DoubleX RMVXA State Counters

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***
Scripter
Rep:
Level 32
Changelog
Code: [Select]
#    v1.00e(GMT 1300 19-9-2015):                                               |
#    1. Fixed lacking the spriteset viewport reader and iconset loader bug     |
#    2. Further increased this script's compatibility                          |
#    v1.00d(GMT 0800 16-9-2015):                                               |
#    1. Fixed duplicate actor sprite creations at the start of battles bug     |
#    2. Increased this script's compatibility and readability                  |
#    v1.00c(GMT 1500 14-4-2015):                                               |
#    1. Improved this script's robustness                                      |
#    v1.00b(GMT 1100 11-4-2015):                                               |
#    1. Fixed the state remaining turn display bug when a state's reapplied    |
#    v1.00a(GMT 0900 11-4-2015):                                               |
#    1. 1st version of this script finished                                    |

Authors
DoubleX

Credits
DoubleX(Optional)

Purpose
Displays the state icons with remaining turns on their battler sprites

Configurations
Code: [Select]
      # Sets if this script needs to create the actor sprites at the start of
      # battles
      # This script won't display the actor sprites by itself
      # It should be set as false if other custom scripts already do that
      # It can't be changed once set
      # Example: To use this script to create the actor sprites at the start of
      #          battles, set this as true
      CREATE_ACTOR_SPRITE = false

      # Sets if the state icons are displayed for actor sprites as well
      # It only works with scripts supporting actor sprite displays in battles
      # It's used at:
      # 1. Game_Battler
      #    - return nil unless enemy? || #{ACTOR_SPRITE} in
      #      state_counters_battler_sprite
      # 2. Sprite_Battler
      #    - @state_counters = {} if @battler && (@battler.enemy? ||
      #      #{ACTOR_SPRITE}) in initialize
      #    - return unless @battler && (@battler.enemy? || #{ACTOR_SPRITE}) in
      #      create_state_counter
      # Example: To display the state icon for actor sprites as well, set this
      #          as "true"
      ACTOR_SPRITE = "false"

      # Sets the state icon xy offsets from its battler sprite
      # It's used at:
      # 1. State_Counter_Sprite
      #    - xy_offset = #{XY_OFFSET} in update_pos
      # The state priority index can be referneced by @index
      # It must return an array of real numbers and should return an array of
      # integers
      # Example: To set the state icon xy offsets as the value of
      #          variables with id a and b respectively, set this as
      #          "[$game_variables[a], $game_variables[b]]"
      XY_OFFSET = "[24 * (@index % 2 - 0.5), -24 * (@index / 2) - 20]"

      # Sets the state icon z position
      # It's used at:
      # 1. State_Counter_Sprite
      #    - z_pos = #{Z} in update_pos
      # It must return a non-negative real number and should return a
      # non-negative integer
      # Example: To set the state icon z position as the value of variable
      #          with id x, set this as "$game_variables[x]"
      Z = "125"

      # Sets the state remaining turn text color
      # It's used at:
      # 1. State_Counter_Sprite
      #    - color = #{TEXT_COLOR} in update_text_font
      # It must return a color
      # Example: To set the state remaining turn text color's rgba values as r,
      #          g, b and a, set this as "Color.new(r, g, b, a)"
      TEXT_COLOR = "Color.new(0, 0, 0, 255)"

      # Sets the state remaining turn text size
      # It's used at:
      # 1. State_Counter_Sprite
      #    - size = #{TEXT_SIZE} in update_text_font
      # It must return a positive real number and should return a natural number
      # Example: To set the state remaining turn text size as the value of
      #          variable with id x, set this as "$game_variables[x]"
      TEXT_SIZE = "16"

      # Sets the state remaining turn text x and y positions
      # It's used at:
      # 1. State_Counter_Sprite
      #    - text_xy = #{TEXT_XY} in update_turn
      # It must return an array of real numbers and should return an array of
      # integers
      # Example: To set the state remaining turn text x and y positions as the
      #          value of variables with id a and b respectively, set this as
      #          "[$game_variables[a], $game_variables[b]]"
      TEXT_XY = "[12, 0]"


Games using this script
None so far

Video
https://www.youtube.com/watch?v=OvHTKCncFsU&feature=youtu.be

Prerequisites
Abilities:
1. Some RGSS3 scripting proficiency to fully utilize this script

Terms Of Use

You shall:
1. Keep this script's Script Info part's contents intact
You shalln't:
1. Claim that this script is written by anyone other than DoubleX or his aliases
None of the above applies to DoubleX or his/her aliases

Instructions
Open the script editor and put this script into an open slot between Materials and Main. Save to take effect.
« Last Edit: September 19, 2015, 12:55:46 PM by DoubleX »

***
Scripter
Rep:
Level 32
Updates
Code: [Select]
#    v1.00d(GMT 0800 16-9-2015):                                               |
#    1. Fixed duplicate actor sprite creations at the start of battles bug     |
#    2. Increased this script's compatibility and readability                  |

***
Scripter
Rep:
Level 32
Updates
Code: [Select]
#    v1.00e(GMT 1300 19-9-2015):                                               |
#    1. Fixed lacking the spriteset viewport reader and iconset loader bug     |
#    2. Further increased this script's compatibility                          |