RPG::Cache.picture("Diligence1")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[DILIGENCE] = 1
bitmap = RPG::Cache.picture("Diligence2")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[DILIGENCE] = 2
bitmap = RPG::Cache.picture("Diligence3")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[DILIGENCE] = 3
bitmap = RPG::Cache.picture("Diligence4")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[DILIGENCE] = 4
bitmap = RPG::Cache.picture("Diligence5")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
def draw_stat_expression(x, y)
if $game_variables[EXPRESSION] = 0
bitmap = RPG::Cache.picture("Expression1")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[EXPRESSION] = 1
bitmap = RPG::Cache.picture("Expression2")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[EXPRESSION] = 2
bitmap = RPG::Cache.picture("Expression3")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[EXPRESSION] = 3
bitmap = RPG::Cache.picture("Expression4")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[EXPRESSION] = 4
bitmap = RPG::Cache.picture("Expression5")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
def draw_stat_understanding(x, y)
if $game_variables[DILIGENCE] = 0
bitmap = RPG::Cache.picture("Understanding1")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[DILIGENCE] = 1
bitmap = RPG::Cache.picture("Understanding2")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[DILIGENCE] = 2
bitmap = RPG::Cache.picture("Understanding3")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[DILIGENCE] = 3
bitmap = RPG::Cache.picture("Understanding4")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[DILIGENCE] = 4
bitmap = RPG::Cache.picture("Understanding5")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
#==============================================================================
# Window_Personality
#==============================================================================
class Window_Personality < Window_Base
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(224, 0, 120, 32, $game_actors[1].name, 1)
self.contents.draw_text(224, 0, 150, 32, $game_actors[61].name, 1)
draw_stat_background(0, 0)
draw_stat_knowledge(0, 0)
draw_stat_courage(0, 0)
draw_stat_diligence(0, 0)
draw_stat_expression(0, 0)
draw_stat_understanding(0, 0)
draw_actor_status(0, 0)
draw_actor_hp($game_actors[1], 400, 92, 172)
draw_actor_sp($game_actors[1], 400, 122, 172)
end
end
#==============================================================================
# Scene_Personality
#==============================================================================
class Scene_Personality
def main
@spriteset = Spriteset_Map.new if MAP_BACKGROUND
@personality_window = Window_Personality.new
Graphics.transition
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.freeze
@spriteset.dispose if MAP_BACKGROUND
@personality_window.dispose
end
def update
@personality_window.update
if MAP_BACKGROUND && (Input.trigger?(Input::A) || Input.trigger?(Input::C))
Graphics.freeze
$game_system.se_play($data_system.cursor_se)
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new
end
end
end
def draw_stat_knowledge(x, y)
if $game_variables[KNOWLEDGE] = 0
bitmap = RPG::Cache.picture("Knowledge1")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[KNOWLEDGE] = 1
bitmap = RPG::Cache.picture("Knowledge2")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[KNOWLEDGE] = 2
bitmap = RPG::Cache.picture("Knowledge3")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[KNOWLEDGE] = 3
bitmap = RPG::Cache.picture("Knowledge4")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
elsif $game_variables[KNOWLEDGE] = 4
bitmap = RPG::Cache.picture("Knowledge5")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end #<============================================ You're missing an end for your if-statements
end
def draw_stat_knowledge(x, y)
if [0,1,2,3,4].include?($game_variables[KNOWLEDGE])
bitmap = RPG::Cache.picture("Knowledge" + ($game_variables[KNOWLEDGE] + 1).to_s)
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
end
Quote from: Shining Riku on May 07, 2014, 12:45:01 am
I try to avoid walls of text when I'm typing but it seems that etiquette hasn't carried over to my scripting yet.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#Persona Style Personality Status (P.S.P.S) Module by ShiningRiku
#Version: 1.0
#Type: Status/Menu Addon
#Date v1.0: 6.5.2014
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#BLAHBLAHBLAHBLAH
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#==============================================================================
# module Personality
#==============================================================================
module Personality
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# basic config, insert variables that determine personality trait levels.
COURAGE = 12
KNOWLEDGE = 13
UNDERSTANDING = 14
DILIGENCE = 15
EXPRESSION = 16
ORDERCHAOS = 17
GOODEVIL = 18
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
#==============================================================================
# Game_System
#==============================================================================
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base
def draw_actor_status(x, y)
bitmap = RPG::Cache.picture("#{$game_actors[1].character_name}_person", hue)
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
def draw_stat_background(x, y)
bitmap = RPG::Cache.picture("1PersonBG")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
def draw_stat_knowledge(x, y)
if [0,1,2,3,4].include?($game_variables[KNOWLEDGE])
bitmap = RPG::Cache.picture("Knowledge" + ($game_variables[KNOWLEDGE] + 1).to_s)
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
end
def draw_stat_courage(x, y)
if [0,1,2,3,4].include?($game_variables[COURAGE])
bitmap = RPG::Cache.picture("Courage" + ($game_variables[COURAGE] + 1).to_s)
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
end
def draw_stat_diligence(x, y)
if [0,1,2,3,4].include?($game_variables[DILIGENCE])
bitmap = RPG::Cache.picture("Diligence" + ($game_variables[DILIGENCE] + 1).to_s)
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
end
def draw_stat_expression(x, y)
if [0,1,2,3,4].include?($game_variables[EXPRESSION])
bitmap = RPG::Cache.picture("Expression" + ($game_variables[EXPRESSION] + 1).to_s)
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
end
def draw_stat_understanding(x, y)
if [0,1,2,3,4].include?($game_variables[UNDERSTANDING])
bitmap = RPG::Cache.picture("Understanding" + ($game_variables[UNDERSTANDING] + 1).to_s)
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
end
end
#==============================================================================
# Window_Personality
#==============================================================================
class Window_Personality < Window_Base
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(224, 0, 120, 32, $game_actors[1].name, 1)
self.contents.draw_text(224, 0, 150, 32, $game_actors[2].name, 1)
draw_stat_background(0, 0)
draw_stat_knowledge(0, 0)
draw_stat_courage(0, 0)
draw_stat_diligence(0, 0)
draw_stat_expression(0, 0)
draw_stat_understanding(0, 0)
draw_actor_status(0, 0)
draw_actor_hp($game_actors[1], 400, 92, 172)
draw_actor_sp($game_actors[1], 400, 122, 172)
end
end
#==============================================================================
# Scene_Personality
#==============================================================================
class Scene_Personality
def main
@personality_window = Window_Personality.new
Graphics.transition
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.freeze
@personality_window.dispose
end
def update
@personality_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new
end
end
end
if [0,1,2,3,4].include?($game_variables[Personality::KNOWLEDGE])
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#Persona Style Personality Status (P.S.P.S) Module by ShiningRiku
#Version: 1.0
#Type: Status/Menu Addon
#Date v1.0: 6.5.2014
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#BLAHBLAHBLAHBLAH
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#==============================================================================
# module Personality
#==============================================================================
module Personality
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# basic config, insert variables that determine personality trait levels.
COURAGE = 12
KNOWLEDGE = 13
UNDERSTANDING = 14
DILIGENCE = 15
EXPRESSION = 16
ORDERCHAOS = 17
GOODEVIL = 18
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
end
#==============================================================================
# Game_System
#==============================================================================
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base
def draw_actor_status(x, y)
bitmap = RPG::Cache.picture("#{$game_actors[1].character_name}_person")
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
def draw_stat_background(x, y)
bitmap = RPG::Cache.picture("1PersonBG")
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
def draw_stat_knowledge(x, y)
if [0,1,2,3,4].include?($game_variables[Personality::KNOWLEDGE])
bitmap = RPG::Cache.picture("Knowledge" + ($game_variables[Personality::KNOWLEDGE] + 1).to_s)
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
end
def draw_stat_courage(x, y)
if [0,1,2,3,4].include?($game_variables[Personality::COURAGE])
bitmap = RPG::Cache.picture("Courage" + ($game_variables[Personality::COURAGE] + 1).to_s)
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
end
def draw_stat_diligence(x, y)
if [0,1,2,3,4].include?($game_variables[Personality::DILIGENCE])
bitmap = RPG::Cache.picture("Diligence" + ($game_variables[Personality::DILIGENCE] + 1).to_s)
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
end
def draw_stat_expression(x, y)
if [0,1,2,3,4].include?($game_variables[Personality::EXPRESSION])
bitmap = RPG::Cache.picture("Expression" + ($game_variables[Personality::EXPRESSION] + 1).to_s)
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
end
def draw_stat_understanding(x, y)
if [0,1,2,3,4].include?($game_variables[Personality::UNDERSTANDING])
bitmap = RPG::Cache.picture("Understanding" + ($game_variables[Personality::UNDERSTANDING] + 1).to_s)
src_rect= Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
end
end
end
#==============================================================================
# Window_Personality
#==============================================================================
class Window_Personality < Window_Base
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(224, 0, 120, 32, $game_actors[1].name, 1)
self.contents.draw_text(224, 0, 150, 32, $game_actors[2].name, 1)
draw_stat_background(0, 0)
draw_stat_knowledge(0, 0)
draw_stat_courage(0, 0)
draw_stat_diligence(0, 0)
draw_stat_expression(0, 0)
draw_stat_understanding(0, 0)
draw_actor_status(0, 0)
draw_actor_hp($game_actors[1], 400, 92, 172)
draw_actor_sp($game_actors[1], 400, 122, 172)
end
end
#==============================================================================
# Scene_Personality
#==============================================================================
class Scene_Personality
def main
@personality_window = Window_Personality.new
Graphics.transition
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.freeze
@personality_window.dispose
end
def update
@personality_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new
end
end
end